TEAM+ Derry Luttrell Tony Saunders AUTHORS Arkon Arkon is a GM, player, and game historian who specializes in merging mechanics and flavor in the Arkon's Arkive. Conner Berkheiser Conner Berkheiser (he/they) is a neurodivergent creative who makes art and writes the "Golarion Unleashed" product line on PFI Grady Wang Grady Wang is the cofounder of the Gallant Goblin YouTube review channel and publishing company, a Paizo freelancer, and wrangler of kobold plushies at Hero Plush. Sasha Laranoa Harving Sasha Laranoa Harving is an eccentric, a writer, and a fighter. I wear my heart on my sleeve. ARTWORK Derry Luttrell Shawn Pommier (page background) FORMATTING & LAYOUT Shawn Pommier FOUNDRY Coming soon! PATHBUILDER2E Coming soon! Josh White WANDERER’S GUIDE INTEGRATION Coming soon! PLUSTESTERS Cerapter, David McGregor, Dire Dragon, Dorji Sanjiev, Loks, Kristian Brucaj, Koncookie, Mark “Kas” Clark, Otmi aka Matteo Scarnera, River Ray, SokinAshrah, Solatra AKA Sasha Laranoa Harving, Tali Kinsley AKA Failed Lil Cat God, Venture, VitaminB aka Floyd Tang JOIN THE DISCORD! https://discord.gg/yHQbmVzDfR FOLLOW US ON X/TWITTER AND BLUESKY @theteamplus https://bsky.app/profile/teamplus.bsky.social INDEX EXPANDED ARCHETYPES PAGES 1- 42 ASSASSIN 1-4 BASTI0N 4-6 BEAST GUNNER 6-7 BULLET DANCER 8-9 MONASTIC FUSILIER (CLASS ARCHETYPE) 8-9 CATHARTIC MAGE 9-10 CHRONOSKIMMER & TIME MAGE 11-13 ELEMENTALIST 13-15 FIREWORK TECHNICIAN 15-16 GEOMANCER 17-19 GLADIATOR 19-21 HERBALIST 21-23 HORIZON WALKER 23-26 MARSHAL 26-27 MEDIC 27-28 PIRATE 28-31 SCROLL TRICKSTER 31-33 SCROUNGER 33-35 SOULFORGER 35-37 VIKING 37-39 WELLSPRING MAGE 39-42 NEW ARCHETYPES PAGES 42- 55 CLOWN 42-44 ELDRITCH ARTIST 44-47 MERCHANT 47-49 PERFUMIST 50-52 WANDERING SPIDER 52-53 LEGAL PAGES 54-55 PATRON SUPPORTERS Cecil Maye, Evelyn, Adaranth, Morgan, Datguydude12, Amy Dupont, Arthur Acton, Grey Percival, Nikith Veluru, PhoebeJeebies, Benjamin Rawls, Nicholas A Jones, Songbird, David Crowley, saltsquared, Phillip M Knutson, Sam Fernandez, Ryder Steadman, Liam Eckles, tobsomatix, Graham Starfelt, Alan-Michael Havens, JustAGoose, eyepatch9, Greg, mae Cohen, esther tealeaf, deklarus, Eduardo Martinez, Lorie, Ni Tro, Conner G Ness, Reds Silk, Tigertom 2004, Arivae, Shade Moss, Nick L, VibraphonicMarxism, CapitolCrusader, R Chauncey Gummere, sundronsun, Smurf, molotgor, Alex, Ryan Gueldener, Rayce Buford, Joshua White, Nova, Ashley Love, Mitali Tase, Alexander T G, ricothebold, Liam McGowan, Adam U., Ethan Ratliff, Luca Gutzeit, Matt Bond, Joel Hahn, Lyon, Sam, Josh King, Justin Marcotte, SokinAshrah, Peter, LoKs22, Aidan, Lars, Darlene, Zach H., Conor Sterling, Alarion Irisar, Alendor, Gold, Mason Roberts, Sam Fitch, Andrew Hirst, Flameslicer, Dom, Jo El Become a Supporter!
Expanded Archetypes ASSASSIN Assassins take many routes to achieve the ultimate demise of their marks. These routes require a particular set of skills, weapons, and methods, but the conclusion is always the same: death. The following archetype feats are available to characters with the assassin archetype. Additional Feats: 6th Battle Assessment; 7th Muscle Mimicry; 10th Blind-Fight; 20th Trickster’s Ace STEPS OF THE MARKED FEAT 4 ARCHETYPE Prerequisites Assassin Dedication Your marks cannot escape you, leaving behind trails for you to follow. You gain the steps of the marked mortis spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point or increases the number of Focus Points in your focus pool by 1 if you already had one. You can Refocus by contemplating your methods to dispatch marks. You become trained in occult spell attack rolls and spell DCs. STEPS OF THE MARKED FOCUS 2 UNCOMMON | DIVINATION | MORTIS OCCULT Cast � somatic Duration 1 minute Your eyes become attuned to the life signature of your marks, allowing you to see your marks through barriers and concealment with a lifesense as an imprecise sense with a range of 30 feet, but you can only detect creatures you have Marked for Death with this lifesense. In addition, you can see the steps of your mark as they leave behind glowing imprints for the duration. If a creature you have Marked for Death is invisible to you while this spell is active and you can see their steps, they are hidden to you instead of undetected. SENSE FOR DEATH FEAT 4 ARCHETYPE Prerequisites Assassin Dedication You have learned to use other senses to detect your marks. You no longer need to see and hear the creature you intend to Mark for Death, but can use Mark for Death against creatures that you have observed using any of your precise senses. You can also Mark for Death creatures if you have a picture or drawing accompanied with a description that would suffice to identify the creature (subject to GM discretion). TOOLS OF THE TRADE FEAT 4 ARCHETYPE Prerequisites Assassin Dedication; infused reagents or Snare Crafting You’ve learned to use alchemy to perfect your art. When a creature you have Marked for Death takes damage from an alchemical item you created using infused reagents or from a snare you created, you deal 2 additional damage to the creature and if it critically failed its save or was critically hit by a Strike that included an effect from one of these items, they take an additional 1d6 damage. If you are at least 17th level, the base additional damage increases to 4 and the damage on critical failures and critical hits increases to 2d6. This damage applies only once per infused reagent or snare. NEW TRAIT: MORTIS Spells with the mortis trait can only be used while you have a creature Marked for Death within 100 feet of you. If a creature you have Marked for Death was the target of a mortis spell and it is no longer Marked for Death, the effects of the spell immediately end. THEY’RE ONLY SLEEPING Some assassin’s might find the act of killing to be unnecessary or cumbersome. GMs can rule that the requirements to kill are instead reduced to giving the dying or unconscious conditions, but this does increase the rates at which assassins can cycle through enemies and might require adjustments to certain feats like Angel of Death. 1 Archetypes+ While some forays into other professionals might be compact expansions of a characters original toolset, others may find themselves willing to dedicate their entire being to the themes that are accentuated in an archetype. The archetype expansions present in this section are to allow players to explore the archetypes more liberally than before by offering more options, particularly at higher level, to help them in their adventuring careers.
DEADLY GRAPPLES � FEAT 6 ARCHETYPE Prerequisites Assassin Dedication, trained in Athletics Trigger A creature you have Marked for Death ends its turn grabbed or restrained by your Grapple. Requirements You are wielding an agile weapon or can make an agile unarmed attack. If you are in a grapple, you can still cause death. The triggering creature must make a basic Fortitude save against your class DC or spell DC, whichever is higher, or take damage equal to the weapon’s or unarmed attack’s damage dice. If your weapon or unarmed attack has the backstabber trait, you apply this damage as well. If a creature critically succeeds, it is freed from your Grapple. Special If you have Angel of Death, this action gains the death trait. STANDARD PROCEDURE FEAT 6 ARCHETYPE Prerequisites Assassin Dedication, expert in the appropriate skill You have learned how to operate with impunity, but that took practice. You’ve honed your procedures to the point where they’re an integral process after each successful endeavor. When you first select this feat you choose one of the following benefits. • Aerial Assault The prerequisite skill is Acrobatics. You gain the Cat Fall skill feat or another 1st-level skill feat if you already had it. When you fall at least 10 feet and land within melee reach of a creature you have Marked for Death, you can immediately make a melee Strike against that creature as a reaction with your landing as the trigger. If you were hidden or undetected to the target of your Strike before your fall, the creature is flat-footed to this Strike even if you would be observed while falling. • Body Swap The prerequisite skill is Deception. You gain the Backup Disguise skill feat or another 2nd-level or lower skill feat if you already had it. When you reduce a creature you have Marked for Death to 0 Hit Points, you can use your Backup Disguise to impersonate the creature you killed instead of your prepared disguise, replacing your original Backup Disguise with one resembling the creature. • Deathly Diversion The prerequisite skill is Deception. You gain the Fleeing Diversion skill feat or another 2nd-level or lower skill feat if you already had it. When you reduce a creature you have Marked for Death to 0 Hit Points, you can immediately Create a Diversion as a free action. If you were hidden or undetected to a majority of the creatures already (at least half of the creatures) you can Stride as part of your Create a Diversion. • Stalk Prey The prerequisite skill is Stealth. You gain the Shadow Mark skill feat or another 2nd-level or lower skill feat if you already had it. When you enter an encounter with the target of your Shadow Mark and you go before the target in initiative, you can Sneak as a free action at the start of your first turn. • Terrified Hesitation The prerequisite skill is Intimidation. You gain the Intimidating Prowess skill feat or another 2ndlevel or lower skill feat if you already had it. You do not need to meet its prerequisites for Strength. When a creature you have Marked for Death is frightened from your Demoralize, you do not trigger reactions from it. Special You can select this feat multiple times, selecting a new procedure each time. ASSASSIN’S NETWORK FEAT 7 UNCOMMON | ARCHETYPE | SKILL Prerequisites Assassin Dedication, Criminal Connections, master in Society You are connected to a network of assassins, because after all, it’s important to make allies when in your line of work. When you are in a settlement, you can spend 1 day of downtime to make contact with your assassin’s network. For as long as you remain in the settlement after you made contact, you can make simple Requests to your network such as purchasing basic equipment with your funds or finding a room at an inn. These Requests remain private and are not disclosed to anyone outside your network unless they succeed at a Gather Information check against your Society DC. In addition, once per day you can attempt to make a Request to purchase illegal or uncommon items that your network would have access to, such as deadly poisons or forged credentials, by making a Society check against a standard DC of your level. You can make a series of asks in one Request, but each additional item or service increases the DC of the check by 2. If you critically fail a Request to obtain illegal or uncommon goods or services, the local authorities become aware of these actions (subject to GM discretion). MARK THE WEAK FEAT 8 ARCHETYPE Prerequisites Assassin Dedication; Battle Assessment Your assessments of your opponents allows you to identify their level of threat, and dispatch those with weaker skill. When you successfully use Battle Assessment you also determine whether the creature is below your level. When you determine that a creature’s level is below yours with a Battle Assessment, you can use Mark for Death as a single action against the target of your Battle Assessment instead of a 3-action activity. Alternatively, if the creature was already Marked for Death, you gain a +2 circumstance bonus to your Perception check from Battle Assessment. STROKE OF MERCY � FEAT 8 ARCHETYPE Prerequisites Assassin Dedication Requirements You are adjacent to a prone creature you have Marked for Death. When your marks are at your mercy, you don’t hesitate. Make a Strike against the required enemy. Your Strike deals additional damage equal to your level and you double any damage you would deal from the backstabber and deadly traits. DECOY ASSASSIN FEAT 10 ARCHETYPE Prerequisites Assassin Dedication, a focus pool You have learned that providing a scapegoat can often buy you the time that you need. You gain the decoy assassin mortis spell. Increase the number of Focus Points in your focus pool by 1. You become trained in occult spell attack rolls and spell DCs if you were not already. DECOY ASSASSIN FOCUS 5 UNCOMMON CONTINGENCY ILLUSION MORTIS OCCULT VISUAL Cast 1 minute (somatic, verbal) Duration 1 hour You create an illusory duplicate of yourself to appear when needed. When you cast the spell you choose a 10-foot burst you can see within 30 feet and designate a trigger. You must specify a trigger for this reaction using the same restrictions as the triggers for the Ready action. When the trigger you chose as part of casting decoy assassin is triggered, you create an illusory duplicate of yourself that appears somewhere within the 10-foot 2
burst and lasts 3 rounds and then the spell immediately ends. Your duplicate acts as though it had your full number of actions, though it can't actually affect anything in the environment and it does not generate sounds or smells. A creature that can see you doesn't necessarily know your duplicate is an illusion and any creature that attacks, touches, or Interacts with your duplicate or uses the Seek action to examine it can attempt to disbelieve your illusion. You can Dismiss this effect. You cannot recover the Focus Point you spent to cast this spell until you Dismiss it or your illusion was triggered. Heightened (7th) Your duplicate makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the auditory and olfactory traits. ADVANCED PROCEDURE FEAT 12 ARCHETYPE Prerequisites Standard Procedure, master in the appropriate skill You have learned how to operate with impunity, but that took practice. You’ve honed your procedures to the point where they’re an integral process after each successful endeavor. When you first select this feat you choose one of the following benefits. • Controlled Senses The prerequisite skill is Stealth. You gain the Foil Senses skill feat or another 7th level or lower skill feat if you already had it. You gain a +2 circumstance bonus to Stealth against creatures using imprecise or vague senses to detect you and when you use Mark for Death against a creature you learn if the creature possesses darkvision, echolocation, low-light vision, or scent and the precision of that sense if it has one. • Eye the Mark The prerequisite skill is Society. You gain the Biographical Eye skill feat or another 7th level or lower skill feat if you already had it. When you use Biographical Eye, you can also use Mark for Death on the creature as part of the same activity. In addition, you can spend a single action with the auditory trait to reveal information you learned from Biographical Eye about the creature to surprise them. If the information was correct, the target must attempt a Will save against your class DC or spell DC, whichever is higher, or it becomes stupefied 1 for 1 minute on a failure or stupefied 2 on a critical failure. This is a mental effect. • Free Running Death The prerequisite skill is Athletics. You gain the Wall Jump skill feat or another 7th level or lower skill feat if you already had it. When you spend 3 actions to use Mark for Death, you can High Jump, Long Jump, or Leap as part of the same activity as long as you move towards the creature you marked. If you possess Quick Jump, you can High Jump or Long Jump twice as part of your Mark for Death and they are considered to be your next actions for the purposes of Wall Jump. • Relish the Fear The prerequisite skill is Intimidation. You gain the Terrified Retreat skill feat or another 7th level or lower skill feat if you already had it. You gain a +2 circumstance bonus to Strike damage against creatures Marked for Death with the fleeing condition. If you are legendary in Intimidation, the circumstance bonus to damage increases to +4. • Tricky Secrets The prerequisite skill is Deception. You gain the Slippery Secrets skill feat or another 7th level or lower skill feat if you already had it. If you succeed at your Deception check for Slippery Secrets, instead of revealing nothing you can choose to Lie in response to the magical effect using the result of your check from Slippery Secrets as the result for your Lie. Special You can select this feat multiple times, selecting a new procedure each time. INVIGORATED KILL FEAT 14 ARCHETYPE Prerequisites Assassin Dedication After you succeed at taking down your mark, you are invigorated. When you reduce a creature you Marked for Death to 0 Hit Points, you become quickened until the end of your next turn. You can use your extra action only as part of Mark for Death or actions and activities that allow you to Mark for Death as part of the activity. HEART RIPPER FEAT 16 ARCHETYPE Prerequisites Assassin Dedication, a focus pool You have learned the death technique for removing the hearts of your marks. You learn the heart ripper mortis spell. Increase the number of Focus Points in your focus pool by 1. You become expert in occult spell attack rolls and spell DCs if you were not already. HEART RIPPER FOCUS 8 UNCOMMON | DEATH | INCAPACITATION | MORTIS | OCCULT NECROMANCY Cast � somatic, verbal Range 30 feet; Targets 1 creature you have Marked for Death Saving Throw Fortitude; Duration sustained up to 4 rounds. You attempt to rip the vitals of your mark from their chest. When you Cast the Spell, you make a pulling motion and attempt to rip a vital organ from inside the target in an attempt to end its life. The target must have a vital organ or similar anatomy that you can target, usually the heart, in order to target them with this spell. The target must attempt a Fortitude save when you Cast the Spell. Each time you Sustain the Spell after the first, the target takes the listed damage as you attempt to pry its heart from its chest. If this damage would reduce the creature's Hit Points to 0, you rip the target’s vital organ out and gain a +2 circumstance bonus to fear effects that would target the creature’s allies for 1 minute. Critical Success The target survives, the spell ends, and the target is then temporarily immune for 24 hours. Success The target is frightened 1 and takes 20 damage initially and when you Sustain the Spell. Once the creature is no longer frightened, the spell ends, and the target is then temporarily immune for 24 hours. Failure As success, except the target is frightened 2 and takes 40 damage initially and when you Sustain the Spell. Critical Failure The target dies. KILLING SPREE � FEAT 16 ARCHETYPE Prerequisites Assassin Dedication Frequency once per hour Sometimes the only way out of a tight situation is to mark all that would oppose you for death. Designate up to 5 creatures you could Mark for Death in an order of your choosing, from 1st to 5th. The first creature in this order is Marked for Death by you. If a creature you Marked for Death dies within 1 minute of being marked in this way, you can Mark for Death the next creature in the order you chose as a free action with a trigger of their death so long as you meet the requirements. If there are no remaining creatures from your original selection, you can continue to Mark for Death additional creatures in this way until 1 minute has passed or you do not use Mark for Death. 3
FEAR THE REAPER FEAT 18 ARCHETYPE | EMOTION | FEAR | MENTAL Prerequisites Assassin Dedication You are renowned for your inevitability, and when people know they are marked, they despair. When a creature within 30 feet of you is Marked for Death or comes within 30 feet of you after being Marked for Death, it must attempt a Will save against your class DC or spell DC, whichever is higher. Creatures within 30 feet of you that attempt to help the ally you have marked, either directly or indirectly, also must attempt this Will save after they complete the helpful action. Regardless of the result, the creature is then immune to Fear the Reaper for 1 day. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 4. WHISPERED NAME FEAT 20 ARCHETYPE Prerequisites Assassin Dedication No one dares speak your name, for fear of invoking what they believe to be a ghost or a whispered legend. If you were a known assassin, you are believed to be dead, gone, ascended, or otherwise disappeared from existence. Attempts to learn any details about you and your whereabouts automatically fail and you aren’t recognized by appearance as your assassin persona. Creatures that had knowledge of you prior must succeed at an additional DC 45 Society check to Recall Knowledge about you or DC 45 Perception check to recognize you if they see you. Any creatures that would attempt to learn your whereabouts, recognize you, or find details about you must attempt a Deception or Stealth check against your Perception DC. You become aware of the creatures that fail this check immediately if they are within 30 feet, in 1d4 hours if they are within the same settlement or 5 mile radius, or 1 week if they are within the same plane of existence. After you become aware of a creature who attempted to learn about you, you can immediately Recall Knowledge on the creature and if you are successful, you can Mark for Death the creature even if you would not meet its requirements. BASTION A shield can be many things, a weapon, a brace, but most often as a means of protection. This is true for a bastion above all else, as a shield is an extension of the self as much as it is a tool to an end. There are those that dabble in shields for simple practical matters in war, but a bastion pushes the bounds of what a shield can be and surmises a truth: a shield is only as good as its wielder. The following archetype feats are available to characters with the bastion archetype. DURABLE CONSTRUCTION FEAT 4 ARCHETYPE Prerequisites Bastion Dedication, trained in Crafting You can increase your shield's construction with iron bands, strips of hardwood, or rugged hide, making it easier to repair. By spending 1 hour fortifying a shield, you can grant the shield a +1 circumstance bonus to its Hardness that lasts until it receives the broken condition. If you're a master in Crafting, the bonus is +2, and if you're legendary, the bonus is +3. SHIELD TOSS FEAT 4 ARCHETYPE Prerequisites Bastion Dedication You use your shield like a discus to strike from afar. Shields you wield of Bulk 1 or less gain the Shield Throw 20 feet trait. If they already had that trait, you instead increase the range by 10 feet. You can apply property runes to your shields as if they were thrown weapons. MAGE'S PAVISE FEAT 4 ARCHETYPE MAGICAL Prerequisites Bastion Dedication, you can cast shield You alter the casting of the shield cantrip, giving the shield more permanence at the cost of some versatility. After you use Shield Block from shield on yourself, you may attempt a DC 5 flat check. On a success, you do not need to wait 10 minutes to cast shield again, but your shield’s hardness is reduced by 4 until 10 minutes after using Shield Block with it. If your shield’s hardness would be reduced to 0, you automatically fail this flat check. SHIELD SURFING � TO � FEAT 6 ARCHETYPE Prerequisites Bastion Dedication Requirements You are wielding a shield. You toss your shield along the ground, then skate along it. You Stride twice, Dropping a shield as part of your first Stride and positioning yourself on top of it to surf your shield. If you use 3 actions, you can Stride thrice. While surfing your shield, you can travel over liquid surfaces as though they were solid ground, but fall in if your movement ends over the liquid, and you automatically succeed checks to Balance if you are moving across ice, sand, or snow. If you would take damage from moving through hazardous terrain or a similar hazard that your shield could protect you from, the damage is reduced by the shield’s hardness. After the surf ends, if you have a free hand and are on solid ground, you can be wielding your shield. 4
RETURNING SHIELD FEAT 6 ARCHETYPE Prerequisites Shield Toss Careful aim and complex geometry allows you to bounce a shield back into your hands. When you make a thrown Strike with a shield in your first range increment, it flies back to your hand after the Strike is complete. If your hands are full when the weapon returns, it falls to the ground in your space. THORNY REPRISAL � FEAT 6 ARCHETYPE IMPULSE PLANT PRIMAL WOOD Prerequisites Bastion Dedication, you can cast primal spells or are an elementalist Trigger You used Shield Block with a wooden shield and your shield was not destroyed. Your shield is wrapped in living thorns, and they like being damaged even less than you. A coil of thorns wraps itself around the triggering enemy and makes them immobilized until the end of your next turn unless they succeed at a Reflex save against your spell DC. If a creature attempts to Escape or is moved from their square while the thorns are wrapped around it, it takes piercing damage equal to your shield’s hardness with a basic Reflex save against your spell DC. The DC to Escape your Thorny Reprisal is equal to your spell DC. STAY BEHIND ME! FEAT 8 ARCHETYPE Prerequisites Bastion Dedication You form the bulwark between ally and enemy. While your shield is raised, you provide lesser cover to allies against ranged attacks that would pass through adjacent squares, or standard cover to allies against ranged attacks if they would already have lesser cover. SHIELD CHARGE � FEAT 8 ARCHETYPE | FLOURISH Prerequisites Shielded Stride Requirements Your shield is raised and there is at least one creature within range of your Stride. You throw your force into a dead sprint. You Raise a Shield and then Stride in a straight line that must include at least one creature. For each creature whose square you attempt to move through, Strike with a shield bash or a weapon attached to your raised shield. If your Strike is successful, you can move through the creature's space treating the square’s in its space as difficult terrain. If you don’t have enough Speed to move all the way through its space, your Stride immediately ends. On a failure, your Stride ends immediately. Each attack contributes to your multiple attack penalty as normal. MAGE’S AEGIS � FEAT 8 ARCHETYPE | CONCENTRATE | METAMAGIC Prerequisites Mage’s Pavisse Constant use with Shield has taught you how to make the ephemeral screen into a physical object. If your next action is to cast the shield cantrip, the circumstance bonus to AC from shield increases to +3. FRENZIED BASH � TO � FEAT 10 ARCHETYPE | FLOURISH Prerequisites Bastion Dedication Requirements You are wielding a shield. You swing your shield in a whirlwind. For each action spent on this activity, make a Strike with a shield bash or a weapon attached to your shield against a different creature. If the shield has the Shield Throw trait, you may have the shield bounce from one creature to the next, as long as each creature is within your first range increment and each attack after the first takes a cumulative –2 status penalty to its attack roll. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks. WONDEROUS SCREENS FEAT 10 ARCHETYPE | MAGICAL Prerequisites Mage’s Pavisse You send barriers sailing through the air to better defend your allies, even from afar. When you cast shield you may choose an ally within 30 feet of you for the shield to protect. Instead of you gaining the benefits of shield, the chosen ally does. Until the spell ends, the chosen ally can use Shield Block as though they cast the spell, even if they do not normally have the reaction. If any do, they become temporarily immune to your shield for 1 hour. RISEN FURROW � FEAT 12 ARCHETYPE | EARTH | PRIMAL Prerequisites Bastion Dedication, you can cast primal spells Frequency once per hour Stomping with your foot, you force the earth up in thin sheets to secure an area. You construct a barrier of earth, each 1 inch thick, 10 feet long, and 10 feet high. This barriers must be placed on the border between two squares within 30 feet of you, and must be connected to a source of natural earth, such as the ground or a cliffside. The barrier has AC 10, hardness 6 and 20 Hit Points, and if a creature Takes Cover behind the barrier, they may use Shield Block against an attack hindered by the cover, with the barrier acting as a shield. The barrier lasts 3 rounds, or until it is destroyed. At level 14 and every other level after, the barriers’ hardness increase by 1, and the barriers’ Hit Points increase by 5 BUILT LIKE AN ANVIL FEAT 12 ARCHETYPE Prerequisites Bastion Dedication Hundreds of heavy attacks have made your arms more resistant to shocks. While you are Raising a Shield, you gain a 2 resistance to physical damage. If you are at least 18th level, this resistance increases to 4. Additionally, if you are falling while your shield is raised, you may use Shield Block with a trigger of taking fall damage and you treat your fall as 30 feet shorter and you, your shield, and any objects or creatures you collided with when you land take any remaining damage. DISRUPTING BASH � FEAT 14 ARCHETYPE Prerequisites Bastion Dedication Trigger A creature within reach of a weapon attached to your shield uses an action with the attack trait against an ally adjacent to you. Requirements Your shield is raised. You give a sudden jolt to the arm, throwing it off course. Make a Strike with a shield bash or a weapon attached to your shield against the triggering creature. If your Strike hits, the triggering ally gains the circumstance bonus to AC from your shield against the triggering attack. If your Strike is a critical hit, the action is disrupted. 5
HOVER SURFING FEAT 16 ARCHETYPE Prerequisites Shield Surfing You have found a way to leverage the power of recursive magic to float on your shield. During your daily preparations you grant a shield the effect of a returning rune, even if you do not have the ability to throw your shield, allowing you to shield surf to float in the air, as the shield is pulled towards your hand while beneath your feet. You gain a fly Speed equal to what your Speed would be while you would have your shield raised. You are considered to be wielding your shield even while surfing and can still Raise a Shield or use Shield Block with your shield. If your shield is destroyed while you are surfing on it, you immediately fall. MOBILE FORTRESS PALISADE � FEAT 18 ARCHETYPE | EARTH | PRIMAL | WOOD Prerequisites Bastion Dedication, you can cast primal spells Frequency once per day You call out to the deep roots underpinning the world, and they answer. You assume the form of a hybrid between your ancestry and a Bastion Terrapin, a giant elemental tortoise. You gain the Earth and Elemental traits. You gain 40 temporary Hit Points, and grow to Large size if you were medium or smaller, but your maximum speed is 15 feet and you cannot Swim or Fly. Allies can Take Cover behind you. You have resistance to all damage 4 (except Mental and Spirit damage). This form lasts until the end of your next turn, but you can Sustain it for up to 1 minute. When you Sustain Mobile Fortress Palisade, you may Raise a Shield. WALKING BULWARK � FEAT 18 ARCHETYPE | FLOURISH Prerequisites Bastion Dedication Requirements You have a shield raised that you can Take Cover behind. With you at the center, your allies have nothing to fear. You Take Cover behind your shield, and up to two adjacent allies of your choice gain lesser cover as long as they are adjacent to you. These allies can also spend their reaction to Take Cover behind your shield to give themselves standard cover. They gain the effects of this cover until the end of their next turn or until they are no longer adjacent to you, whichever comes first. STRONGER THAN EARTH FEAT 20 ARCHETYPE Prerequisites Bastion Dedication, Quick Shield Block Your shield is ever ready for a strike. You are permanently quickened, and can use your extra action only to Raise your Shield or Interact to draw a shield. OUROBOROS BASTION � FEAT 20 ARCHETYPE | STANCE Prerequisites Bastion Dedication, Quick Repair, legendary in Crafting Requirements You are a repair kit, or you are wearing one and have a hand free. You are prepared to continually repair your shield, mending it almost as quickly as it takes damage. At the beginning of each turn you are in this stance, you can use Repair on a shield you are wielding as a free action. BEAST GUNNER The bond between a beast gunner and their beast gun is a powerful thing to behold. This symbiotic relationship between man and gun forged by magic can overcome any obstacle through the usage of specialized techniques unique to beast gunners. The following archetype feats are available to characters with the beast gunner archetype (Guns and Gears 130). Additional Feats: 8th Fulminating Shot; 16th Phase Bullet AMMO HARVESTER FEAT 4 ARCHETYPE | SKILL Prerequisites Beast Gunner Dedication, expert in Nature You have learned how to create the unique ammunition your beast gun requires by harvesting parts from defeated foes and utilizing basic spellcraft to shape them into bullets. By spending 1 hour in a ritual involving your bonded beast gun, you choose the corpse of a corporeal creature that has died in the past day and roll a Nature check against a standard DC of your level. Critical Success You create a set of 10 ammunition for your beast gun. Success You create a set of 5 ammunition for your beast gun Failure you fail to create ammunition for your beast gun MAGIC ROUNDS � FEAT 8 ARCHETYPE | FLOURISH | MAGICAL | TRANSMUTATION Frequency once per round Prerequisites Beast Gunner Dedication Your Beast Gun’s inherent magical connection allows you to create magical ammo to fire through your bonded gun. When you select this feat, choose three types of common magical ammunition of 4th level or lower. Your GM might allow you to choose from other types of magical ammunition, such as uncommon ammunition. When using Magic Rounds, you transform a non-magical round into a piece of ammunition of one type you chose. You must shoot the ammunition before the end of your turn or the magic dissipates. If the ammunition has an Activate entry, you still need to spend the required actions to activate the ammunition before shooting it. When you use Magic Rounds, you can choose a type of magical ammunition that is typically not available to the type of ammunition you're using—for example, you can use climbing bolt on a bullet, even though that magical ammunition is normally only found on bolts. Special You can select this feat multiple times. Each time you do, select three additional types of ammunition as described above. ELDRITCH RELOAD � FEAT 8 ARCHETYPE | MAGICAL Prerequisites Beast Gunner Dedication You draw in magical energy while reloading your bonded beast gun, focusing on the latent energies of your bonded gun to protect yourself. You Interact to reload and gain a +1 status bonus to saves against spells and magical effects until the beginning of your next turn. 6
BEAST SHELLER FEAT 10 ARCHETYPE | FLOURISH | MAGICAL | TRANSMUTATION Frequency once per round Prerequisites Basic Beast Gunner Casting During your daily preparations, when you would prepare a spell in one of your beast gunner spell slots, you can instead choose to prepare a spellshell. A spellshell is a special type of spell that can only be used to Cast a Spell as part of a Spellsling with your beast gun. When you Spellsling with a spellshell, the weapon can be fired even if it was not loaded, as the ammunition is provided as part of the Cast a Spell activity and your ammunition gains the arcane or primal trait depending on your casting tradition, making them magical. If the weapon was already loaded, you instead infuse the spellshell to the ammunition inside your weapon. BONDED BEASTBANE � FEAT 10 UNCOMMON | ARCHETYPE Prerequisites Beast Gunner Dedication Your beast gun’s rounds hum with sympathetic energy as they pierce through the hides of similar creatures. Your bonded beast gun gains the effects of the bane property rune, picking whichever creature type is closest to the type of creature the bonded gun is made from (such as creatures with the Dragon trait for a drake rifle). You make this choice when you bond yourself to a beast gun. If this would give your bonded beast gun more property runes than its normal maximum, an existing property rune is suppressed until you use Bonded Beastbane again to deactivate the rune. SPELLEATER � FEAT 12 ARCHETYPE Prerequisites Magic Rounds Trigger You succeed or critically succeed at a saving throw against a spell or magical effect while you are wielding your bonded beast gun. Your beast gun hungers for magic to replenish its power, soaking up leftover magical energy in the wake of dangerous spells. Your beast gun becomes loaded with a Magic Round that lasts until the end of your next turn. If the triggering spell or magical effect originated from a creature, you gain a +1 circumstance bonus with your Magic Round against that target. BEASTBOND TRANSFORMATION FEAT 12 ARCHETYPE Prerequisites Beast Gunner Dedication Drawing upon the echoes of your bonded gun’s past life, you fuse together with it to become something greater. You gain a spell slot of the highest level that you can cast that can only cast your beastbond spell. Your beastbond spell is one spell of your choice that most closely matches the creature your beast gun is made from that grants you a battle form such as dragon form or monstrosity form, you make this choice whenever you bond yourself to a beast gun. When you cast this spell from this slot, you use your own AC and attack modifier in place of the battle form’s and you can make Spellsling actions with the unarmed attacks granted by your battle form instead of your beast gun. SPELLSEED BULLET � FEAT 14 ARCHETYPE | MAGICAL | CONCENTRATE Frequency once per day Prerequisites Beast Gunner Dedication Requirements You are wielding your bonded beast gun. You infuse a bullet with a potent spell and fire it, unleashing a magical spell at the impact point of your bullet like a plant sprouting from a seed. You Cast a Spell that takes 1 or 2 actions to cast that can target a creature or that has an area of a burst, cone or line. Make a Strike with your bonded beast gun. After your Strike, the spellseed ammunition sprouts, unleashing the effects of the spell using the creature as its point of origin or choosing any square adjacent to the target as the source. If you hit, the creature takes a –1 status penalty to their saving throw against the spell, or a –2 status penalty if it was a critical hit. If you critically miss, the spellseed ammunition is fired too far off course. You can alternatively choose to target an empty space you can see within the first range increment of your bonded beast gun when you fire a Spellseed Bullet, replacing the spell’s range with the bonded gun’s range and treating the target space as the point of origin for the spell. You do not need to make an attack roll to target the space. SUGGESTED CHANGES BEAST GUNNER DEDICATION (FEAT 6) Add the following sentences to the beast gunner dedication: “While there may be commonalities between beast guns made from the same monster parts, the actual design and style of gun varies depending on the individual due to the complex ritual involved in its creation. When you take the Beast Gunner Dedication, you gain the ability to create your own beast gun by taking an existing crossbow or firearm in your possession and performing an 8 hour ritual to bond monster parts to the gun through a ritual. The resulting weapon functions just like a normal firearm of its type while counting as a beast gun you can bond to during your daily preparations for the sake of beast gunner feats. Your beast gun has any runes that the original weapon had. You may be able to imbue your beast gun with special properties like other beast guns by expending a suitable amount of gold and time Crafting (subject to GM discretion).” 7
BULLET DANCER The captivating yet unique style of gunplay that the bullet dancer employs is a difficult art to master, but it's an art nonetheless. Some bullet dancers specialize in close quarters combat while others evade bullets as though they were merely a passing thought. This challenging art is not one that many possess the ability to perform, but those that do stand alone. The following archetype feats are available to characters with the bullet dancer archetype (Guns and Gears 132). Additional Feats: 4th Dual-Weapon Reload, Ostentatious Reload; 8th Skirmish Strike; 10th Stab and Blast; 12th Deflecting Shot; 16th Dance of Thunder POINT-BLANK PRECISION � FEAT 4 ARCHETYPE Prerequisites Bullet Dancer Dedication Requirements You’re in Bullet Dancer Stance. Your experience in unarmed combat gives you a unique style of gunplay while fighting in close-quarters. You steady your firearm inches away from your target, firing off a deadly shot into them. Make a ranged Strike against the adjacent creature, this counts as two attacks when calculating your multiple attack penalty. Your ranged Strike does not provoke reactions and if it hits, you deal an additional 1d6 precision damage. Special If you’re at least 10th level, the precision damage increases to 2d6, or to 3d6 if you are at least 18th level. COUNTER-FIRE � FEAT 6 ARCHETYPE Prerequisites Bullet Dancer Dedication Trigger An enemy critically fails a strike against you and you are wielding a loaded one-handed firearm. You dodge out of the way of an incoming bullet or a nearby strike, sidestepping before countering with your swift triggerfinger. You make a ranged strike against the triggering foe. This strike does not trigger reactions for making a ranged attack while in a creature’s melee reach. TAKEDOWN SHOT � FEAT 8 ARCHETYPE | OPEN Prerequisites Bullet Dancer Dedication Requirements You’re in Bullet Dancer Stance. Using your martial arts training, you attempt to trip your foe and then fire a shot at them while they’re defenseless on the ground. Make an Athletics check to Trip. If you succeed or critically succeed, you can make a ranged Strike using a one-handed firearm you wield. This attack uses the same multiple attack penalty as your Trip. BULLET TIME � FEAT 8 ARCHETYPE Prerequisites Bullet Dancer Dedication Requirements You’re in Bullet Dancer Stance. You take a deep breath and hone your senses to a razor sharp focus, allowing you to dodge incoming bullets with ease by remaining stationary. You gain a +2 status bonus to AC against all ranged attack rolls (but not siege rounds or larger projectiles), but if you take any action with the move trait, you immediately lose these effects. IMPOSSIBLE DODGE � FEAT 16 ARCHETYPE | MISFORTUNE Prerequisites Bullet Time Trigger You would be hit with a ranged unarmed attack or weapon. Requirements You have a status bonus to AC from Bullet Time. You have learned the secret technique of bullet dancers, allowing you to move like they do. The creature that made the triggering attack roll treats their degree of success as one worse, turning a hit into a miss, and a critical hit into a normal hit. After you use this action, you leave Bullet Dancer Stance. MONASTIC FUSILIER (CLASS ARCHETYPE) While monks who train in the art of stocks and shells obviously find a natural inclination as bullet dancers, some take a step further into their training, becoming monastic fusiliers. Prerequisites: You must be a monk. Bullet Dancer Archetype Adjustments: In the additional feats added to the Bullet Dancer archetype in this book, replace Dance of Thunder with Path of Iron. Monk Adjustments: Instead of obtaining a 1stlevel feat, you become trained in melee weapons attached to firearms, one-handed weapons with the critical fusion trait, and one-handed simple or martial firearms. Whenever your proficiency in unarmed strikes increases to expert or beyond, you gain that new proficiency with these weapons. You can use your other monk feats or monk abilities that normally require 8
unarmed attacks with one-handed weapons with the critical fusion trait, bayonets and reinforced stocks, so long as the feat or ability doesn't require a single, specific Strike. You can also use them with one-handed simple or martial firearms when attacking within half the first range increment. You lose the Flurry of Blows class feature and gain the Monastic Gunplay class feature. You must select Bullet Dancer Dedication as your 2nd level feat. Monastic Gunplay: Your monastic training allows you to swiftly reload in the blink of an eye as you fire. All one-handed simple and martial firearms you wield reduce the value in the weapon's reload entry by 1 (minimum of 0). You can use your other monk feats or monk abilities that normally require unarmed attacks with these firearms when attacking within half the first range increment, so long as the feat or ability doesn't require a single, specific Strike. You don't gain these benefits if the firearm you’re wielding has a damage die larger than d6. Additionally, you must select Bullet Dancer Dedication as your 2nd level feat. SUGGESTED CHANGES BULLET DANCER DEDICATION (FEAT 2) Change the second sentence to: “You become trained in one-handed simple and martial firearms, one-handed weapons with the critical fusion trait,bayonets and reinforced stocks, and whenever your proficiency in any weapon increases to expert or beyond, you gain that new proficiency with one-handed simple and martial firearms, one-handed weapons with the critical fusion trait, bayonets, reinforced stocks and unarmed attacks.” Additionally, replace the original Bullet Dancer Stance with the following: Bullet Dancer Stance � (stance) Requirements You're unarmored and wielding a one-handed weapon with the critical fusion trait, one-handed simple firearm, one-handed martial firearm, bayonet, or reinforced stock; Effect You enter a specialized stance for a unique martial art centered around the use of firearms. While in this stance, the only Strikes you can make are those using melee weapons attached to firearms, one-handed weapons with the critical fusion trait, and one-handed simple or martial firearms. You obtain the Flurry of Blows action but can only use it with these weapons while in Bullet Dancer Stance if you did not have it already, and when you do, you can choose to instead reload and strike once in either order with either one of these weapons. You can use your other monk feats or monk abilities that normally require unarmed attacks with one-handed weapons with the critical fusion trait, bayonets and reinforced stocks, so long as the feat or ability doesn't require a single, specific Strike. You can also use them with one-handed simple or martial firearms when attacking within half the first range increment. BRAWLING FOCUS (FEAT 4) Remove this feat from the additional feats. BULLET DANCER BURN (FEAT 6) Remove Bullet Dancer Burn’s Requirement. Additionally, change the second and third sentences of Bullet Dancer’s Burn to read as follows: “While in Bullet Dancer Stance, when you successfully perform a melee Strike against an opponent, the next ranged Strike you make against that opponent doesn't trigger reactions that would trigger on a ranged attack, such as Attack of Opportunity. While in Bullet Dancer Stance, when you make a successful ranged Strike against an opponent within your melee reach using a firearm, the next strike you make with a melee weapon deals an additional 1 fire damage per weapon damage die.” BULLET DANCER BLAZE (FEAT 8) Modify the second sentence as follows: “Make a ranged Strike or reload with a firearm you are wielding at any point during the Black Powder Boost.” BULLET DANCER RELOAD (FEAT 12) Modify the second and third sentence as follows: “You Interact to reload both firearms you are wielding. You don’t need a free hand to reload your firearms this way.” RANGED DISARM (FEAT 14) Change the requirement to: “You’re in Bullet Dancer Stance” and adjust the description as follows: “When wielding a firearm, you can shoot objects right out of your enemy's hands. Attempt to Disarm the target using a ranged attack roll with a firearm you are wielding, instead of attempting an Athletics check against the target's Reflex DC.” CATHARTIC MAGE Cathartic Mages come in many forms, wielding their magic through the force of their emotions and gaining a greater degree of control over their feelings as a result. While their powers can manifest in many ways, the power of emotion is not one to be taken lightly. The following archetype feats are available to characters with the cathartic mage archetype (Secrets of Magic 194). Additional Feats: 4th Familiar EQUANIMITY FEAT 4 ARCHETYPE Prerequisites Cathartic Mage Dedication Your familiarity and understanding of your own emotions makes it harder for others to sway your feelings. You gain a +1 circumstance bonus to all saving throws against emotion effects. This bonus increases to +2 when you are under the effects of emotional fervor. EMOTIONAL MAGIC FEAT 6 ARCHETYPE Prerequisites Cathartic Mage Dedication Your mastery over your own emotions gives you knowledge to cast spells using emotion-based magic. For each level spell you can cast, you learn one spell with the emotion trait from any tradition and add it to the spell list of your tradition. Every time the level of spells you can cast increases, you learn an additional spell with the emotion trait and add it to your spell list. 9
EMOTIONAL SUPPORT FAMILIAR FEAT 6 ARCHETYPE Prerequisites Cathartic Mage Dedication, you have a familiar Your familiar has become particularly attuned to the emotional states of others and is a reassuring presence to be around. Your familiar also gains a 5-foot emanation aura around them that grants a +1 status bonus against emotion effects to you and all allies within the aura. If you use an action with the emotion trait, the emanation increases to a 15-foot emanation until the end of your next turn. EMOTIONSENSE FEAT 6 ARCHETYPE | DIVINATION | EMOTION | MAGICAL Prerequisites Cathartic Mage Dedication Due to your usage of your own emotions to fuel your magic, you have become supernaturally attuned to the emotions of others like a sixth sense. You gain emotionsense as a vague sense that has a range of 30 feet—like all vague senses, it's only about as precise as an average human's sense of smell and like a smell you only detect particularly strong emotions and you gain a +1 circumstance bonus to Sense Motive if the creature is within range of your emotionsense. You only get a general sense of the emotions you sense such as happiness or fear without any specific details. Your emotionsense only detects non-mindless creatures within the area. When you are under the effects of emotional fervor, your emotionsense becomes an imprecise sense and you gain a +2 circumstance bonus to Perception checks against creatures that are suffering from an emotion effect or the frightened condition. EMPATHIC RELATIONS FEAT 7 ARCHETYPE | SKILL Prerequisites Cathartic Mage Dedication, master in Diplomacy Using your magic connection to your own emotions, you can connect to the emotions other’s are experiencing more easily. If you engage in conversation with someone, you can use Diplomacy to Sense Motive instead of Perception. If the creature you use Sense Motive against is currently experiencing the emotion that matches the emotional state you picked when you took this archetype, as determined by the GM, you gain a +2 circumstance bonus to your check. ENCOURAGING COERCION FEAT 7 ARCHETYPE | SKILL Prerequisites Cathartic Mage Dedication, master in Intimidation Using your magic connection to your own emotions, you can connect to the emotions other’s are experiencing more easily. When you Coerce a creature, you play on their emotions to counteract leaving a bad impression on them so they do not become unfriendly after you successfully Coerce them. If the creature is experiencing the emotion that matches the emotional state you picked when you took this archetype, as determined by the GM, you gain a +2 circumstance bonus to your Coerce. MIXED FEELINGS FEAT 8 ARCHETYPE Prerequisites Cathartic Mage Dedication Through a deeper understanding of your emotions, you have learned how to harness an additional emotion to fuel your magic. Pick one emotional state that you did not select when you picked the Cathartic Mage Dedication, this becomes your secondary emotional state. Your secondary emotional state does not allow you to meet prerequisites for cathartic mage feats or gain any additional benefits from feats based on your main emotional state. Your Catharsis reaction can trigger by meeting the triggers of either your primary or secondary emotional state, however you only gain the effects of the corresponding emotional state’s catharsis activation, emotional fervor and emotional fallout effects. REFLEXIVE CATHARSIS FEAT 10 ARCHETYPE Prerequisites Cathartic Mage Dedication You know how to reach a catharsis… quickly. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only for Catharsis. OVERWHELMING OUTBURST � FEAT 10 ARCHETYPE | CONCENTRATE | MAGICAL | METAMAGIC Prerequisites Cathartic Mage Dedication Frequency once per day The intensity of your emotional fervor empowers your magic, enhancing the next spell you cast by weaving your overflowing emotions into it. If your next action is to Cast a Spell from your spell slots, you heighten the level of the spell you are casting by however many rounds you have left in your emotional fervor. For instance, if you had 2 rounds left of emotional fervor, you would heighten the spell by 2 levels. You cannot heighten a spell to a spell level higher than you are able to cast. After casting the heightened spell, you immediately end your emotional fervor enter emotional fallout. EMPATHIC ECHO � FEAT 14 ARCHETYPE | MAGICAL | CONCENTRATE Prerequisites Cathartic Mage Dedication Frequency once per round Requirements You are under the effects of emotional fervor Your bond with your allies allows you to share the effects of your emotional fervor with them, invoking in your ally a reflection of the emotions you are experiencing. Pick one ally within 30 feet, you grant them the effect of your emotional fervor until your next turn. They share the same emotional focus as you if one is needed and if your fervor ends, it ends for the ally you chose as well. 10
MASTERED EMOTIONS FEAT 20 ARCHETYPE Prerequisites Cathartic Mage Dedication Your total understanding mastery over your emotional state is unparalleled, allowing you to avoid the brunt of your emotional turmoil. When your emotional fervor ends, you no longer experience emotional fallout, however you must still Settle your Emotions before using Catharsis again. Additionally, you treat the results of your saving throws against emotion effects as one degree better. SUGGESTED CHANGES WORK YOURSELF UP (FEAT 8) The fervor lasts its normal duration instead of until the end of your next turn. CHRONOSKIMMER AND TIME MAGE Time for many is a construct that binds them to their daily routine, a prison in the form of passing seconds. Then there are those that have broken free from the constraints of time and used their mastery of it to change the world around then. These manipulators of time walk a dangerous path as they play with the very fibers of the universe, a matter which is not to be treated lightly. The following archetype feats are available to characters with the chronoskimmer archetype, time mage archetype, or both. Additional Feats: 20th All the Time in the World STYMIE THE FLOW FEAT 4 ARCHETYPE Prerequisites Chronoskimmer Dedication You create a pool of still water in the river of time. You gain the delay consequences domain spell, and you gain a focus pool of 1 point, or increase your focus pool by 1 point. You can Refocus by connecting with your timestream allowing you to refill your focus pool. Your domain spells from the chronoskimmer archetype are arcane spells. TEMPORAL MISALIGNMENT � FEAT 4 ARCHETYPE | CONCENTRATE | ILLUSION | VISUAL Prerequisites Chronoskimmer Dedication Trigger Your turn begins during the first round of an encounter. Requirements You stabilized or successfully destabilized your timestream for initiative. When you stabilize or destabilize a timestream, your form takes time to align in the timestream. Oddly, both have the same effect. If you chose to stabilize your timestream, you become concealed until the start of your next turn as your body's image and temporal location are slightly different. If you chose to destabilize your timestream, you instead become concealed until the end of your next turn if you succeeded your flat check. As usual for being concealed while your position is obvious, you cannot use this concealment to Hide or Sneak. PERCEIVE RIPPLES FEAT 6 ARCHETYPE Prerequisites Chronoskimmer Dedication or Time Mage Dedication Your perspective on time lets you notice others with the same talents easier. When you encounter a Chronoskimmer, Time Mage, Time Traveler, a creature or object with the Time trait, or similar creature with the ability to manipulate time, your GM rolls a secret Perception check against a standard DC for your level. Critical Success The GM grants you knowledge of its ability to manipulate or alter time and two of the following pieces of information about the enemy to tell you: which of the enemy’s weaknesses is highest, which of the enemy’s saving throws has the lowest modifier, one immunity the enemy has, or which of the enemy’s resistances is highest. In the event of a tie, the GM should pick one at random. Success The GM grants you knowledge of its ability to manipulate or alter time and one piece of information from the above list to tell you about the enemy. Critical Failure The GM gives you false information (the GM makes up the information). JUST FIVE MORE MINUTES FEAT 6 ARCHETYPE Prerequisites Chronoskimmer Dedication or Time Mage Dedication This is it, the real reason anyone starts looking into time manipulation: more time to sleep. By slowing down your personal timeline, you only need half the normal amount of sleep each night to get the benefits of a full night’s rest. Once per day, when you would gain the fatigued condition, you can immediately remove the fatigued condition by spending your 11
reaction and stealing the time to recover from your future self. In doing so, you are required to sleep twice as long to get the benefits of a full night’s rest and you cannot remove your fatigued condition again until you catch up on your sleep with a full night’s rest (using the adjusted amount granted by this feat as the amount of sleep that is doubled). CHRONAL AFTERIMAGE � FEAT 8 ARCHETYPE | ILLUSION | VISUAL Prerequisites Chronoskimmer Dedication or Time Mage Dedication Frequency once per hour You pull images of yourself from close-by alternate timelines, making hitting you a question of both where and when. You gain the benefits of mirror image except you only have 1 image and it lasts until the beginning of your next turn. TIME'S RESILIENCE � FEAT 8 ARCHETYPE | CONCENTRATE | MISFORTUNE Prerequisites Chronoskimmer Dedication Frequency once per day Trigger A creature you can see is about to roll a die twice as a fortune effect. In another timeline, your enemy gained a second chance which might have turned the tide. This timeline is not so kind. The triggering fortune effect target does not occur; it is negated by this misfortune effect. If the target succeeds at this check, they are immune to your Time’s Resilience for 1 day, but your once per day use of Time’s Resilience is refunded. PARALLEL KNOWLEDGE � FEAT 10 ARCHETYPE | CONCENTRATE | FORTUNE Prerequisites Chronoskimmer Dedication or Time Mage Dedication You spread your thoughts across two timelines, gaining information from both. Until the end of the turn, when you Recall Knowledge, the GM rolls the die twice and takes the higher result. QUANTUM SHOT FEAT 10 ARCHETYPE Prerequisites Chronoskimmer Dedication, a focus pool You fire off a shot, then reverse time on your weapon to a point when it was still loaded. You gain the quantum shot conflux spell (Magus+) and increase your focus pool by 1 point. QUANTUM SHOT FOCUS 1 UNCOMMON | CONJURATION Cast � somatic; Requirements You are wielding a crossbow, firearm, or sling that is loaded with an ordinary 0-level piece of ammunition. You split your ammunition into two states, allowing it to exist in two places at once. Make a Strike with the required weapon, the ammunition you used to make the Strike is not expended and the required weapon remains loaded with that ammunition. Heightened (4th) You can use magical or special ammunition when you cast this spell. If the item level of the ammunition is greater than your level – 3 you must attempt a DC 5 flat check or the ammunition is expended as normal due to quantum instability. PAUSE WOUND � FEAT 12 ARCHETYPE | CONCENTRATE | MAGICAL | TRANSMUTATION Prerequisites Chronoskimmer Dedication Requirements You would take persistent damage at the end of your turn. You keep your wounds from growing by temporarily stopping time on them. At the end of this turn, you do not take persistent damage, and you do not roll the flat check to recover from persistent damage. RESIDUAL HEALING � FEAT 12 ARCHETYPE | CONCENTRATE | HEALING | MANIPULATE | METAMAGIC Prerequisites Time Mage Dedication You form a small time loop to make a spell heal more than normal. If your next action is to Cast a Spell that restores Hit Points to creatures, choose one target who regained Hit Points. For the next 3 rounds, at the start of the creature's turn, they regain Hit Points equal to the spells rank. FLUX THIEVERY � FEAT 14 ARCHETYPE Prerequisites Steal Time or Time Mage Dedication; you can cast slow Frequency once per day Trigger A creature is the target of your slow or Steal Time and does not critically succeed its save. When you take time away from another, you can use it yourself. You become quickened for the duration of the triggering effect, and can use the extra action to Seek, Stride, or Strike. PARALLEL COLLISION � FEAT 14 ARCHETYPE | FORTUNE Prerequisites Chronoskimmer Dedication Frequency once per hour You foresee different parallel universes, and select the path that results in dealing the greatest damage. The next Strike you hit this turn, you roll all of the damage of your Strike twice and take the better results between the two. You only roll damage from your Strike for these rolls and not any additional effects from other sources, such as the spell from a Spellstrike. If you don't hit with a Strike this turn, you refund your use of Parallel Collision. 12
TIMESTREAM'S ENFORCER FEAT 14 UNCOMMON | ARCHETYPE Prerequisites Chronoskimmer Dedication or Time Mage Dedication You have traveled to the Dimension of Time and become an enforcer who prevents meddling with time. You gain the Time trait and no longer age or need to eat or sleep. You gain a +1 circumstance bonus to checks to Investigate or Search as well as to attack rolls against creatures that are quickened or slowed. PERCEIVE THE PRECURSORS FEAT 15 ARCHETYPE | AUDITORY | CONCENTRATE | EXPLORATION ILLUSION | SKILL | VISUAL Prerequisites Time Mage Dedication, legendary in Society Frequency once per day You peer into the ancient past of a location. When in a location that you know has habited a civilization, you can spend 10 minutes concentrating to see and hear the structures and inhabitants from that era as they once stood by creating illusory remnants from the past in a 30-foot emanation. You can move at half your Speed during these 10 minutes, but you must remain within the bounds of the civilization’s location to continue seeing these illusions. You can choose a general time frame, such as before a civilization’s downfall or the height of its prosperity, but you cannot choose a specific day or event. Details like writing, speech, and people are blurred and imprecise, unless they have had lasting historical significance, such as a notable political figure or document. You must be aware of the society’s existence, otherwise no Illusions appear. After you complete this activity, you may immediately attempt Recall Knowledge checks about the society, decreasing the DC by 5 and allowing you to learn facts that you otherwise might have been unable to gain due to them being lost to history. SEQUENCE BREAK � FEAT 16 ARCHETYPE | PRESS Prerequisites Chronoskimmer Dedication With an attack already begun, you transport your enemy through time to undo a wrong. Make a Strike. If your Strike misses, make another Strike against the same creature as your first Strike and you use the same multiple attack penalty as the first Strike from Sequence Break. If your first Strike hits, make another Strike against the same creature and combine the damage from both Strikes and apply resistances and weaknesses only once. STITCH IN TIME FEAT 18 ARCHETYPE Prerequisites Time Mage Dedication, Quickened Casting You took the phrase "make more time" as a challenge. You can use the Quickened Casting metamagic once per hour instead of once per day. VORTEX OF INEVITABILITY � FEAT 18 ARCHETYPE | CONCENTRATE | EMOTION | FEAR | MENTAL Prerequisites Chronoskimmer or Time Mage Dedication Trigger You critically succeed at a Strike or a creature critically fails a saving throw against one of your spells or effects. The wind and flow of time spirals out of control for an enemy. The triggering creature becomes frightened 2 and doomed 1 as it sees a glimpse of what lies outside of time. TIMELESS ELITE FEAT 20 ARCHETYPE Prerequisites Chronoskimmer Dedication You are like a fish, effortlessly swimming through the river of time. You are immune to being Slowed. You are permanently quickened, and can use the extra action to Strike, use a Chronoskimmer action, or as part of a Chronoskimmer activity. WALK THE GRID OF TIME FEAT 20 RARE | ARCHETYPE Prerequisites Time Mage Dedication, legendary in Occultism Time travel is a dangerous activity, but sometimes it must be done. You know the walk the grid of time ritual, which allows you to traverse time itself. WALK THE GRID OF TIME RITUAL 10 RARE | CONJURATION | TELEPORT Cast 7 days; Cost a fine timepiece such as an hourglass or sundial worth 24,365 gp; Secondary Casters 2 Primary Check Occultism (legendary); Secondary Checks Arcana, Nature, Society, Time Lore You stride through time, flouting the laws of reality. You bring up to 10 other creatures, including secondary casters, with you through time. Choose to Surge Ahead or Push Backward. If you Push Backward, the primary check is Incredibly Hard instead of Very Hard. Surge Ahead If you were successful you and your allies appear within an open space near your location anytime within 100 years into the future. Due to the ritual's imprecision, you appear 1% of the total time off from your desired date, though all creatures appear at the same time. If your ritual was a critical success, you can appear on an exact day of your choosing within 100 years. Push Backward You can attempt to go against time's flow. You and your allies appear within an open space near your location up to 100 years in the past. Due to the ritual's imprecision, on a success, you appear 1% of the total time off from your desired date, though all creatures appear at the same time. If your ritual was a critical success, you can appear on an exact day of your choosing within 100 years. On a failure, you and each creature take 20d10 force damage and you fail to travel through time. On a critical failure, the damage is doubled and each creature is scattered through time, up to twice as far into the past as you intended to travel. After you fail, you cannot use Walk the Grid of Time for 1 month and you risk destabilizing the timestream as long as you remain in the past (subject to GM discretion). ELEMENTALIST The power of the elements is not something to be treated lightly, and so is true for those that manipulate them. Elementalists have honed their techniques and abilities to accentuate the cycles of the elements and subscribe to philosophies that accentuate there importance in all aspects of life. The following archetype feats are available to characters with the elementalist class archetype. KINETIC BLASTS FEAT 4 ARCHETYPE Prerequisites Elementalist Dedication By wielding the energy in your elemental attunement, you unleash a burst of elemental energy upon your foes. You gain the Elemental Blast action and your Elemental Blast must be of your attuned element. Your Elemental Blast does not 13
automatically gain additional damage dice every four levels, it loses the impulse trait, and gains the trait of your spellcasting tradition if it was not primal. You use your spell attack roll and spell DC in place of your impulse attack roll and impulse save DC when determining the elemental blast’s effects and if you use the 2-action version of your Elemental Blast, you use your spellcasting ability modifier instead of your Constitution modifier. Special You can take Kinetic Blasts a second time at 8th level to increase your Elemental Blast to two damage die, a third time at 14th level to increase your Elemental Blast to three damage die, and a fourth time at 18th level to increase your Elemental Blast to four damage die. CYCLE CASTING � FEAT 6 ARCHETYPE | CONCENTRATE Prerequisites Elementalist Dedication, you have the Elemental Cycle philosophy Frequency once per round Trigger You Cast a Spell with the earth, fire, metal, water,or wood traits that deals damage. Emphasizing the concept of the cycle of elements, you channel your spells through the elemental cycle to enhance their effects. The triggering spell gains no bonuses or penalties but the next spell you cast before the end of your next turn that deals damage and has the trait of the next element clockwise in the Elemental Cycle gains a status bonus to damage equal to the triggering spell’s level or half the spell’s level if the triggering spell was a cantrip. This applies only to spells that don't have a duration and that deal damage. If you do not Cast a Spell of the appropriate trait before the end of your next turn, you cannot use Cycle Casting again for 1 minute. For example, if you cast produce flame and then you used Cycle Casting, and on your next turn you cast needle darts you would gain a status bonus to your damage on needle darts and could use Cycle Casting again to continue your cycle. INNER SEA AURAMANCY � FEAT 6 ARCHETYPE | AURA | CONCENTRATE Prerequisites Elementalist Dedication, you have the Inner Sea Elements philosophy Frequency once per round Trigger You Cast a Spell from one of your spell slots with the air, earth, fire, or water traits. Utilizing the power of inner sea elementalism, you harness the power of overflowing elements formed into an aura. You gain an aura of elemental power that lasts until the end of your next turn. If you use Inner Sea Auramancy to create an aura while you already have an aura active, your previous aura and its effects immediately end. Choose one of the following effects. If a spell you cast would have multiple qualifying traits, you must choose one of the traits. • Allies within a 10-foot emanation around you gain resistance equal to your level against damage dealt by effects matching the required trait of the element that triggered the aura. • Enemies within a 10-foot emanation around you gain a weakness equal to half your level to the trait of the element that triggered the aura. SWIFT ATTUNEMENT � FEAT 6 ARCHETYPE Prerequisites Elementalist Dedication Frequency once per day Switching elemental attunements comes more easily to you than it does to others as you utilize ambient elemental magic you harness. You change the elemental attunement you selected during your daily preparations. This attunement lasts until you next make your daily preparations. VOICE OF THE INNER SPHERE FEAT 6 ARCHETYPE Prerequisites Elementalist Dedication Your connection to the elemental planes gives you the supernatural ability to speak with elementals as though you were one of them. While attuned to an element, you can understand and can speak the language associated with the elementals of your attuned element. In addition, you can communicate with mindless elementals with a trait that matches your currently attuned element, and can use Diplomacy to Make an Impression on these elementals and to make very simple Requests of them. PRIMORDIAL SUMMONS FEAT 8 ARCHETYPE Prerequisites Elementalist Dedication Your familiarity with the elemental planes gives you the ability to call upon elementals for aid. You gain an additional spell slot of your highest level, which you can use only to cast summon elemental. At 12th level, you can also use this spell slot to cast elemental confluence. 14
ELEMENTAL FLUENCY FEAT 8 ARCHETYPE Prerequisites Elementalist Dedication You command elemental magic with incredible power and expertise, wielding new spells to suit your daily needs. During your daily preparations, choose one initial elemental focus spell of your attuned element. You can cast that elemental focus spell until your next daily preparations. Increase the number of Focus Points in your focus pool by 1. OVERCHARGE ELEMENTS FEAT 10 ARCHETYPE | METAMAGIC Prerequisites Elementalist Dedication, ability to cast focus spells You've learned how to overcharge elemental spells, allowing it to overcome resistances. You gain the overcharge elements focus spell. Increase the number of Focus Points in your focus pool by 1. OVERCHARGE ELEMENTS FOCUS 5 ARCHETYPE | MANIPULATE | METAMAGIC Cast � verbal By calling upon the power of the inner sphere, your elemental spells can overcome any obstacle. If your next action is to Cast a Spell with the air, earth, fire, metal, water or wood traits, the spell ignores an amount of the target’s resistance to the spell's damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. INTERCHANGEABLE ELEMENTS � FEAT 12 ARCHETYPE | METAMAGIC Frequency once per day Prerequisites At least one of the metamagic feats from the elementalist archetype Trigger Your turn begins. You are so fluent in the elements, you can interchange your elemental magic on a whim. Until the end of your turn, you gain a single metamagic feat from the elementalist archetype that you meet the prerequisites for. DUAL ATTUNEMENT FEAT 14 ARCHETYPE Prerequisites Elementalist Dedication Harnessing the elements comes to you more naturally than most, being able to harness more than one element at a time with ease. When you select an elemental attunement as part of your daily preparations or as a part of the Swift Attunement or similar feats, you can attune to two elements rather than one. PRIMORDIAL FAMILIAR FEAT 16 ARCHETYPE | CONCENTRATE | POLYMORPH Prerequisites Elementalist Dedication, an elemental familiar You transform your elemental familiar into a full fledged elemental capable of wielding great power. When you cast elemental form, you may cast it on your familiar rather than yourself. In this form, your familiar gains an additional 4 Hit Points for every level you have in addition to the temporary Hit Points granted by the battleform. Your familiar loses access to its familiar and master abilities while in this form, but retains the minion trait. ASCENDANT OF THE INNER SPHERE � FEAT 20 ARCHETYPE Prerequisites Elementalist Dedication Frequency once per day Calling upon the power of the elemental planes, you harness all the elements in tandem, their power coursing through you as you become a veritable master of the elements. You remain in a heightened state of elemental power for 3 rounds or until you fall unconscious, whichever comes first. While under the effect of Ascendant of the Inner Sphere, the following effects occur. • When you cast a damaging spell with an elemental trait, you gain a status bonus to its damage equal to double the spell's level. This applies only to spells that don't have a duration and that you cast using spells from the elemental spell list. • You are considered attuned to all elements in your elemental philosophy, and your resistance against damage dealt by effects with the traits associated with your elemental philosophy is equal to your level instead of half your level. • You become quickened. You can use your extra action only for metamagic actions you gained from the elementalist archetype. On the round you activate Ascendant of the Inner Sphere, you can use a metamagic action gained from the elementalist archetype as a free action. FIREWORK TECHNICIAN The crackle and fizz of pyrotechnics in the night sky are more than enough to delight any on-looker, but some clever adventurers have patented ways to use them in combat. From using sparkling wands to light up the dark to rockets strapped to their backs to give them a semblance of flight, those who have mastered the art of fireworks are certainly not to be doubted! The following archetype feats are available to characters with the firework technician archetype. PYROTECHNIC SPELLS FEAT 4 ARCHETYPE Prerequisites Firework Technician Dedication; ability to cast spells from spell slots Your know-how with fireworks expands to your magical studies. Add magic missile, ignite fireworks, pyrotechnics, chromatic ray, flammable fumes, vibrant pattern, sunburst, scintillating pattern and meteor swarm to your spell list. BOLTED FIREWORK BLASTER FEAT 4 ARCHETYPE | ATTACK Prerequisites Firework Technician Dedication, trained in at least one crossbow You know that a well aimed rocket can do devastating damage to an enemy. You can use crossbows to Launch Firework Displays, allowing you to ignore the free hand requirement while wielding crossbows. You gain the Rocket Bolt Blast display. Rocket Bolt Blast � (fire, flourish, sonic, splash) Cost 1 to 2 batches of infused reagents; Requirements You are wielding a loaded crossbow; Effect You loose your crossbow at an opponent within range, setting off fireworks attached. Make a Strike with the required crossbow. Your Strike gains the splash trait and deals 1 fire splash damage. This splash damage increases to 2 splash damage if you are an expert in Fireworks Lore, 3 damage if you are a master in Fireworks Lore, or 4 damage if you are legendary in Fireworks Lore. If you used 2 batches, a creature hit by your Strike must also attempt a Reflex save against your fireworks display DC. 15
Critical Success The target is unaffected. Success The target takes half of 1d8 fire damage and 1d8 sonic damage. Failure As success, except the target takes full damage and is dazzled until the end of your next turn. Critical Failure As failure, except the target takes double damage and cannot use reactions while dazzled. SPARKLING WAND DISPLAY FEAT 4 ARCHETYPE Prerequisites Firework Technician Dedication Rather than a propelled rocket, this firework is a stick that glows and sparkles incredible colors. You gain the Sparkling Wand fireworks display. Sparkling Wand � (light) Effect You create a branch which sparkles phenomenal colors at the tip. It sheds light as a torch for 1 minute. While wielding a sparkling wand, all visible creatures within the torch light are outlined and you attempt to counteract one or more effects within the area of its light. On a success, effects or spells that would grant the concealed condition to creatures in the area of your light are suppressed as long as they remain in the area. Use your Fireworks Lore modifier as your counteract modifier, and your counteract level is equal to half your advanced alchemy level (rounded up). A sparkling wand costs 1 batch of infused reagents, but you can increase the cost to 2 batches and spend an additional action to create an even brighter display which attempts to counteract effects or spells that would grant the invisible condition as well as the concealed condition. SPLUTTERING SCAMP DISPLAY FEAT 6 ARCHETYPE Prerequisites Firework Technician Dedication This display leaves an immense trail of smoke in its wake as it spins, leaving a bank of thick mist. While useful for setting a mysterious mood during a show, the smoke is also useful in combat! You gain the Spluttering Scamp fireworks display. Spluttering Scamp � to� (poison) Cost 1, 2 or 3 batches of infused reagents; Effect You create a smoke bank within 60 feet that fills a 5-foot burst, 20-foot burst or 40-foot burst, spending 1, 2, or 3 actions to perform the display and using an equal amount of reagents respectively. All creatures within the smoke become concealed, and all creatures outside the smoke become concealed to creatures within it. If you spent at least 2 infused reagents, creatures within the burst must also make a Fortitude save against your fireworks display DC or become sickened 1 (sickened 2 on a critical failure). Creatures that succeed at this save or remove their sickened condition are immune to your Spluttering Scamp for 1 hour. FLOORFIZZLE CRACKERS DISPLAY FEAT 8 ARCHETYPE Prerequisites Firework Technician Dedication You unleash a flurry of sparks that dance and hop in an area, making it potentially dangerous to walk through. You gain the Floorfizzle Crackers fireworks display. Floorfizzle Crackers � to � (fire) Cost 2 or 3 batches of infused reagents; Effect You create dangerous areas of crackling fireworks that skip and explode around the floor. You must spend 2 reagents if you used the 2-action version of this ability or 3 reagents if you used the 3-action version. You create a number of 10-foot bursts equal to the number of actions and reagents you spent within 30 feet of you. The area becomes hazardous terrain for 1 minute and creatures in the area when the fireworks go off take 3d6 fire damage on a basic Reflex save against your fireworks display DC. This damage increases to 4d6 if you are an expert in Fireworks Lore, 5d6 damage if you are a master in Fireworks Lore, or 7d6 damage if you are legendary in Fireworks Lore. If a creature would be inside more than one burst, they are only affected by the initial fire damage once. A creature that fails its saving throw is dazzled for 1 round and fascinated as long as it is dazzled or 2 rounds on a critical failure. Creatures who move through the area take 1 fire damage for every square of the area they move into. This damage increases to 2 if you are an expert in Fireworks Lore, 3 damage if you are a master in Fireworks Lore, or 5 damage if you are legendary in Fireworks Lore. PYROTECHNIC TRAIL � FEAT 10 ARCHETYPE Prerequisites Firework Technician Dedication Your rockets can spin and twirl in unpredictable directions, leaving a trail of alchemical effects in their wake. If your next action is to Launch a Firewords Display with an area of a burst, you can change it to target a line instead. The length of your line is equal to twice the radius of the burst effect. If you spend an additional infused reagent, you can use this as a free action. RIDE THE ROCKET � FEAT 10 ARCHETYPE | MOVE Prerequisites Firework Technician Dedication As you unleash a firework, you make the perhaps unwise decision to ride the rocket to its destination. If your next action is to Launch a Firewords Display with a range, you can spend an extra infused reagent to make it safe (enough) to cling to. You follow the firework into that space. This movement does not provoke reactions, though you are subject to any effects the fireworks display may have at the end. 16
GROGRISSANT ROAR DISPLAY FEAT 12 ARCHETYPE Prerequisites Firework Technician Dedication, master in Fireworks Lore You let out a whistling firecracker that explodes with a triumphant roar that knocks creatures flying. You gain the Grogrissant Roar fireworks display. Grogrissant Roar � (sonic) Cost 2 batches of infused reagents; Effect Your firework shoots out 40 feet before exploding with incredible force. All creatures and objects within a 10-foot burst must make a basic Fortitude save against your fireworks display DC or be moved to the nearest edge of the burst and are pushed 5 feet away from the burst (subject to GM discretion). On a critical failure, creatures are pushed an additional 5 feet from the burst and are knocked prone. This is forced movement. If a creature or object would collide with a barrier or other creature, it and any creature it collides with take 2d6 bludgeoning damage. This damage increases to 4d6 if you are legendary in Fireworks Lore. CELESTIAL STEED DISPLAY FEAT 14 ARCHETYPE Prerequisites Ride the Rocket, master in Fireworks Lore You've become so skilled at riding your rockets that you've crafted one specifically to give you flight. You gain the Celestial Steed fireworks display. Celestial Steed � Cost 2 batches of infused reagents; Effect You equip a rocket that shoots you flying through the battlefield. You gain a fly Speed of 30 feet for 1 minute but you cannot move less than 20 feet when you Fly. If you don’t take the Fly action on your turn, you immediately fall at the end of your turn and your celestial steed continues to move in its current direction each turn until it collides with a creature or object or 1 minute has passed, whichever comes first. You can Drop or Leap off your celestial steed, and it uses the same rules for if you fall if you do. While flying with your celestial steed, you can use your proficiency in Fireworks Lore to Maneuver In Flight. At the end of every turn you are flying with your celestial steed, you fly at least half your fly Speed in the same direction you were moving at the end of the turn. If 1 minute passes or you collide with a creature or surface while flying with your celestial steed, all creatures in a 10-foot burst of the collision must attempt a basic Reflex save against your fireworks display DC and take 10d6 fire damage. If you are legendary in Fireworks Lore, you can spend an additional reagent, and if you do it increases your celestial steed’s fly Speed by 15 feet and its damage by 4d6 HISSING HYDRA DISPLAY FEAT 16 ARCHETYPE Prerequisites Firework Technician Dedication, expert in Fireworks Lore You shoot out several shots of fireworks one by one, each leaving a dazzling trail as they shoot out at different angles. You gain the Hissing Hydra fireworks display. Hissing Hydra � (fire, sonic) Cost 3 batches of infused reagents; Effect You unleash a volley of fireworks that fly out at different angles. All creatures in three 20-foot lines must attempt a basic Reflex save against your fireworks display DC or take 2d4 fire and 2d4 sonic damage. You can layer these lines so that they intersect, and if they do you combine the damage and any creatures affected make a single save against it. If you are a master in Fireworks Lore, you can create four 20-foot lines, or six 20-foot lines if you are legendary in Fireworks Lore. THE BIG ONE � FEAT 20 ARCHETYPE Prerequisite Firework Technician Dedication Frequency once per day You have perfected your craft to create the ultimate, perfect firework. Once per day, you can unleash The Big One, three fireworks displays combined into one. You expend the amount of reagents needed for all three displays, and each display must target an area within 30 feet of another display's target area. GEOMANCER Magic is a tricky thing and nature is beholden to no one, so when the two are combined it forms a pairing of formiddable strenght. Those that use the land itself to manipulate their spells truly exemplify what it means to mix nature and magic. The following feats are available to characters with the geomancer archetype. ADROIT AEROBATICS � FEAT 6 ARCHETYPE Prerequisites Geomancer Dedication, trained in Acrobatics Requirements You have the sky terrain attunement benefit. You move through the air with an unexpected grace. You Fly 20 feet. You can attempt to Tumble Through as part of this movement and you treat enemy squares as normal terrain instead of difficult terrain for your Tumble Through. BRITTLE HOARFROST � FEAT 6 ARCHETYPE Prerequisites Geomancer Dedication Requirements A creature within 30 feet of you is under the effects of a Speed penalty from your arctic terrain attunement. When you call on the chill of the arctic, your enemies’ very sinew is wrought with cold, drawing the ice to solidify further. The target creature must attempt a Reflex save against your spell DC and the Escape DC for this effect is equal to your spell DC. Critical Success The creature is unaffected. Success The creature takes damage equal to the half the level of the spell that you used to create your arctic terrain attunement. Failure The creature takes damage equal to the level of the spell that you used to create your arctic terrain attunement and is grabbed until the beginning of their next turn. Critical Failure The creature takes damage equal to twice the level of the spell that you used to create arctic terrain attunement and is immobilized until the beginning of their next turn. CORROSIVE FEN � FEAT 6 ARCHETYPE Prerequisites Geomancer Dedication Trigger Your swamp terrain attunements would apply persistent poison damage to a creature. The dangers of bogs and fens, marshes and swamps, is more than just the flora and fauna, the terrain itself is harsh and breaks down even the most stalwart defenses. The triggering creature also takes an equal amount of persistent acid damage before any immunities or resistances are applied. Both of these damages are removed with the same flat check and an assistive effect that would neutralize one neutralizes both types of damage. 17
CUTTING WAVE SPELL � FEAT 6 ARCHETYPE | CONCENTRATE | MANIPULATE | METAMAGIC Prerequisites Geomancer Dedication Requirements You used Swim this turn while benefiting from your aquatic terrain attunement. Once you prove that you are its friend, oceans and rivers themselves rush to remove obstacles towards your goal. If the next action you use is to Cast a Spell that has the water trait and requires a spell attack roll, you ignore any circumstance bonuses to AC or concealment of the target of your spell attack roll. ECHOING TECTONICS � FEAT 6 ARCHETYPE | CONCENTRATE Prerequisites Geomancer Dedication Frequency once per turn Requirements You are benefitting from your underground terrain attunement. Many do not realize that the ground is exceptionally loud, you just need to know how to listen. You immediately Seek. If you detect a hidden or concealed creature within range of your tremorsense, you reduce the flat check to target hidden creatures to 5 and do not require flat checks to target concealed creatures until the end of your next turn. FIELDS OF VERVE � FEAT 6 ARCHETYPE Prerequisites Geomancer Dedication Requirements You have temporary Hit Points from your plains terrain attunement. The wide open plains of the world are full of vitality, and bolstered health makes for an easy way across them. You regain Hit Points equal to the number of temporary Hit Points you have from your plains terrain attunement and can immediately attempt a save against one disease affecting you. MIRAGE MOMENT � FEAT 6 ARCHETYPE | FLOURISH | INCAPACITATION ILLUSION | MENTAL | VISUAL Prerequisites Geomancer Dedication Requirements An enemy within 30 feet of you is fatigued from your desert plains attunement. The dangers of the desert are more than just heat and weariness, but the mental strain brought on by dehydration and despair is only worsened by false hope. You create the illusion of water within reach of the creature that only it can see, a bottle of fluid, a small puddle, rain, or some other easily drinkable visual effect. Any creature that touches the illusion or uses the Seek action to examine it can attempt to disbelieve your illusion. The target must attempt a Will save against your spell DC. After a creature successfully disbelieves this effect, it cannot be targeted by your Mirage Moment for 1 day. Success The creature is unaffected. Failure For the first action on its next turn, the creature must use a single action to Interact to drink from your illusion. The creature can attempt to disbelieve your illusion as part of this Interact action. Critical Failure The target must use all its actions on its next turn to Interact to drink from your illusion. The creature can attempt to disbelieve your illusion on each Interact action it uses, ending this effect if it disbelieves. SUMMIT’S STURDINESS � FEAT 6 ARCHETYPE Prerequisites Geomancer Dedication Requirements You are benefitting from your mountain terrain attunement. The hardiness of a mountain is more than simply a tough exterior, it is the ability to endure the elements and keep on moving. You gain a +1 circumstance bonus to AC and to Fortitude saves until the beginning of your next turn. The circumstance bonus to Fortitude saves is +2 if the effect would apply forced movement or give you the prone condition. WRITHING VINES � FEAT 6 ARCHETYPE Prerequisites Geomancer Dedication Requirements You are benefitting from your forest terrain attunement. Trigger A creature under the effects of your forest terrain attunement targets you with a melee Strike. Whether the simplest crunch of leaves or the roiling of vines, you know how to convince the woodlands themselves to slow your enemies’ advance and retreat. The triggering creature must attempt a Reflex save against your spell DC. Success The creature is unaffected. Failure The creature takes a -2 circumstance penalty to the triggering Strike. Critical Failure The creature is knocked prone. GEOMANTIC GLOBETROTTER FEAT 12 ARCHETYPE Prerequisites Geomancer Dedication You have traveled all over the world and seen many types of terrain. When you Cast a Spell that would apply to two different terrain attunements, either by multiple corresponding traits or a place that counts as multiple types of terrain, you can gain the effects of both terrain attunements at once. 18
SUGGESTED CHANGES ATTUNEMENT SHIFT (FEAT 4) Remove this feat. Add this action as a base action gained by the Geomancer Dedication. GLADIATOR Gladiators honed their skills in arenas performing for adoring crowds. They gain advantages when battling in front of spectators who are not part of a combat encounter and are adept at manipulating the emotions of friends and foes alike. The following archetype feats are available to characters with the gladiator archetype. Additional Feats: 4th Antagonize, Crew Leader (Firebrands+), You’re Next; 6th Leading Dance, Quick Reversal; 8th Seasoned Crew (Firebrands+); 10th Uncanny Dodge; 12th Combat Reflexes, Dazzling Display, Professional Crew (Firebrands+); 16th Veteran Crew (Firebrands+) FLASH MOB � FEAT 6 ARCHETYPE | AUDITORY | CONCENTRATE Prerequisites Crew Leader, Gladiator Dedication Requirements Your crew is in Labor Formation, is not fatigued, and you can communicate with your crew. You call out to your crew to show their support by mobbing the battlefield. They rush around you as noncombatants, celebrating your glorious performance on the battlefield. Until the end of your next turn, the area around you in a 5-foot emanation is difficult terrain for your foes if your crew is 4 squares, a 10-foot emanation if your crew is 9 squares, and a 15-foot emanation if your crew is 16 squares. The affected area becomes greater difficult terrain instead of difficult terrain if you have a Professional Crew. While surrounding you, your crew can be attacked and damaged in combat as though they are in Battle F o r m a t i o n , though they are not considered in Battle Formation for any other purpose. Afterward, your crew retreats from the battlefield and is fatigued for 1 hour. SPREADING TERROR � FEAT 6 ARCHETYPE | EMOTION | FEAR | MENTAL | VISUAL Prerequisites Gladiator Dedication Trigger You frightened a creature. You are such a terrifying presence on the battlefield that fear becomes contagious among your enemies. Demoralize a creature within 30 feet that can see both you and the creature you frightened. QUITE A SPANKING � FEAT 6 ARCHETYPE | EMOTION | FEAR | MENTAL | SKILL Prerequisites Gladiator Dedication, expert in Performance Trigger You critically succeed at a Grapple or Shove against a creature. You never miss an opportunity to humiliate an opponent. Attempt a Performance check and compare it to the Will DC of the triggering creature. Critical Success The creature is frightened 2. Success The creature is frightened 1 DEAD CROWD FEAT 7 ARCHETYPE | SKILL Prerequisites Gladiator Dedication, master in Performance Requirements At least one Small or larger corpse or creature with the dying or unconscious conditions is within 30 feet of you. Your performance in combat is so captivating that it impresses even the dead. For the purposes of having spectators, you treat creatures with the dying and unconscious conditions as suitable spectators as well as corpses. The DC for these checks against these creatures is the same as if you had spectators for the purposes of Performance checks you would attempt that would require spectators. NOT SO CLOSE! � FEAT 8 ARCHETYPE Prerequisites Gladiator Dedication Trigger A creature attempts to Grapple you or give you the grabbed condition. Requirements You are able to make a melee Strike against the creature. You are careful about keeping distance between you and your enemies. Make a melee Strike against the triggering creature. If the attack is a critical hit, you disrupt the action. 19
PERFORMATIVE WEAPONS SPECIALIST FEAT 8 ARCHETYPE Prerequisites Performative Weapons Training You are even more skilled with flashy weapons. You gain the critical specialization effects of the bo staff, dueling cape, spiked chain, sword cane, and whip. SHINE THE SPOTLIGHT � FEAT 8 ARCHETYPE | CONCENTRATE Prerequisites Gladiator Dedication Trigger An ally gets a critical success on an attack roll or skill check during a non-trivial combat encounter with spectators. You shine the spotlight on the accomplishment of an ally. Attempt a Performance check; the DC is determined by the GM but is typically the standard DC for your level or the DC to Make an Impression on the spectators, whichever is higher. On a success, choose one of the following benefits for your ally; on a critical success, choose two benefits. Regardless of the result, your ally is immune to your Shine the Spotlight for 1 minute. • A number of temporary Hit Points equal to your ally’s level; these last for 1 minute. • A +1 circumstance bonus to your ally’s next attack roll and the resulting damage rolls on a hit before the end of your ally’s next turn. • A +2 circumstance bonus to saves against fear effects and reduce the value of their frightened condition by 1. YOU’RE UNWORTHY � FEAT 10 ARCHETYPE | EMOTION | FEAR | FLOURISH | MENTAL | VISUAL Frequency once per minute Prerequisites Gladiator Dedication You perform a show of strength, demonstrating how your martial prowess exceeds everyone else’s. Each foe in a 30-foot emanation who can see you must attempt a Will save against your Intimidation or Performance DC, whichever is higher. Success The foe is unaffected and temporarily immune to You’re Unworthy for 1 day. Failure If the creature isn’t frightened, it is frightened 1. If the creature is frightened, it increases its frightened value by 1. If the creature would become frightened 3 or greater, it gains the fleeing condition until it reduces its frightened condition below 3. Critical Failure As failure, except the creature is frightened 2 or increases their frightened value by 2 if they were already frightened. SPIT IN THE FACE OF DEATH FEAT 10 ARCHETYPE Prerequisites Gladiator Dedication You have faced death many times in the arena and feel bolstered by proximity to it. You gain a status bonus to Will saves against mental effects equal to your doomed value. When you would gain the wounded condition, you can instead choose to gain the doomed condition of the same value as your wounded condition or the combined value of your doomed and wounded condition if you were already doomed. If you would die while you have spectators as a result of having the doomed condition from this feat, you can make a Performance check at a very hard DC of your level to remain alive until the beginning of your next turn. You can continue to make these checks at the beginning of each of your turns to remain alive, but if you fail or have no spectators you die as normal. If you end an encounter with a doomed value that would cause you to die, you reduce the value of your doomed condition by 1, dying as normal if your doomed value would cause you to die. TIGHT SQUEEZE � FEAT 10 ARCHETYPE Prerequisites Gladiator Dedication Requirements You are flanked by at least two enemies. You are adept at escaping tight situations in combat. Make a melee Strike. If you hit the target, you swap positions with the target and you can attempt to Shove the target in the direction of another foe who was adjacent to you before you swapped positions. If you succeed at your Shove, both foes must attempt a Fortitude save against your Athletics DC. If either target fails, you can immediately Step. Failure The creature falls and lands prone. Critical Failure The creature falls and lands prone and takes 1d6 bludgeoning damage you can immediately Step. FEARLESS LEADER � FEAT 12 ARCHETYPE | AURA | EMOTION | MENTAL Prerequisites Gladiator Dedication Trigger Two or more creatures have attempted a melee attack against you since the end of your last turn. Requirements You are in a non-trivial combat encounter with spectators. You take the brunt of the enemy’s ire as you charge into battle, inspiring your allies to follow your lead. Attempt a Performance check; the DC is determined by the GM but is typically the standard DC for your level or the DC to Make an Impression on the spectators, whichever is higher. If you succeed, you and allies within a 30-foot emanation around you gain a +2 status bonus to Will saving throws against mental effects for 1 minute. THUMBS DOWN � FEAT 12 ARCHETYPE | EMOTION | FEAR | MANIPULATE | MENTAL Prerequisites Call Your Shot, master in Intimidation or Performance Frequency once per 10 minutes Requirements You used Call Your Shot on a creature to frighten them. The crowd calls for blood and who are you to deny them? Make a Strike against a frightened creature you frightened with Call Your Shot. If you hit, your target takes 6d6 mental damage with a basic Will save against your Intimidation or Performance DC, whichever is higher. If the target critically fails their save and would be reduced to 0 Hit Points, they die instantly. The critical failure effect has the death, fear, and incapacitation trait. The target then becomes temporarily immune to your Thumbs Down for 1 day. If you are legendary in Intimidation or Performance, the damage increases to 10d6. WADE INTO THE HORDE FEAT 14 ARCHETYPE Prerequisites Gladiator Dedication You exult in battling multiple enemies at once and have trained to do so effectively. When you attack a creature that is adjacent to you, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack another creature this turn. If you are wielding a sweep weapon, you instead increase the bonus from the sweep trait by 1 if your circumstance bonus from the trait and this bonus would apply to the same attack roll. 20
HOME FIELD ADVANTAGE � FEAT 16 ARCHETYPE | AUDITORY | EMOTION | FEAR | MENTAL Prerequisites Gladiator Dedication Requirements You are in a non-trivial combat encounter with spectators and at least one enemy that is frightened that can hear your spectators. You rally the crowd to voice their disapproval of your foes, distracting them. The required enemy must attempt a Will save against your Performance DC as you get your spectators to cheer you on. Your spectators continue to cheer as long as you spend a single action to Perform each turn after you have used Home Field Advantage to Sustain the crowd’s cheers. Regardless of the result, the target is temporarily immune to Home Field Advantage for 1 hour. Success The target is unaffected and is temporarily immune to Home Field Advantage for 1 hour. Failure The target cannot reduce its frightened condition below 1 while it can hear your spectators cheering. Critical Failure As failure, except the target increases its frightened value by 1. Special If you have Dead Crowd, you can use Home Field Advantage but this ability loses the auditory trait and gains the visual trait and the effect lasts as long as enemies can see the spectators. RALLY THE CROWD � FEAT 18 ARCHETYPE | AUDITORY | CONCENTRATION | FORTUNE Prerequisites Gladiator Dedication Frequency once per 10 minutes Trigger You or an ally within view of your spectators fails a Strike or skill check. Requirements You are in a non-trivial combat encounter with spectators. You lead the crowd in a chant against your foes, distracting them long enough for a second chance. Attempt a Performance check; the DC is determined by the GM but is typically the standard DC for your level or the DC to Make an Impression on the spectators, whichever is higher. If you succeed, the triggering creature can reroll the triggering check, but they must use the new result, even if it’s worse than the first roll. If you get a critical success on your Performance check, the triggering creature gains a +2 circumstance bonus to the check. TERRIFYING LEGEND FEAT 20 ARCHETYPE | AURA | EMOTION | FEAR | MENTAL Prerequisites Gladiator Dedication, legendary in Performance Your reputation is such that enemies freeze in your presence. While a creature who is frightened by you is within a 30-foot emanation of you, the following effects occur: • If you critically succeed at a Strike, the creature increases its frightened value by 1. • The creature is slowed 1. • Other creatures can’t be flat-footed to the creature unless the creature is of greater level. HERBALIST The measure of herbs is not by what an herb can do by mere consumption, but by what a plant can be repurposed for within the right conditions and under a proper hand of care. An herbalist seeks not just to have mastery over vegetation, but to guide and nurture it until it ultimately reaches its true potential. The ebb and flow of the relationship between plant and caregiver is a gentle but firm reminder that those with the means to understand nature can cultivate the most from it. The following archetype feats are available to characters with the assassin archetype. Additional Feats: 4th Cauldron, Leshy Familiar [4], Verdant Weapon; 6th Leshy Familiar Secrets; 8th Green Empathy; 12th Pristine Weapon, Temporary Potions GOODBERRY FEAT 4 ARCHETYPE Prerequisites Herbalist Dedication You gain the goodberry order spell. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by reading through your notes on herbs and plants. If you already had a focus pool, you instead increase the number of Focus Points in your focus pool by 1. GREEN MEDICINE FEAT 4 ARCHETYPE Prerequisites Herbalist Dedication You have adapted the wilderness to the trade of medicine, allowing you to create salves with quick effects. You can use Nature instead of Medicine for skill actions that normally require you to use Medicine. You can use your proficiency rank in Nature to meet the requirements of skill actions and feats that require a particular rank in Medicine. When you have access to fresh ingredients, you can apply half the circumstance bonus to Medicine skill actions other than Treat Wounds. 21
WONDROUS ALMANAC FEAT 4 ARCHETYPE Prerequisites Herbalist Dedication; you can cast arcane or primal spells from spell slots. You have filled out an almanac that contains more than weather predictions and sunrise and sunset times as well as plant spells, similar to a wizard’s spellbook. You can use the Nature skill to Learn Spells with the plant trait and add them to your spellbook by paying the appropriate cost, similar to a wizard even if those spells are from a tradition other than your own. You can cast these spells as spells of the tradition you used to qualify for this feat. If you cast spells from a spell repertoire, during your daily preparations you can choose any one spell from your book of plant spells. If that spell is already in your spell repertoire, you can treat it as an additional signature spell that day. If it isn't in your repertoire, treat it as though it were until your next daily preparations. If you prepare spells, you can spend 10 minutes to empty one of your prepared spell slots and prepare a plant spell you know. If you are interrupted during such a swap, the original spell remains prepared and can still be cast. You can try again to swap out the spell later, but you must start the process over again. GARDEN TILLER FEAT 6 ARCHETYPE Prerequisites Herbalist Dedication, expert in Nature You have learned to cultivate gardens that produce quantities of goods for you. You can spend 1 day of downtime to create a 10 foot by 10 foot garden in a settlement or area of wilderness. This garden lasts until you spend at least 1 week without tilling it. As long as you were able to visit your garden within the past week, you are treated as in wilderness when determining your daily batches for reagents. During your daily preparations, you can harvest up to 2 uses of fresh ingredients by visiting your garden for your Natural Medicine. If you are a master in Nature, you instead have 4 uses, and if you are legendary you instead have 6 uses. You can also use Nature to Earn Income by selling ingredients from your garden or by providing healing services to those who would purchase them using your garden and you gain a +2 circumstance bonus to your check if you use your fresh ingredients to Earn Income. If you are legendary in Nature, you can till a garden in 1 hour instead of 1 day. SEEDED SNARES FEAT 6 ARCHETYPE Prerequisites Herbalist Dedication, Snare Crafting You have learned what types of plants can form deadly traps for those that would harm you. You add four snares of your level or lower to your formula book. You can spend 2 batches of infused reagents from the Herbalist Dedication to Craft a snare of your level or lower replacing the cost and the check for creating a snare with your reagents. If a snare normally takes 1 minute to Craft, you can grow it by spending 3 Interact actions to plant the seed. Snares created from your seeds lose the mechanical trait and gain the plant trait and they last for 1 hour instead of the normal duration. Special The feat counts as Snarecrafter Dedication for the purpose of feat prerequisites. CATALOGUE VEGETATION � FEAT 7 ARCHETYPE | SKILL Prerequisites Herbalist Dedication, master in Nature Frequency once per round You can identify plants and fungus in an instant. You Recall Knowledge on a creature with the plant or fungus traits or a plant or fungus you can see. HARVEST REAGENTS FEAT 8 ARCHETYPE | EXPLORATION Prerequisites Expert Herbalist You have learned to make the best from plants and fungi that have been cut down. You can spend 10 minutes to gather reagents from a dead creature with the plant or fungi traits. You must succeed at a hard DC of the dead creature’s level, or a very hard DC of the dead creature’s level if it has been more than 1 hour since the creature has died or its body was damaged beyond salvaging (subject to GM discretion). If the creature has been dead for more than 1 day, your check automatically fails. Critical Success You can create two items you gained from the herbalist archetype of the creatures level or lower. Success As critical success, except you gain one item. Critical Failure You botch the harvest. If the creature was venomous or has similar abilities, you are affected by those effects or become fatigued if it had no such abilities. THORN HEDGES � TO � FEAT 10 ARCHETYPE | CONCENTRATE | MANIPULATE Prerequisites Expert Herbalist You cause a thick wall of thorny brambles to grow from the ground. You can create a 5-foot-thick wall of brambles by dropping a number of reagents on natural ground in squares adjacent to you equal to the actions you spent. At the beginning of your next turn, thorny hedges sprout in the chosen squares and extend up to 10 feet high. Everything on each side of your thorn hedges has cover from creatures on the opposite side, and the hedge's spaces are difficult terrain. For every move action a creature uses to enter at least one of the thorn hedge's spaces, that creature takes 3d4 piercing damage. If a creature is caught in the area of a thorn hedge when it first sprouts, it also takes this piercing damage. For every two levels you possess above 10th level, you can spend an additional reagent per square to increase the piercing damage by 1d4 and the thorn hedge’s Hit Points by 5. Each square of hedges has AC 10, Hardness 10, and 20 Hit Points. It's immune to critical hits and precision damage. A destroyed section can be moved through freely. ENDEMIC COLLECTOR FEAT 12 ARCHETYPE Prerequisites Endemic Herbs, expert in Survival You have learned to find herbs of a certain variety while on the road. You can spend 10 minutes in a terrain other than the one you used to collect your herbs for Endemic Herbs to change your selection to the corresponding terrain instead of the terrain where you made your daily preparations. In addition, you can attempt a Survival check against a hard DC of your level to attempt to find herbs that would produce the effects of a terrain you are not in, such as a mountain effect in a forest or an aquatic effect while underground. The GM may choose to adjust this to a very hard DC if you attempt to find herbs in an environment that would be near impossible (such as arctic or aquatic herbs in a desert or forest herbs in a cave). THE WORLD IS MY GARDEN FEAT 14 UNCOMMON | ARCHETYPE Prerequisites Herbalist Dedication You know that no matter where you are, the earth will support you. You learn the plant growth ritual. While in an area of plant growth you are treated as in wilderness for the purposes of feats or abilities from the herbalist archetype. Once per week, you can use plant growth with a cast time of 1 hour instead of 1 day, but the duration is reduced to 1 week and the area is a 100-foot burst instead of a ½ mile radius circle. 22
DEPOSIT SEED � FEAT 18 UNCOMMON | ARCHETYPE Prerequisites Thorn Hedges You can implant a seed from your thorny hedges in an attack. You spend 2 infused reagents and then make a Strike. If your Strike deals damage, the creature is implanted with a seed. At the beginning of your next turn, the seed erupts from the creature, creating a thorn hedge in a square that occupies its space and causing it to take damage from the effect. You can spend additional reagents as normal for Thorn Hedges to increase the damage and Hit Points of the hedge you implanted. A creature can spend an Interact action to remove the seed, but doing so causes them to take piercing damage equal to the number of damage dice the thorn hedge would deal as they pry it from the wound you created. MAGIC BEAN FEAT 20 ARCHETYPE Prerequisites Herbalist Dedication, legendary in Nature You have found a way to create powerful seeds or beans which contain near supernatural abilities. During your daily preparations, you can create a magic bean by expending 10 batches of reagents to do so. Your magic bean has one of the following effects, determined when you first create your magic bean. After 24 hours, your bean spoils and any lasting materials it created decompose into unworkable plant matter. Impossible Growth Your bean sprouts a structure of unfathomable size. You can spend an Interact action to plant the bean in the ground. After 3 rounds, the bean sprouts and creates a structure compounded from leaves, branches, or other growths in an area up to 100 feet wide, 100 feet long, and 100 feet high. You can shape the bean’s growth, and create doors, walls, or other simple non-mechanical structures. Each portion of the structure must connect to a previous portion of the structure and be contiguous. Restorative Bean Your bean has the ability to heal those who consume it. A creature that spends an Interact action to consume your magic bean gains the effects of a critical success of a legendary Treat Wounds check, including the removal of the wounded condition. Trader's Bean Promises of the bean's power can convince even the sagest to trade away their livelihoods for it. When you present the bean to a target and espouse its mysterious powers to them for 1 minute, they must make a DC 40 Will save (incapacitation, mental) or become possessed by an urge to have the bean. On a failure, they will trade gold or goods equal to the gold value of an Earn Income success at a task level 20 to acquire the bean, or an Earn Income critical success if they critically failed. If the amount of gold or goods capable of being offered is less than the amount from Earn Income, you can choose to accept a lower amount for the bean. The GM makes a DC 20 flat check to determine if your bean gains another random effect possible for your Magic Bean. HORIZON WALKER Horizon walkers have spent so much time in the wilderness that they gain advantages from being in the terrain with which they are most familiar. They can better survive such terrain and help others navigate it. Over time, they become attuned to the primal nature of the terrain, giving them a mystical connection with it that allows them to draw upon its power. The following archetype feats are available to characters with the horizon walker archetype. Additional Feats: 12th Camouflage FAMILIAR TERRAIN FEAT 4 ARCHETYPE Prerequisites Horizon Walker Dedication While you are partial to certain terrains, you also find yourself near other terrains of similar nature. You gain two familiar terrains, which allow you to use actions or abilities that would normally require you or other creatures to be in your favored terrain while you are in those terrains. You do not gain any other benefits of these terrains. Special If you have Terrain Master, you can temporarily replace your familiar terrains as part of the same 1 hour activity. PRIMAL BEING FEAT 4 ARCHETYPE Prerequisites Horizon Walker Dedication, trained in Nature, you are not a druid You have spent so much time in your favored terrain that its primal magic has seeped into your being. You cast spells like a druid. You gain access to the Cast a Spell activity. You can prepare two common cantrips each day from the primal spell list or any other primal cantrips you learn or discover, but one of these cantrips must be the cantrip associated with your favored terrain. You're trained in spell attack rolls and spell DCs for primal spells. Your key spellcasting ability for these spells is Wisdom, and they are primal druid spells. Aquatic spout Arctic ray of frost Desert produce flame Forest, Mountain, or Underground scatter scree Plains electric arc Sky gale blast Swamp puff of poison If you have the wild stride class feature, while you are in your favored terrain you ignore concealment or cover or circumstance bonuses to AC that would be caused by terrain when you target enemies with spells you gained from this archetype. Special You gain access to the Basic Druid Spellcasting, Expert Druid Spellcasting, Master Druid Spellcasting, and Primal Breadth feats and this feat qualifies as the Druid Dedication for the purposes of qualifying for those feats. SURVIVALIST FEAT 4 ARCHETYPE | SKILL Prerequisites Horizon Walker Dedication, expert in Survival You know how to forage for herbs and use them to stay healthy. You can use Survival instead of Medicine when using Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds and you can perform these actions without healer’s tools if you’re in your favored terrain. You can use your proficiency in Survival to determine what Medicine checks you are allowed to attempt as part of these actions. You can Subsist while you Treat Disease without taking the normal –5 penalty. If you spend 10 minutes gathering materials from inside your favored terrain, you to gain a +1 circumstance bonus to your checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds using Survival. Special If you have Battle Medicine, you can also use your proficiency in Survival for your Battle Medicine. THESE FEET WERE MADE FOR WALKING FEAT 6 ARCHETYPE Prerequisites Horizon Walker Dedication Chasing the horizon is a long and arduous path, so it helps to not only pace yourself but your allies. You increase your Speeds by 5 feet when in your favored terrain. When you Hustle within your 23
favored terrain, you treat your Constitution modifier as 2 higher or 1 higher if you are not in your favored terrain. When Hustling in a group during exploration mode, your group can Hustle for as long as the member who could Hustle longest on their own, plus an additional 10 minutes beyond that or 20 minutes if you are Hustling in your favored terrain. TURN THE TABLES � FEAT 7 ARCHETYPE | SKILL Prerequisites Horizon Walker Dedication, master in Survival Requirements You’re in your favored terrain and flat-footed to a creature. Your knowledge of terrain helps you avoid being caught off guard. Attempt a Survival check against the required creature’s Will DC. Critical Success You are not treated as flat-footed to the creature until the end of your next turn and it becomes flatfooted to you for the same duration. Success As critical success, except these effects only apply to the creature's next Strike against you and its flat-footed condition only lasts until your next Strike against the creature. DAZZLING HORIZON � FEAT 8 ARCHETYPE | FLOURISH Prerequisites Horizon Walker Dedication You know how to approach a creature in your favored terrain such that it is difficult to see you. Perhaps you move with the sun at your back, unleash ink underwater, or take advantage of disorienting darkness underground. Choose one enemy. Stride, Feint against that opponent, and then make a Strike against that foe. For your Feint, you can attempt a Survival check instead of the Deception check that's usually required, because you use the terrain and environment to catch your opponent out. If you’re in your favored terrain, you can replace the normal effects of your Feint for the following effects. Critical Success The target is blinded for 1 round or until it uses an Interact action to remove its blinded condition. After the blinded condition ends, it is then dazzled for 1 round. The creature can use a second Interact action to remove the dazzled condition. Success The target is dazzled for 1 round or until it uses an Interact action to remove its dazzled condition. Critical Failure Your attempt to dazzle fails. The target is concealed to you until the end of your next turn. HIDDEN DANGER � FEAT 8 ARCHETYPE Prerequisites Horizon Walker Dedication Trigger A creature adjacent to you moves. You are adept at avoiding hidden dangers in terrain while luring foes into them. The triggering creature must make its choice of an Athletics, Acrobatics, or Survival check against your class DC or spell DC, whichever is higher. Regardless of the result, the creature is then immune to your Hidden Danger for 1 minute. Critical Success The creature is unaffected. Success The creature can only move at half its Speed. If the creature is in your favored terrain it becomes clumsy 1 until the end of your next turn. Failure As success, except the target also takes a –10-foot status penalty to its Speeds. If the creature is in your favored terrain it becomes clumsy 2 until the end of your next turn. Critical Failure The creature falls prone next to you, immediately ending its movement. If the creature is in your favored terrain it takes 1d6 bludgeoning damage from the fall and is clumsy 2 until the end of your next turn. If the creature is using a climb, fly, or swim Speed to move and it would fall prone, it instead is pushed 10 feet away from you in a direction of your choice and its movement ends. HORIZON LEAP � FEAT 10 ARCHETYPE | CONJURATION | TELEPORTATION Frequency once per minute Prerequisites Horizon Walker Dedication Your connection with your favored terrain is so strong that you can teleport to it. You instantly transport yourself and any items you’re wearing and holding from your current space to a clear space that is your favored terrain and that you can see within 60 feet. INTO THE UNKNOWN � FEAT 10 ARCHETYPE | EMOTION MENTAL Frequency once per day Prerequisites Horizon Walker Dedication You stir up a cloud of particulate matter, causing uncertainty and fear. This cloud is a 15-foot burst centered on a corner of your space that obscures sight and lasts for 1 minute. All creatures within the area become concealed, and all creatures outside the area become concealed to creatures within it. If you’re in your favored terrain, you ignore this concealment. You can Dismiss the cloud. Enemies in the initial area and that end their turn within the area must attempt a Will save against your class DC or spell DC, whichever is higher. Critical Success The target is unaffected. Success The target is stunned 1. Failure The target is confused for as long as it remains in the area and 1 round after it leaves. It can attempt a new save at the end of each of its turns to end the confusion, but it takes a –2 status penalty while it remains in the area. Critical Failure As failure, except the target cannot save to end early. 24
STEP OF THE WILD � FEAT 10 ARCHETYPE | PRIMAL | TRANSMUTATION Prerequisites Primal Being or Horizon Walker Dedication and the ability to cast primal spells from spell slots. Frequency once per day You have learned to warp the land around you with primal energy. For 1 minute or until you Dismiss your Step of the Wild, you transform the environment in a 10-foot aura so that it looks and functions as your favored terrain and difficult terrain of a type appropriate for your favored terrain. The environment remains transformed for the duration of Step of the Wild even if you leave the area. This transformation does not materially alter the conditions of the existing environment, but it can provide brief access to certain features present in that terrain. For example, it does not provide breathable air underwater, and a favored terrain of sky does not remove the ground beneath you to the point where you could enter those spaces, but you might use aquatic terrain to gain temporary access to small amounts of water or a desert terrain to gain temporary access to sand. The transformation also does not change the temperature or weather conditions of the environment unless another feat allows you to do so. If you are legendary in Nature, you can use Step of the Wild once per hour instead of once per day. CATCH ME IF YOU CAN � FEAT 12 ARCHETYPE | FLOURISH Prerequisites Horizon Walker Dedication, trained in Intimidation Requirements You are adjacent to a creature. You are sure you can navigate terrain better than anyone who pursues you. Target a creature adjacent to you. You Demoralize, Step, and then Stride and the target cannot reduce its frightened condition below 1 if it is not adjacent to you. The target can use its reaction to Stride up to its Speed in response to your Catch Me If You Can. If you are both in your favored terrain, the target is flat-footed as long as it is frightened. ELEMENTAL BEING FEAT 12 ARCHETYPE Prerequisites Primal Being You are able to embody the element of your favored terrain. Once per day, you can cast elemental form as a 5th-level primal spell, with the restriction that you must choose the type associated with your favored terrain. Aquatic or Swamp water Desert fire Forest, Mountain, Plains, or Underground earth Arctic or Sky air You can cast elemental form as a 6th-level primal spell when you reach 14th level and as a 7th-level primal spell when you reach 16th level. TUMULTUOUS TERRAIN � FEAT 14 ARCHETYPE Prerequisites Step of the Wild Frequency once per hour You change the environment that you’ve transformed with Step of the Wild to be harsh and intense, burdening creatures who experience it. Enemy creatures within the area of your difficult terrain suffer the following effects while inside your favored terrain. If a creature leaves the area of your difficult terrain they are no longer affected by any ongoing effects. Aquatic Creatures in the area must attempt a Reflex save against your spell DC or become flat-footed as if they were in standing water. Creatures that critically fail their save treat attacks that deal bludgeoning and slashing damage as if they were underwater. Arctic Creatures in the area must attempt a Reflex save against your spell DC or become flat-footed. Creatures that critically fail their save are treated as if they are on uneven ground while in the area. Desert Creatures in the area must attempt a Fortitude save against your spell DC or become dazzled. Creatures that critically fail their save are also fatigued for 1 hour even if they leave the area. Forest or Mountain Creatures in the area must attempt a Reflex save against your spell DC or they take a –5-foot status penalty to its Speed and its climb Speed if it has one. Creatures that critically fail their save are knocked prone. Plains or Underground Creatures in the area must attempt a Reflex save against your spell DC or become they take a –10-foot status penalty to its Speed. Creatures that critically fail their save are immobilized until the beginning of their next turn. Sky Flying creatures in the area must attempt a Reflex save against your spell DC or become they take a –10-foot status penalty to its fly Speed. Creatures that critically fail their save must spend an additional action on their turn to Fly or they fall. Swamp Creatures in the area must attempt a Reflex save against your spell DC or become flat-footed as if they were in standing water. Creatures that critically fail their save are immobilized until the beginning of their next turn. WALK THE ELEMENTS FEAT 14 ARCHETYPE Prerequisites Horizon Walker Dedication; ability to cast primal spells You have walked many lands and come to understand how all the elements affect every type of terrain. Once per day, you can cast elemental confluence as a 6th-level primal spell and you do not need to Sustain the Spell for it to remain in effect (but you can still Dismiss it). Special If you have the spellcasting class feature and can cast primal spells, you can cast this spell as a spell of your class. HORIZON RUNNER FEAT 16 ARCHETYPE Prerequisites Horizon Walker Dedication You learned to walk the horizon so that now you can run it. When in your favored terrain, you can ignore the effects of non-magical greater difficult terrain. When other creatures Follow the Expert with you as a guide in your favored terrain, they gain the ability to ignore non-magical greater difficult terrain for the purpose of their travel Speed. If you have the wild stride class feature, you increase the speed you gained from your favored terrain or any gained status bonus from the Horizon Walker archetype by 10 feet or gain a +10-foot status bonus to speed if your terrain didn’t grant you one of these effects. PRIMAL ENMITY � FEAT 18 ARCHETYPE Prerequisites Horizon Walker Dedication, ability to cast primal spells You call upon your primal connection to your favored terrain to turn nature against your foes. You can Cast nature’s enmity once per day as a primal spell, with the restriction that targets in the area only suffer its effects if they are in your favored terrain. HORIZON’S DOMINION FEAT 20 ARCHETYPE Prerequisites Horizon Walker Dedication You are so adept in your favored terrain that you are hard to pin down. You become quickened in your favored terrain and gain the Dominion Stride action. You can only use your extra action for Dominion Stride. 25
DOMINION STRIDE � CONJURATION | TELEPORT You move swiftly within your favored terrain with untethered ability. You teleport up to a distance equal to your Speed within your line of sight that is also in your favored terrain. Special If you have Step of the Wild active, you can use Dominion Stride even if the location would not be within your favored terrain. WEATHER WALK FEAT 20 ARCHETYPE | DOWNTIME Prerequisites Horizon Walker Dedication, legendary in Survival Frequency once per day You are in tune with your favored terrain to the point where you can change the weather affecting it. You spend 1 hour traveling in your favored terrain while deep in meditation, though you can end the day where you started. This activity casts control weather as a 9th-level ritual without a secondary caster. At the end of the day, attempt a DC 43 Survival check as your primary check for the ritual. WORLD WALKER FEAT 20 ARCHETYPE Prerequisites Familiar Terrain You have been and walked across all lands, favoring none. All terrains are considered your favored terrain. MARSHAL The art of war is not one best learned from afar. To understand the will of combatants, the bravery it takes to charge into battle and the conviction not to flee in dire circumstances, one must stand alongside them. These soldier-scholars wade into battle and inspire their allies not simply through their adeptness with tactics and steel, but their courage in the face of opposition. The following archetype feats are available to characters with the marshal archetype. Additional Feats: 4th United Assault; 8th Revealing Stab KNOW NO FEAR FEAT 6 ARCHETYPE Prerequisites Marshal Dedication Your allies know that with you at their side, victory is certain and there is nothing to fear. Whenever you become frightened, reduce the condition value by 1 (to a minimum of 0). At the end of your turn when you would reduce your frightened condition value by 1, you also reduce the value by 1 for all allies within your marshal’s aura. This does not stack with similar effects like Aura of Courage. MARSHAL’S STRIKE � FEAT 6 ARCHETYPE | FLOURISH Prerequisites Marshal Dedication You deftly hit a creature, setting them up for an ally. Make a melee Strike. If the Strike hits, the next ally to attack the same target before the start of your next turn gains a +1 circumstance bonus to their roll, or a +2 circumstance bonus if your Strike was a critical hit. MARSHAL MASTERY FEAT 7 ARCHETYPE | SKILL Prerequisites Marshal Dedication, master in a skill used to enter a marshal stance and at least one marshal feat with the stance trait. Your leadership is now as steadfast and consistent. When you roll a critical failure on a check to enter a Marshal Stance, you get a failure instead. CUNNING MARSHAL EDICT � FEAT 8 ARCHETYPE Prerequisites Devrin’s Cunning Stance, expert in Deception Requirements You’re in Devrin’s Cunning Stance. You get the enemy’s attention so your cohorts can deal the real damage. You Feint and your Feint gains the following effects instead of the normal effects. Critical Success You throw your enemy’s defenses against your allies entirely off. The target is flat-footed against melee attacks from allies in your aura until the end of your next turn. Success Your foe is left open to an ally’s attack. The target is flat-footed against the next melee attack from one an ally in your aura before the end of your current turn. Critical Failure Your feint backfires. You are flat-footed against melee attacks the target attempts against you until the end of your next turn. DREAD MARSHAL EDICT � FEAT 8 ARCHETYPE Prerequisites Dread Marshal Stance, expert in Intimidation Requirements You’re in Dread Marshal Stance. With a command of devastation, you stoke the collective wrath of your party. Attempt to Demoralize a creature adjacent to you or an ally in your marshal's aura. If you are successful, as long as you and at least one ally are adjacent to the creature it cannot reduce its frightened condition below 1. INSPIRING MARSHAL EDICT � FEAT 8 ARCHETYPE | AUDITORY | EMOTION | MENTAL Prerequisites Inspiring Marshal Stance, expert in Diplomacy Requirements You are in Inspiring Marshal Stance. You cry out for your allies to stand resolute. Until the start of your next turn, you and allies within your marshal's aura gain resistance 2 to physical damage. If you are a master in Diplomacy, the resistance increases to 3, and if you are legendary the resistance increases to 5. 26
SHOW YOUR METTLE! � FEAT 10 ARCHETYPE | AUDITORY | EMOTION | MENTAL Prerequisites Steel Yourself! Your shout of encouragement reaches across the battlefield. Each ally within your marshal's aura gains the benefits of Steel Yourself! until the start of your next turn. HERO'S REJUVENATION FEAT 10 RARE | ARCHETYPE | HEALING Prerequisites Marshal Dedication Your presence alone brings out heroism within people. When an ally within your marshal's aura uses a Hero Point for any reason, they regain Hit Points equal to your level plus your Charisma modifier. If they would gain more Hit Points than their maximum hit points allows, they gain the remainder in temporary Hit Points that last 1 minute. The ally is then temporarily immune to Hero's Rejuvenation until your next daily preparations. FIGHT AS ONE � FEAT 12 ARCHETYPE Prerequisites To Battle! Trigger An ally used your To Battle! to make a successful Strike against an enemy. Requirements You are capable of making a Strike against the triggering enemy. You and your ally fight together. You Strike the same enemy. If your Strike is a ranged Strike, the enemy must be within the first range increment. If this Strike is successful, combine the damage of the triggering Strike and your Strike for the purposes of resistances and weaknesses. DEMESNE ARMORY FEAT 14 UNCOMMON | ARCHETYPE Prerequisites Marshal Dedication You are the protector and owner of a small domain, and have taken control of a keep from which you rule. When you select this feat, you create a demesne armory at an unoccupied location or within a settlement, a hidden den, or other suitable location, which functions as a manor that can have any floor plan you designate, provided it fits within a space 40 feet wide, 40 feet deep, and 30 feet tall. Your demesne armory remains in the designated location until you spend 1 day of downtime to establish a demesne armory to a new location. Your demesne armory is fortified with a good lock and is hidden with a Perception DC equal to your class DC or spell DC, whichever is higher. Your armory can safely occupy 10 Medium creatures, and contains 10 common weapons or armor of your choice, as well as 20 pieces of ammunition for each weapon that requires ammunition. You can spend 1 day of downtime to replace these weapons or armor and to refill any ammunition. Special If you have a crew, you can have your crew operate your demesne armory in your absence and perform exploration activities from your demesne armory. DRILL MARSHAL FEAT 14 ARCHETYPE Prerequisites Marshal Dedication Each day, you lead some companions in exercises to hone their skills. During daily preparations, you may train one of your allies to have an affinity within your aura. Until your next daily preparations, your aura surrounds both you and your chosen ally so long as your chosen ally would be within range of your aura. Your ally and creature’s inside your ally’s aura are treated as being inside your marshal’s aura. ADEPT LEADER FEAT 16 ARCHETYPE Prerequisites Marshal Dedication, Untrained Improvisation Leading comes naturally to you. You are considered to be an expert for the purposes of the Follow the Expert activity, even if you are untrained in the chosen skill and you provide a +2 circumstance bonus to your ally’s checks even though you are not an expert. VALIANT INTERVENTION � FEAT 16 ARCHETYPE Prerequisites Marshal Dedication Requirements An ally within your marshal's aura took damage from an enemy this turn. As you charge across the battlefield, your bravery inspires all who see. Stride towards the required enemy, then, if you end your turn within melee reach, you can make a melee Strike against that creature. You gain a +2 circumstance bonus to damage on your Strike and if your Strike is successful, you grant temporary Hit Points equal to your Charisma modifier to any ally within your aura that took damage from the required enemy since the end of your last turn for 1 minute. MARSHAL'S CITADEL FEAT 18 UNCOMMON | ARCHETYPE Prerequisites Demesne Armory Your keep grows in size and importance to reflect your leadership prowess. This may be from your armory being expanded or from you being granted a different piece of land with a larger fortress. Your demesne can now be within a space 100 feet wide, 100 feet deep, and 50 feet tall. Your demesne armory’s lock becomes a superior lock and is invisible in addition to being hidden. Your armory can safely occupy 50 people, and contains 50 common weapons or armor of your choice, as well as any ammunition they may require. You can spend 1 day of downtime to transfer runes between armor or weapons while within your demesne armory on up to 5 weapons at a time instead of 1, and you do not need to pay the normal 10% cost or make a Craft check to transfer the rune while in your demesne armory. Special If you have a crew, your crew can use its Troop Attack against creatures outside your demesne armory even if they would normally be blocked by walls. They can be attacked until the beginning of their next turn if they make a Troop Attack, but they have greater cover against any attacks. GIVE NO QUARTER � FEAT 20 ARCHETYPE | AUDITORY | FLOURISH Prerequisites Marshal Dedication You command those around you to attack without mercy. Until the beginning of your next turn, enemies within your marshal’s aura are flat-footed to melee attacks from your allies as long as you or another ally also have that creature within their reach. GOLDEN AGE FEAT 20 ARCHETYPE Prerequisites At least one marshal feat with the stance trait You bring the promise of a glorious future wherever you go. While you are in a Marshal Stance, double the area of your marshal's aura, and double the status bonus granted to allies within the aura. MEDIC Saving people isn't easy. As a medic your job as an adventurer requires you be ever vigilante and mindful of your allies and their wounds. Vast knowledge of the 27
body and its many needs allows medics not only to treat their patients with the utmost care, but to save and prevent even the most deadly of outcomes from a dastardly wounding. The work is never done, but a careful stitch saves both lives and future treatment. The following feats are available to characters with the medic archetype. ARMORED MEDKIT FEAT 4 ARCHETYPE Prerequisites Medic Dedication, Shield Block You are skilled at both protecting and healing. When you perform your daily preparations, you can choose one set of healer’s tools and one shield of 1 Bulk or less in your possession and combine them into an armored medkit until you next perform your daily preparations. This armored medkit functions as both the chosen shield and as healer’s tools, allowing you to use actions that require you to be holding healer’s tools without a free hand so long as one of your hands holds the armored medkit. ASSISTED PRACTICE � TO � FEAT 4 ARCHETYPE Prerequisites Medic Dedication, a minion with the mount ability (such as an animal companion or a construct companion) Requirements You are riding the required minion. Your companion brings you to the scene of battle to treat your patients. You spend a number of actions to Command your mount with the following effects. � Your mount Strides up to half its Speed and uses Support. Then you can immediately use Battle Medicine or Treat Poison on a creature adjacent to your mount. � Your mount Strides up to half its Speed and uses Support. Then you can immediately Administer First Aid on a creature adjacent to your mount. Special If you have Treat Condition, you can Treat a Condition instead of Administer First Aid if you spend 2 actions to Command your mount. JAWS OF LIFE � FEAT 6 ARCHETYPE | MANIPULATE Prerequisites Medic Dedication, trained in Athletics Requirements Your last action was a successful Battle Medicine, Administer First Aid, or Treat Condition on a creature who is grabbed or restrained. You use your disaster training to remove your patient from danger. Attempt a counteract check against one of the required conditions. Use your Medicine modifier as your counteract modifier, and your counteract level is equal to half your level (rounded up). The counteract DC for the condition is usually equal to the modifier of the Strike, ability, or effect plus 10 or the DC of the effect if it had a DC. Critical Success The required creature loses the grabbed and restrained conditions. Success The required creature loses the grabbed condition or reduces the restrained condition to grabbed. Critical Failure The required creature takes 1d8 bludgeoning damage as you struggle to pry them free. CODE RED URGENCY FEAT 7 ARCHETYPE Prerequisites Doctor’s Visitation, expert in Acrobatics Your presence lets you get past anyone who would keep you from your patients. When you use Doctor’s Visitation, you can Tumble Through instead of Stride. GROUP THERAPY FEAT 7 ARCHETYPE | SKILL Prerequisites Treat Condition, master in Medicine You do well to treat people in groups. When you use Treat Condition you can treat the same condition on up to two creatures, rolling one Medicine check for each creature to be affected. If you’re legendary in Medicine you can treat the same condition on up to four creatures. ACCELERATED TRIAGE � FEAT 8 ARCHETYPE Prerequisites Doctor’s Visitation Frequency once per 10 minutes You know that in the medical field, haste can mean life or death. If your next action is to use Doctor’s Visitation, you gain your choice of either a +10 foot circumstance bonus to Speed for any movement made as part of Doctor’s Visitation or a +1 circumstance bonus to Medicine checks made as part of Doctor’s Visitation. 28
COMPOUND TREATMENT FEAT 13 ARCHETYPE | SKILL Prerequisites Treat Condition, master in Medicine You’ve learned to solve multiple ailments at once. When you Treat Condition on a single ally you can choose up to two different conditions, comparing the results of your Medicine check to both counteract DCs separately. PIRATE Pirates are masters of the open sea, braving its waters to search for treasure and engage in naval combat. Whether it's through magic, bullets or steel, every pirate crew comprises a diverse range of individuals bound together by a common cause. The following archetype feats are available to characters with the pirate archetype (Advanced Players Guide 185). Additional Feats: 4th Dual-Weapon Reload, Quick Draw; 6th Dread Striker; 8th Stella's Stab and Snag; 12th Trick Shot; 16thInstant Opening BOOTY CALLS FEAT 2 ARCHETYPE | SKILL Prerequisites Pirate Dedication, trained in Society You have a keen sense for finding hidden treasure and gauging the value of your booty. You can use Society instead of Perception to Search when looking for hidden treasure or secret doors. Additionally, you can immediately ascertain the value of gems and art objects at a glance and gain a +1 circumstance bonus to Society checks to determine their authenticity or recognize a forgery. BUCCANEER’S BARRAGE � FEAT 4 ARCHETYPE | FLOURISH Prerequisites Pirate Dedication Requirements You're wielding a firearm and a melee weapon, each in a different hand. You perform a combat trick favored by many pirates in the Shackles; unleashing an assault of bullet and blade in tandem against your foe. Make two Strikes, one with your melee weapon and one with your firearm. These Strikes can be in either order, but both must be against the same target. Neither of your Strikes provoke reactions. If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty. PIRATE’S PET FEAT 4 ARCHETYPE Prerequisites Pirate Dedication Many pirates consider pets to be a perfect addition to any proper crew. You gain a Tiny animal familiar such as a monkey, black cat or parrot. You gain access to the following unique familiar ability: Mimicry Your familiar is capable of mimicking speech. You can command your familiar to mimic any voice it has heard, taking both its actions to perform the Impersonate activity, using only the words that it has heard the original speak. Your familiar's modifier for Deception checks to Impersonate the mimicked voice is equal to your level plus your key spellcasting ability modifier. Your familiar must have the speech ability to select this. SEAFARING SPELLCRAFT FEAT 4 ARCHETYPE Prerequisites Pirate Dedication; ability to cast spells from spell slots Through your adventures on the high seas you’ve learned spells commonly practiced by seafaring mages and pirates. Add briny bolt, advanced scurvy, crashing wave, solid fog, mariner's curse, chain lightning, unfettered pack, deluge, and storm of vengeance to your spell list. You can thus potentially learn these spells even if they aren't normally on your tradition's spell list. SHORESTEP FEAT 4 ARCHETYPE Prerequisites Pirate Dedication, trained in Athletics Over the course of countless voyages, you have learned how to maneuver through watery terrain without being slowed down like a clumsy landlubber. When moving through water using your land Speed, you ignore difficult terrain resulting from shallow water such as beaches or waterlogged ships. You gain the Underwater Marauder skill feat or gain a level 1 skill feat of your choice if you already had possessed Underwater Marauder. 29
PLUNDER � FEAT 6 ARCHETYPE Prerequisites Pirate Dedication, Pickpocket Trigger You reduce an adjacent enemy to 0 Hit Points. Thievery on the high seas is often violent and forceful as is the nature of piracy. Attempt to Steal from the triggering enemy even if you are in combat. You still must meet any other requirements for the Steal action (they must be in reach, you need a free hand, and you can only Steal certain types of items, as specified in the action’s description in the Pathfinder Core Rulebook). HURRICANE EYES FEAT 6 ARCHETYPE Prerequisites Pirate Dedication Perhaps you’ve trained to one day take part in the Free Captains Regatta, or maybe you simply spend your days on lookout atop the crow’s nest of your ship; nevertheless, your sense of sight is finely honed at sea. You don't take circumstance penalties to attacks or Perception checks caused by any kind of precipitation, and your targeted attacks don't require a flat check to succeed against a target concealed only by such effects. During your daily preparations, you gain the effects of augury, except you only learn about the weather, seafaring conditions, or dangers related to bodies of water; any results of “weal” are instead “nothing,” and results of “weal and woe” are instead “woe.” PIRATE CREW FEAT 6 ARCHETYPE Prerequisites Pirate Dedication; Crew Leader You work alongside your crew to better prepare them for the rigors of the high seas and a life of piracy. Your crew becomes trained in two of the weapons listed in the Pirate Weapon Training feat and your crew becomes trained in Athletics or Thievery or another skill of their choice if they were already trained in both. Your crew becomes trained in Sailing Lore, or if they are already trained in Sailing Lore they instead become an expert. Additionally, your crew grows familiar with the swaying movements of your vessel and ignores the effects of difficult terrain or uneven ground caused by a ship's movement and they are not flat-footed when climbing ropes or rigging. SHANTY SINGER FEAT 6 ARCHETYPE Prerequisites Pirate Dedication; expert in Performance A hearty sea shanty shared amongst pirates can build camaraderie and help your crew work efficiently during long voyages. You gain the Sea Shanty action. Additionally, you are considered to have the shanty muse (Firebrands+ 16), allowing you to take feats with the shanty muse as a prerequisite and they are added to the pirate archetype as additional feats. You don’t gain any of the other effects of the muse nor are you considered to have the maestro muse. Additional Feats: 8th Resist The Siren’s Call (Firebrands+ 16); 10th Sea Devil’s Ditty (Firebrands+ 16), Call and Response (Advanced Player’s Guide 113); 12th Sea Legs (Firebrands+ 16) SEA SHANTY AUDITORY | EMOTION | EXPLORATION | MENTAL Singing a rousing sea shanty, you and your fellow sailors work more efficiently, rowing and rigging ropes to the rhythm as you sing. All allies who can hear your song gain a +1 circumstance bonus to Sailing Lore and checks to Aid others to manage a sailing vessel. If you are a master in Performance, this bonus increases to +2. SAILOR’S INSTINCTS FEAT 7 ARCHETYPE | EXPLORATION | SKILL Prerequisites Pirate Dedication, master in Sailing Lore You are an accomplished sailor, behind the helm of your ship is where you feel most confident on the wild and untamed sea. You gain a +1 circumstance bonus to Piloting Checks on vessels that use Sailing Lore to pilot and if you ever get a critical failure on a Sailing Lore check to pilot a vehicle, you get a failure instead. Additionally, you know how to push your sailing vessel to its maximum potential. When calculating your travel speed for the day while piloting a vehicle that uses Sailing Lore, you can attempt a Sailing Lore check to increase your vehicle's travel speed. The DC is determined by the GM but is typically based on the vehicle's piloting DC or a difficulty based on the environment, whichever is harder. On a success, increase your vehicle's travel speed by half. This has no effect on your vehicle's movement in encounters. SCALLYWAG TACTICS � FEAT 8 ARCHETYPE Prerequisites Broadside Buckos Trigger One of your designated crewmates critically hits an enemy. Requirements The enemy your crewmate critically hit is in your melee reach. Due to your training and experience having your fellow pirate’s backs, you’re able to take advantage of openings they create. Make a Strike against the triggering enemy. If your Strike hits, combine the damage from both the triggering Strike and your Strike and apply resistances and weaknesses only once. BESMARA’S BLESSINGS FEAT 10 ARCHETYPE | MAGICAL Prerequisites Pirate Dedication, expert in Religion or Society While not every pirate may consider them a member of Besmara’s faithful, any pirate worth their salt knows you’d be a fool to not show her respect. You learn the Besmara’s blessing ritual. If you are legendary in Religion or Society, you also learn the control weather ritual. BESMARA’S BLESSING RITUAL 5 RARE | ABJURATION Cast 8 hours Primary Check Religion (expert) or Society (expert) Range touch; Targets 1 seafaring vehicle On the high seas, it is common practice for mages on board ships to enchant their hulls with a mystic sigil known colloquially as “Besmara’s Blessing” for its ability to protect ships from storms. You grant a single ship (any vehicle that uses sailing lore) that you are touching Besmara’s Blessing, and the vehicle gains resistance to bludgeoning and electricity equal to your level. If you grant another ship Besmara’s Blessing, the previous Blessing fades. MASTER MARINER FEAT 10 ARCHETYPE | SKILL Prerequisites Pirate Dedication, master in Sailing Lore Few can match your skill behind the helm, some pirates might even call you an old salt due to your sharp wits and extensive sailing knowledge and you manage with far less than other sailors. You reduce the crew size required to pilot vessels by half or by 4, whichever is greater. You can use exploration activities while you are piloting seafaring vessels. 30
PIRATE CAMARADERIE FEAT 12 ARCHETYPE Prerequisites Pirate Dedication Working on a ship for long hours alongside your pirate crew has made you more efficient at assisting your allies. During your daily preparations, choose a comrade ally. You can use the Aid reaction to help your chosen ally even if you haven’t prepared to do so as long as they are within 30 feet of you. SCOURGE OF THE SEAS � FEAT 12 ARCHETYPE | STANCE Prerequisites Pirate Dedication, expert in Intimidation Requirements You have not used an action with the healing trait or used Aid since you entered this stance. You promise your foe their upcoming demise, showing off your battle scars or revealing the number of men who have met their end by your hand. When you first enter this stance, you attempt to Demoralize all enemies within 10 feet of you. In addition, you're surrounded by a scourge’s aura in a 10- foot emanation. When you Demoralize, you can instead choose to target all creatures within your aura instead of a single creature within 30 feet. If you succeed at these checks to Demoralize, creatures can't reduce their frightened value below 1 while they remain inside your aura. LOOK ALIVE MATEYS! � FEAT 14 ARCHETYPE Prerequisites Pirate Dedication; Seasoned Crew Frequency once per day Requirements You and your crew have spent at least 1 day on board a ship you are currently piloting or riding in. You give orders to your crewmates to board You form your crew into a Battle Formation anywhere on your sailing vessel and they immediately use Boarding Rampage. Boarding Rampage � Your crew swings into battle to defend their vessel or to board an enemy ship. Your crew either Strides twice or swings on the ropes of your ship up to twice their Speed and makes a 2-action Troop Attack at the end of their movement. If your crew is a veteran crew, they can make a 3-action Troop Attack at the end of this movement. RAISE THE BLACK FLAG FEAT 16 ARCHETYPE | EXPLORATION | VISUAL Prerequisites Pirate Dedication, master in Intimidation Requirements You are piloting a vehicle that could hoist a flag. You hoist up a black flag with a skull and crossbones, the jolly roger, adorned upon it. This well known pirate symbol instills fear in those who lay their eyes upon it, causing many to surrender before even putting up a fight. When you are aboard a vehicle you can prepare a flag to be hoisted if an encounter would take place, rolling Intimidation for your initiative if you do. When you roll Intimidation for initiative, you can attempt to Demoralize all enemies within 60 feet who can see you or your vehicles raised flag. If you critically succeed against all enemies within 60 feet, they also gain the fleeing condition for as long as they are frightened and will attempt to retreat even if it means abandoning a seafaring vessel they are aboard. SUGGESTED CHANGES PIRATE WEAPON TRAINING Add the following weapons to the list of weapons: Flintlock Muskets, Flintlock Pistols, Combat Grapnels, Boarding Pikes and Shield Pistols. SCROLL TRICKSTER Words have power, if you know what words to write. Scribes around the cosmos have long learned that it is possible to capture magic with ink, with chisel or with steel, and once it is given physical form in this way, any can use it. This has lead to a rise in students who look past tradition and instead study the art of scribing scrolls in all their forms, aiming for new ways to revolutionize magic. The following feats are available to characters with the scroll trickster archetype. ARMORED INSCRIPTIONS FEAT 4 ARCHETYPE Prerequisites Scroll Trickster Dedication, trained in light armor You have developed a style of wearing scroll robes over lightweight armor to make the most of both. You can wear scroll robes and light armor at the same time, taking twice the time that it takes to don light armor to don them both. When you do, you use the light armor’s statistics and your proficiency in light armor, and can use the inscribed trait of the scroll robes. Any runes on the scroll robes are suppressed when you don them with light armor. EXPERT SCRIBE FEAT 4 ARCHETYPE | SKILL Prerequisites Scroll Trickster Dedication, Magical Crafting, trained in Arcana, Nature, Occultism, or Religion Your work with using scrolls has led to an understanding of how to make them. You gain a spellbook and you can Learn a Spell even if you don’t have the Cast a Spell activity, allowing you to learn spells and Craft scrolls of them. You can add spells you learn to your spellbook and can use your spellbook for reference to Craft scrolls. Spells you learn in this way must come from a tradition in which you have the corresponding skill trained. WARDED TARGE FEAT 4 ARCHETYPE Prerequisites Scroll Trickster Dedication, Shield Block Your magical etchings on a caster’s targe makes it more effective at deflecting blows. During your daily preparations, you can choose to mark a caster’s targe in your possession with wards. This gives it the magical trait, increases its hardness by 2, increases its HP by twice your level, and increases its BT by your level. If the chosen caster’s targe has a scroll inscribed on it when you mark it, you further increase its hardness and BT by the spell’s level and its HP by twice the spell’s level. You can Raise a Shield as part of Casting a Spell from a scroll inscribed on your caster’s targe and your shield is raised against reactions your spell would trigger. 31
ARSENALIZE SCROLL FEAT 6 ARCHETYPE | EXPLORATION Prerequisites Scroll Trickster Dedication You fold, roll, and strengthen your scrolls to make weapons out of vellum and word. You can take ten minutes to arsenalize a scroll, turning it into your choice of a dagger or a mace with the inscribed trait, inscribed with the scroll it was made of. Because it is made of a scroll, the entire item is consumed when you Cast a Spell from the scroll inscribed on it. You can have a maximum number of scrolls arsenalized in this way equal to the number of feats you have from the Scroll Trickster archetype. SORCEROUS SCRAPS FEAT 6 ARCHETYPE | MAGICAL Prerequisites Scroll Trickster Dedication Your fingers linger a moment longer on your scrolls as they fade away, the scraps of paper and running ink as much a part of you as anything else. When you Cast a Spell from a scroll, you gain a +1 status bonus to Arcana, Nature, Occultism, and Religion checks for one round. SIGIL CERTAINTY FEAT 7 ARCHETYPE | SKILL Prerequisites Scroll Trickster Dedication; master in Arcana, Nature, Occultism, or Religion and Assurance in that skill. Your rote memorization of scrolls has given you a certainty and confidence with magical skills, noticing common trends in writing patterns across traditions. You treat your results on Assurance as 2 higher when you attempt to Learn a Spell or Trick Magic Item. In addition, when you use Learn a Spell or Trick Magic Item, you can use your result from Assurance for a skill in which you are at least master to these checks even if they are of a different tradition than the skill you used for Assurance. ACTUALIZE ARSENAL � FEAT 8 ARCHETYPE | FLOURISH Prerequisites Arsenalize Scroll Requirements You are holding a scroll you turned into a weapon with Arsenalize Scroll. You use the magic within your scroll to lash out at your foes with magical prowess. Use Trick Magic Item on the required scroll, then make a Strike with it. If you successfully Trick the required scroll, it becomes a +1 striking weapon for 1 round, including for the Strike made as part of this action. If the spell on the scroll is 4th level or higher, it is instead a +2 striking weapon and lasts for 2 rounds, or +2 greater striking and lasts for 3 rounds if the spell on the scroll is 6th level or higher, or +3 greater striking and lasts for 4 rounds if the spell on the scroll is 8th level or higher. METAMAGICAL SCRIBE FEAT 8 ARCHETYPE Prerequisites Scroll Trickster Dedication You have merged metamagic into scrolls. You gain the Annotate Scroll action and gain one 1st- or 2nd-level bard, cleric, druid, sorcerer, witch, or wizard feat with the metamagic trait that takes one action to use of your choice. Annotate Scroll � (concentrate, magical, manipulate) Requirements You are holding a scroll; Effect You revise a scroll as you trick it. Use Trick Magic Item to activate the required scroll, then use a one-action metamagic action. OVERLAPPED INSCRIPTIONS FEAT 8 ARCHETYPE Prerequisites Basic Scroll Cache or another scroll trickster feat that allows you to make temporary scrolls Your skill with inscribed items allows you to use different inks, scripts, fonts, or similar differentiation to double-up on your inscriptions. During your daily preparations, choose up to two items in your possession with the inscribed trait. You can put temporary scrolls from scroll trickster feats on the chosen items until your next daily preparations, and can put such a temporary scroll on an inscribed item that already has a scroll inscribed on it. If you do, you can cast either scroll inscribed on it, and it counts as having the higher of the two spell levels of the scrolls inscribed on it for the purposes of determining effects (such as Warding Targe). OVERDRAW CACHE � FEAT 10 ARCHETYPE Prerequisites Basic Scroll Cache Frequency once per day Trigger Your turn begins. Requirements You have expended a temporary scroll made from a scroll trickster feat since you last performed your daily preparations. You pull an extra copy of the magical scraps from your cache. Choose one of the required temporary scrolls. You make a new instance of that scroll, which can appear in your hand or on your person. If you can put temporary scrolls on inscribed items, you can put it on such an inscribed item. This overdrawn scroll dissipates at the start of your next turn. 32
METAMAGICAL EDITOR FEAT 14 ARCHETYPE Prerequisites Metamagical Scribe You not only copy down metamagic, you find its flaws and revise them in editing. You gain a bard, cleric, druid, sorcerer, witch, or wizard feat with the metamagic trait that takes one action to use of your choice. For the purposes of meeting its prerequisites, your class level is equal to half your character level. You gain the Quick Revise action. Quick Revise (concentrate, magical, manipulate) Frequency once per day; Effect You use your past annotations to inform your future edits with unparalleled speed. You use Annotate Scroll. INK-AND-VELLUM ARMSMASTER FEAT 16 ARCHETYPE Prerequisites Actualize Arsenal When you use Actualize Arsenal, you can choose one weapon property rune that is common or that you have access to that is of the scroll’s item level or lower and that shares a trait with the spell on the scroll required by Actualize Arsenal, which said scroll gains for as long as it has fundamental runes from Actualize Arsenal. SCROUNGER Scroungers have a knack for collecting valuable materials and crafting improvised items out of them. As they become more experienced adventurers, they learn to adapt their creations to the circumstances at hand or anticipate upcoming difficulties and craft a solution ahead of time. The following archetype feats are available to characters with the scrounger archetype. Additional Feats: 8th Predictive Purchase; 10th Delay Trap; 18th Implausible Purchase, You Failed to Account for… This! [18] STICKY FINGERS FEAT 4 ARCHETYPE | EXPLORATION | SKILL Prerequisites Scrounger Dedication, expert in Thievery You have an innocent-seeming tendency to inspect random materials that you think will be useful later and occasionally pocket them. If you spend 1 minute adjacent to non-magical items that are of L bulk or negligible bulk, you can Palm the Object on every object within a 10-foot square and then immediately Interact to stow the items. If you attempt to Palm an Object that is not in high quantities or that would be easily noticed that it was missing, you take a –5 circumstance penalty to your Thievery check to Palm the Object. You can use these items as raw materials equal to their value for temporary items you create. MAGIC IN ALL THINGS FEAT 4 ARCHETYPE | MAGICAL | SKILL Prerequisites Scrounger Dedication, expert in Crafting You’ve tinkered with enough items touched by magic to realize that all materials have a small amount of magical essence that you can draw out even if you aren’t a spellcaster. You gain the Magical Crafting feat if you don’t already have it. You can add the Magical trait to any item you Craft, though doing so doesn’t automatically add any additional properties or effects to the item. SCROUNGER’S BANDOLIER FEAT 4 ARCHETYPE Prerequisites Scrounger Dedication You gain a scrounger’s bandolier, a special bandolier that grants non-consumable temporary weapons you create with its magical properties. This bandolier is covered in straps and pouches capable of holding up to 2 Bulk of non-consumable temporary weapons. You can wear and etch your scronger’s bandolier with runes with the same cost and restrictions as for wearing and etching runes onto a thrower’s bandolier. Runes etched onto your scrounger’s bandolier apply to attacks you make with non-consumable temporary weapons you created and stored within the bandolier. You can only apply the runes of your scrounger’s bandolier to one weapon at a time. Whenever you draw a non-consumable temporary weapon you created from the bandolier, the bandolier's runes are replicated onto that weapon until you draw another non-consumable temporary weapon or the weapon is destroyed. DISTRACTING JETTISON � FEAT 6 ARCHETYPE Prerequisites Scrounger Dedication Trigger A creature targets you with an attack and you can see the attacker. Requirements You have at least one hand free, and are wearing raw materials or a suitable amount of negligible bulk items in your pockets. You discard the raw materials or non-weapon, non-armor items you are carrying, throwing them at your attacker. You can choose to discard all raw materials or a handful of items of negligible bulk from an easily accessible place on your person and then throwing them at your attacker. You gain a +1 circumstance bonus to AC against the triggering attack and you can immediately Create a Diversion and you can attempt a Crafting proficiency check instead of the Deception check that’s usually required. Whatever you discard falls to the ground in your attacker’s square and subsequent attempts to use Distracting Jettison on the creature during this encounter only grant you a +1 circumstance bonus to AC. You can recover discarded material by spending 1 minute picking up all of the items provided they would be easily recoverable (subject to GM discretion). PLANNED OBSOLESCENCE � FEAT 4 ARCHETYPE Prerequisites Scrounger Dedication, expert in Crafting Requirements You are wielding a temporary weapon. You shatter your temporary item to make a foe bleed. Make a melee Strike with the temporary weapon you are wielding. If your Strike is successful, your weapon is destroyed and the target is hit by its shattered remains taking 1d6 piercing damage on a basic Reflex save against your class DC or spell DC, whichever is higher. If the target critically fails their save, it takes 2 additional persistent bleed damage. If you critically fail your Strike, the weapon is destroyed without any effect. The piercing damage increases by 1d6 and the persistent bleed damage increases by 1 at 6th level and every 2 levels thereafter. SCRUPULOUS INVENTORY � FEAT 6 ARCHETYPE | STANCE | CONCENTRATION Prerequisites Scrounger Dedication You can take mental inventory as well as you manage regular inventory. While in this stance, you can’t take any actions with the concentrate traits unless those actions would involve the use of a temporary item you created or your raw materials. However, you become resistant to external attempts to influence your mind. When you would gain the confused, fascinated, or stupefied condition, you can attempt a DC 14 flat check. On a success, you don’t gain the condition. At the start of each of your 33
turns where you have at least one of these conditions, you can attempt a flat check of the same DC to end one of the conditions. You can Interact to draw a temporary item as part of entering this stance. ARMOR TINKERER FEAT 8 ARCHETYPE Prerequisites Scrounger Dedication, trained in light armor You have crafted and disassembled enough armor to understand how to maximize your use of them. You become trained in medium armor. If you already were trained in medium armor, you gain training in heavy armor as well. Whenever you gain a class feature that grants you expert or greater proficiency in any type of armor (but not unarmored defense), you also gain that proficiency in the armor types granted to you by this feat. When you wear medium or heavy armor that you created as a temporary item and are trained in, you gain the armor specialization effect for that armor. REINFORCE OBJECT FEAT 8 ARCHETYPE | EXPLORATION Prerequisites master in Crafting; Scrounger Dedication You spend 10 minutes attempting to use materials you have on hand to Reinforce the strength of a thick object of 2 Bulk or less. You can also spend 1 hour to reinforce a barrier or door in a 10- foot square, or 1 day to reinforce a room or structured area in a 15-foot cube. Attempt a Crafting check. The GM sets the DC, but it’s usually about the same DC to Reinforce a given item as it is to Craft it in the first place. These effects last until the object reaches its broken threshold or 1 week has passed, whichever comes first. Critical Success You increase the target’s hardness by 4 and maximum Hit Points by 8 and its broken threshold increases by 4. Reinforcing a damaged object does not increase its Hit Points but reinforcing an object at full health raises its Hit Points to the new maximum. You cannot attempt to Reinforce the target again. Success As Critical Success, but you increase the target’s hardness by 2 and maximum Hit Points by 4 and its broken threshold increases by 2. Special If you are legendary in Crafting, you reduce the amount of time to reinforce an item to 1 minute, a barrier or door to 10 minutes, and a room to 1 hour. IMPROVISED BOMBS FEAT 8 ARCHETYPE | SKILL Prerequisites Alchemical Crafting; Scrounger Dedication You’ve worked with alchemical items enough to be able to make bombs out of whatever materials you have on hand. When you Craft a temporary bomb using Scrounger Dedication, you can create an item of your level – 3. Bombs you make as temporary items always last for 1 hour and explode at the end of that time instead of falling apart into raw components. IT WORKS LIKE MAGIC! � FEAT 8 ARCHETYPE | CONCENTRATE | MAGICAL | TRANSMUTATION Prerequisites Magic in All Things Requirements You are holding or wearing an item that you Crafted that has the magical trait and you are carrying enough precious material to meet the craft requirement to Craft a lowgrade weapon of it. You have built in a unique property that makes the magical items you Craft open to taking on the properties of precious materials for a limited time. While you are holding or wearing a magical item that you Crafted, concentrate on a precious material that you are carrying for which you can Craft a low-grade weapon. Your item counts as that material for the purposes of triggering weaknesses until the start of your next turn. You can only use It Works Like Magic! on one item at a time. TEMPORARY WEAPON EXPERTISE FEAT 10 ARCHETYPE Prerequisites Scrounger Dedication The work you put into assembling a temporary weapon gives you unique insight into how it works. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in simple and martial temporary weapons that you Crafted using Scrounger Dedication. CRAFTY PLANNER � FEAT 12 ARCHETYPE Prerequisites Scrounger Dedication Frequency once per hour You calculated the odds, or maybe you had a feeling in your gut, but you planned for the scenario unfolding at this exact moment. Choose a temporary item you can Craft. You are now wearing that item as though you Crafted it with the Scrounger Dedication spending an equal amount of materials but it lasts 10 minutes instead of 1d4 hours. Special If you have High-Quality Scrounger, you decide the level and whether it is crafted for someone else’s use as part of this action. 34
CUSHION THE BLOW � FEAT 12 ARCHETYPE Prerequisites Scrounger Dedication Trigger You are critically hit. Requirements You are wearing temporary armor you Crafted using Scrounger Dedication. Knowing that your temporary armor won’t last long anyway, you designed it to cushion blows by falling apart. You reduce the critical hit to a hit and your armor becomes broken. SCRUPULOUS SCROUNGER � FEAT 12 ARCHETYPE | CONCENTRATION Prerequisites Scrupulous Inventory Frequency once per round Requirements You are in Scrupulous Inventory stance. You have your mind on your affects, and your effects on your mind. You Interact to draw a temporary item. CATASTROPHIC FAILURE FEAT 14 ARCHETYPE Prerequisites Planned Obsolescence; Scrounger Dedication When you hit a creature with Planned Obsolescence, you can choose to affect all creatures in a 15-foot cone originating from the target creature’s space with your Reflex save instead of just the target of your Strike. EVEN MORE MAGICAL! FEAT 14 ARCHETYPE | CONCENTRATE | MAGICAL | TRANSMUTATION Prerequisites It Works Like Magic! Requirements You are holding or wearing an item that you Crafted that has the magical trait and you are carrying enough precious material to meet the craft requirement to Craft a standard-grade weapon. When using It Works Like Magic! you can have your item count as a material for which a low-grade weapon doesn’t exist, such as adamantine. SUSPICIOUS PACKAGE � FEAT 14 ARCHETYPE | EMOTION | FEAR | MENTAL Prerequisites Scrounger Dedication You’ve learned how to design your makeshift devices to look like hazards, distracting foes. You Interact to place a temporary item that you Crafted using Scrounger Dedication on the ground adjacent to you. The item is ominous to your enemies and functions as an allied creature of your level for the purposes of the flanking condition and the square is treated as difficult terrain against them. A target can attempt to alleviate their suspicions by making a Seek against your Crafting DC to end these effects, becoming temporarily immune to Suspicious Package for 1 minute. VIRTUOSO IMPROVISER FEAT 16 ARCHETYPE | CONCENTRATE | EXPLORATION | MENTAL | VISUAL Prerequisites Scrounger Dedication When you Craft temporary items using Scrounger Dedication, you spend only 1 minute to perform the initial Crafting check instead of 10 minutes. If a hostile or unfriendly creature sees you while you Craft, compare your initial Crafting check with the Will DC of the creature. Success The target is fascinated by you for as long as you Craft. If you or your allies have not taken a hostile action against the creature, you can immediately Make an Impression on the creature using the result of your Craft for the result of your Make an Impression. Failure The target is fascinated for 1 round. Critical Failure The target’s attitude towards you decreases by one step. TERRIFYING PACKAGE FEAT 18 ARCHETYPE Prerequisites Suspicious Package Your makeshift device is frightening to behold. When you use Suspicious Package to place a temporary item, the square is greater difficult terrain and you can attempt a Crafting check against the Will DC of all foes within 15 feet of the item. Creatures can attempt Seek checks to end these effects in addition to other effects of Suspicious Package. Critical Success The targets become frightened 2 and cannot lower their frightened condition while they are within 15 feet of the object. Success The targets become frightened 1 and cannot lower their frightened condition while they are within 15 feet of the object. AMALGAMATED CONSTRUCT � FEAT 20 ARCHETYPE Prerequisites High-Quality Scrounger Frequency once per day Requirements You have at least one temporary weapon and armor created and on your person. You pull your materials from every corner of your inventory, stacking them with your weapons and armor to create a powerful ally from your temporary items and raw materials. You produce the effects of a 10th-level summon construct from your raw materials and the required items, except you do not need to Sustain the Spell each turn. Instead, each turn after the first your summoned construct gains 2 actions it can spend during your turn. At the end of your turn, it attempts a DC 11 flat check to remain stable, becoming destroyed on a failure and immediately ending this effect. You can recover material from a destroyed Amalgamated Construct by spending 1 minute picking up all of the items provided they would be easily recoverable (subject to GM discretion). SOULFORGER Souls are precious commodoties traded by the fates and gods as easily as a shopkeeper would part with a paltry sum of gold, but when a mortal plays with the currency of gods, they may buy more than just power. A soul forger does not wish to trade its soul, but they do barter with their lives when they call upon it for its direst purposes. Though a soul may grant life, in the case of a soul forger, it can also take it away. The following archetype feats are available to characters with the soulforger archetype (Secrets of Magic 236). Additional Feats: 10th Soulsight SOUL SPELL FEAT 4 ARCHETYPE Prerequisites Soulforger Dedication, trained in religion Your connection to your soulforged armament allows you to manipulate souls through the usage of magic. You gain the eject soul domain spell. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can regain using the Refocus activity to meditate with your soulforged armament; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. You can Refocus by meditating to reconnect to your soul. Your domain spells from the soulforger archetype are divine spells. You become an trained in divine spell attack rolls and DCs and your key spellcasting ability modifier is Wisdom. 35
SOULMERGE � FEAT 4 ARCHETYPE Prerequisites Soulforger Dedication Trigger You summon your soulforged armament or you use an action you gained from the soulforger archetype. Frequency once per round Requirements You are not enfeebled and are wielding or wearing your soulforged armament. Your soulforged armament briefly surges with power as you draw upon the power within you as you invest more of your soul into your armament. When you activate this ability you enter a Soulmerge at stage 1 and gain a +1 status bonus to saving throws against death effects, possession effects, and effects that attempt to manipulate or steal your soul as long as you are Soulmerged. Once per round, each time you use the Soulmerge action you increase your Soulmerge stage by one step, and if you are at stage 3 your soul and form become fully merged and can use the Exert the Soul activity. Exert the Soul � (concentrate, divine) Requirements You are at stage 3 Soulmerge; Effect You unleash your soul’s power in a 30-foot line if your armament is a weapon, a 10-foot emanation if your armament is an armor, or a 20-foot cone if your armament is a shield. Creatures in the area take 4d6 force damage with a basic Reflex save against your class DC or spell DC, whichever is higher. This damage increases by 1d6 every 2 levels you possess after 4th. After you Exert the Soul, your Soulmerge ends and you become enfeebled 1 for 2 rounds. SPIRIT REND � FEAT 6 ARCHETYPE | CONCENTRATE | DIVINE Prerequisites Soulforger Dedication, your soulforged armament is a weapon. Frequency once per round Requirements You are wielding your soulforged armament. You sheath your weapon in soul energy, empowering your strikes as you lash out with conviction. Make a Strike with the required weapon. If this Strike is a melee Strike, you increase your reach by 5 feet for that Strike or if it is a range Strike you increase the range increment of your weapon by 10 feet for the purposes of this Strike. Special When using Spirit Rend, you can pour more of your soul into this action to give it the Soulstrain trait. If you do and your Strike is successful, you deal persistent force damage equal to the number of weapon damage die and you must roll for Soulstrain. SPIRIT SHELTER � FEAT 6 ARCHETYPE | AURA | CONCENTRATE | DIVINE Prerequisites Soulforger Dedication, your soulforged armament is a suit of armor. Frequency once per round Requirements You are wearing your soulforged armament. You project the protective energies of your soul to enhance you and your allies’ defensive properties. Until the beginning of your next turn, you create an aura of protective energy in a 10-foot emanation from you. This aura grants you and all allies in the aura resistance to physical damage equal to 1 plus the value of your armor’s potency rune (if any). Special When using Spirit Shelter, you can pour more of your soul into this action to give it the Soulstrain trait. If you do, the physical resistance is equal to half your level plus the value of your armor’s potency rune and you must roll for Soulstrain. SPIRIT REFLECTION � FEAT 6 ARCHETYPE | CONCENTRATE | DIVINE | PRESS Prerequisites Soulforger Dedication, your soulforged armament is a shield. Frequency once per round Requirements You are wielding your soulforged armament. By empowering your shield it reflects a sympathetic echo of the pain suffered upon your foes as you strike. Make a Strike with a shield bash or a NEW TRAIT: SOULSTRAIN An action with the Soulstrain trait pulls on the very fibers of your soul. When you use a Soulstrain action, you must attempt a DC 11 flat check. On a failure, you suffer from Soulforged Corruption at stage 1, or increase the stage of your Soulforged Corruption by 1 step. If you progress Soulforged Corruption as part of a Soulstrain action, you complete the action before applying these effects. 36
weapon attached to your shield against a creature within your reach. If your Strike is successful, you Raise a Shield. Special When using Spirit Reflection, you can pour more of your soul into this action to give it the Soulstrain trait. If you do, you can spend an additional action to increase the circumstance bonus to AC from your shield by 1 until the beginning of your next turn and you must roll for Soulstrain. OUTSIDER INTUITION FEAT 7 ARCHETYPE | SKILL Prerequisites Soulforger Dedication, expert in religion Your dedication to your soul path allows you an insight to the divine and those whose souls form their physical bodies, such as outsiders. You gain a +1 circumstance bonus to Recall Knowledge checks on celestials, fiends, monitors, or psychopomps. In addition, when you successfully Recall Knowledge against one of the listed creatures, you gain a +2 circumstance bonus to your next Sense Motive against them and if you get a critical failure on your Sense Motive, you get a failure instead. IMPROVED MERGE FEAT 8 ARCHETYPE Prerequisites Soulmerge The capacity of your soul grows in scope and power. For each round you are in a Soulmerge, your soulforged armament is empowered depending on its type. You can only gain one soulforged empowerment per round even if you have multiple soulforged armaments. Weapon Your soulforged armament Strikes against incorporeal creatures, they also gain the effects of a ghost touch property rune, this does not count against the total number of runes your spellforged armament can have. Armor Your soulforged armament grants you temporary Hit Points equal to 1 plus twice the value of the armor’s potency (if any) that lasts 1 minute. Shield Your soulforged armament gains a bonus to hardness equal to half your level. THE ETERNAL SOUL � FEAT 10 ARCHETYPE | CONCENTRATE | DIVINE | SOULSTRAIN Prerequisites Soulforger Dedication Trigger You attempt to summon your soulforged armament. Requirements You have already summoned your soulforged armament in its essence form this day. Bringing forth the full essence of your soulforged armament is normally something that can only be performed once per day, but with strenuous training you have learned to bring out the full potential of your soul. You Manifest Soulforged Armament and summon your soulforged armament in its essence form. ADVANCED SOUL SPELL FEAT 12 ARCHETYPE Prerequisites Soulspell Your connection to your soulforged armament has further bolstered your connection to the divine. You gain the ectoplasmic interstice domain spell.You increase the number of focus points in your focus pool by 1. You become an expert in divine spell attack rolls and DCs. HASTEN MERGE � FEAT 12 ARCHETYPE | CONCENTRATE | DIVINE | SOULSTRAIN Prerequisites Soulmerge Frequency once per round Trigger Your turn begins. You attempt to speed up the soulmerging process at great risk to your soul's integrity. You increase the stage of your Soulmerge by 1. VIKING The viking commands not only the sea, but the lands for which they travel. Perseverance in the face of adversity is but a trivial fixture of a viking's adventures, and the methods by which they achieve it require strength, determination, and sheer will. Though destruction is a commonality vikings share, there devotion to their people and strengthening their bonds stands above all else. The following archetype feats are available to characters with the viking archetype. Additional Feats: 4th Aggressive Block, Intimidating Strike, Power Attack; 12th Terrifying Howl, Dazzling Display; 16th Whirlwind Strike 37
BERZERK RAGE FEAT 4 ARCHETYPE Prerequisites Viking Dedication, trained in Intimidation Vikings can occasionally enter a state of uncontrolled fury, where they “go berzerk”. You gain the Rage action. Special This feat counts as the Barbarian Dedication for the purposes of the Basic Fury and Advanced Fury barbarian archetype feats and they count as feats of the Viking Archetype. For the purposes of feats that would require an instinct, you have the fury instinct. CHILD OF STORMS FEAT 4 ARCHETYPE Prerequisites Viking Dedication Sailing through a storm or attacking during a heavy rain are skills a Viking learns early. You gain resistance to cold or electricity damage, chosen when you take this feat, equal to half your level, rounded down. If you chose cold damage, you reduce the circumstance penalties from wind or precipitation on ranged attacks by 2 (minimum of 0). If you chose electricity, you gain a +1 circumstance bonus on saves against effects that would make you deafened. VIKING RESILIENCY FEAT 4 ARCHETYPE Prerequisites Viking Dedication; class granting you no more Hit Points per level than 8 + your Constitution modifier You gain 3 additional hit points for each Viking archetype class feat you have. As you continue to select viking archetype class feats, you continue to gain additional hit points in this way. RUNIC SAGA FEAT 6 ARCANE | ARCHETYPE Prerequisites Viking Dedication, trained in Nature or Religion You can read and write in the ancient runic alphabet that can channel old magic. You learn a language associated with Viking runes, usually Skald or Jotun. During your daily preparations, you can carve a Runic Saga into the hilt of one weapon in your possession. Your Runic Saga causes the weapon to deal 1 additional cold, fire, or electricity damage per weapon damage die. The carvings fade during your next daily preparations, and their magic with them. This feat has the divine or primal trait depending on which skill you used to qualify. LINNORM KING-TO-BE FEAT 6 UNCOMMON | ARCHETYPE Prerequisites Viking Dedication Access You are from the Land of the Linnorm Kings You seek nothing more than to one day slay a Linnorm in single combat and survive its curse, rising to the status of Linnorm King. You become an expert in Linnorm Lore. At 7th, and 15th levels, you gain an additional skill increase in Linnorm Lore. You gain a +1 circumstance bonus to saves against poisons and curses, or a +2 circumstance bonus if these effects came from a linnorm. THAT'S NOT HISTORICALLY ACCURATE FEAT 6 ARCHETYPE | LINGUISTIC | VISUAL Prerequisites Viking Dedication, trained in Intimidation "Actually, Vikings didn't wear horned helmets", they say, ignoring your cool horned helmet and the equally cool axe you're swinging. You become an expert in Viking Lore. At 7th, and 15th levels, you gain an additional skill increase in Viking Lore. You may spend 3 gp for an anachronistic helmet which has usage worn (head). While wearing your helmet, when you Coerce or Demoralize, you gain a +1 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language. If you’re legendary in Intimidation, this bonus increases to +2. You do not gain this circumstance bonus if the target of your Coerce or Demoralize is trained in Viking Lore. MARAUDING TREACHERY FEAT 8 ARCHETYPE Prerequisites Viking Dedication You use the fear of your enemies to empower your ferocity. When you Strike a frightened creature, you deal 1d4 extra precision damage. If the creature is both frightened and flatfooted, increase the die to 1d6 precision damage. RAIN OF SPLINTERS � FEAT 8 ARCHETYPE Prerequisites Viking Dedication Trigger You used Shield Block with a wooden shield and it gained the broken condition. One warrior’s “broken shield” is a viking’s “new weapon”. If the creature that triggered your Shield Block is within your melee reach, they take 2d6 piercing damage with a basic Reflex save against your class DC or spell DC, whichever is higher. Creatures that critically fail their save also take 1d6 persistent bleed damage. A creature can end this bleed effect automatically by spending a single action with the manipulate trait to take out the splinters. VIKING WEAPON SUNDERING FEAT 8 ARCHETYPE Prerequisites Viking Weapon Familiarity You are made to break and tear things apart, be they shields, ships, or buildings. Add razing to the traits of all weapons listed in Viking Weapon Familiarity. If a weapon you gained from Viking Weapon Familiarity would already have the razing trait, when you deal damage to an object the object takes an amount of additional damage equal to triple the number of weapon damage dice instead of double. FORCEFUL FLING � FEAT 10 ARCHETYPE | FLOURISH Prerequisites Viking Dedication You put your whole body's weight behind a throw. Stride toward a creature, then make a ranged Strike with a thrown weapon against that creature. If you hit, the target is pushed 5 feet away from you, or 10 feet on a critical hit. ELDER RUNECARVING FEAT 10 ARCHETYPE | MAGICAL Prerequisites Runic Saga, master in Nature or Religion Thorough practice and learning has taught you more runes to tell the stories of ancient viking heroes. You can carve Runic Sagas into the hilt of up to two weapons during your daily preparation instead of one, and can choose force, poison, or sonic damage in addition to the normal damage types. If you are legendary in Nature or Religion, you can carve up to 3 Runic Sagas during your daily preparation. You can select different damage types for each weapon. All of your carvings fade during your next daily preparations, and their magic with them. You gain the Living Saga action. Living Saga � (concentrate, magical)Frequency once per round; Effect You reach out to a Runic Saga you see carved and alter its wording or redouble its strength. Change the damage type of one of your Runic Sagas to another damage type available to you. 38
BERZERK FRENZY � FEAT 10 ARCHETYPE | RAGE Prerequisites Viking Dedication, Rage Frequency once per hour Trigger Your turn begins You enter a trancelike state, nearing the biological limits of strength at the expense of exhausting your muscles. You become quickened for 3 rounds, and can only use the extra action to Strike. If you use this extra action, you become enfeebled 1, or increase your enfeebled value by 1 if you were already enfeebled. This enfeebled condition lasts until you spend 10 minutes resting and cannot be removed in any other way. If you do not use your quickened action, your Berzerk Frenzy immediately ends. BERZERKER SPRINT � FEAT 12 ARCHETYPE | RAGE Prerequisites Viking Dedication, Rage You enter a dead sprint. Stride thrice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You gain physical resistance equal to half your level during these Strides and if you would be reduced to 0 Hit Points during these Strides you instead remain at 1 Hit Point and increase your wounded value by 1. If you took damage during these Strides, you deal an additional die of damage with your Strike. BERZERK NUMBNESS FEAT 12 ARCHETYPE Prerequisites Viking Dedication, Rage While going berzerk, all pain is lessened. While you are Raging, you gain resistance to piercing and slashing damage equal to half your level, rounded down. If you already have a resistance from a barbarian instinct, you can suppress your resistances granted from that instinct during your rage to instead use these resistances for the duration. EXPLODING SPLINTERS FEAT 14 ARCHETYPE Prerequisites Rain of Splinters The wood of your shield hasn’t changed, but the force they are hit with sure has. When you use Rain of Splinters, it affects all creatures in a 15-foot cone that includes the target, the piercing damage is increased to 5d6, and the persistent bleed damage on critical failure increases to 2d6. SCION OF STORMS FEAT 14 ARCHETYPE Prerequisites Child of Storms You are more than a common Viking; you are the winter winds that drive your ship and the lightning that lights your voyage. You gain resistance to the damage type you didn’t chose when taking Child of Storms, and its additional benefit. When you take cold damage, a frigid tailwind whips up, increasing the range increment of your ranged and thrown weapons by 20 feet for 1 round. When you take electricity damage, you are wreathed in lightning, making you concealed for 1 round. RUNES OF GODS’ TWILIGHT � FEAT 16 ARCHETYPE | CONCENTRATE | MAGICAL Prerequisites Elder Runecarving, legendary in Nature or Religion Frequency once per day You have seen the signs that the end time is near, and your runes warn all others of Ragnarok, the Twilight of the Gods. Each Runic Saga within 30 feet shoots a line light to each other Runic Saga within range, dealing 1d12 per weapon damage die with a basic Reflex save against your class DC or spell DC, whichever is higher. The damage type of the line must be the same as the damage type of one of the connecting runes, but creatures caught within more than one line only take damage once and roll the damage results for each separately, taking the higher damage amount between the two. Afterwards, your Runic Sagas glow like a torch for 1 minute. During this time, the Runic Sagas’ normal benefits are suppressed. MARAUDING BRUTALITY FEAT 18 ARCHETYPE Prerequisites Marauding Treachery You don't hold back, opportunistically killing those who are most afraid of you. The precision damage from Marauding Treachery becomes 2d4 or 2d6 if your target was frightened and flatfooted. A creature that takes precision damage from Marauding Treachery cannot reduce their frightened condition below 1 until they spend 1 round without taking precision damage from Marauding Treachery. BERZERKER'S WARCRY FEAT 18 ARCHETYPE Prerequisites Viking Dedication, Battle Cry, legendary in Intimidation The cry of a berzerker can rattle hardened veterans and end a battle before it begins. When you attempt to Demoralize as initiative is rolled, you can Demoralize all foes within 30 feet. You roll once, comparing the result of your roll to each enemy's Will DC. If you critically succeed your Demoralize against an enemy, they also gain the fleeing condition for 1 round. IN EXTREMIS � FEAT 20 ARCHETYPE Prerequisites Diehard, Viking Dedication Trigger You would gain the dying condition. Frequency once per day At the crux between life and death, you enter a state of clarity. For the next minute, the dying condition does not render you unconscious. You can still act and fight as normal, and make recovery checks at the start of your turns. While you have the dying condition, you become quickened and can only use the extra action to Strike. If you reach your maximum dying value, the effect ends and you instantly die. SUGGESTED CHANGES Add the Boarding Axe and Boarding Pike to the weapons listed in Viking Weapon Familiarity and Viking Weapon Specialist. WELLSPRING MAGE The following archetype feats and table expansion are available to characters with the assassin archetype. Expanded Wellspring Surges Table • (1-2) Energy Unleashed (evocation) R(1-2) Energy Unleashed (evocation) Raw energy deals 2d6 damage per spell level of the surge (basic Reflex save) in a 10-foot burst. • (3-4) Self-Immolation (fire) You burst into flames, taking 1 persistent fire damage per spell level of the surge. • (5-6) Freeze! (cold) Ice shoots through your veins into the surrounding area. You deal 1d6 cold damage per spell level of the surge (basic Fortitude save) in a 10-foot burst. You and creatures that fail their save take a –10 foot status penalty to Speed for 1 round. • (8-9) Lights Out (darkness) Your magic snuffs out the light 39
with a strange gust. Your surge extinguishes non-magical light and attempts to counteract magical light in a 30-foot emanation. The counteract level is the same as the spell level of the spell surge. • (10) Mystic Vertigo A horrible sense of vertigo accompanies the spell. You and all creatures within 5 feet of you must attempt a Fortitude save or become clumsy 1 for 3 rounds, or 1 minute on a critical failure. • (11-12) Positive Energy Expulsion (healing, necromancy, positive) Positive energy explodes outward, healing living creatures for 1d8 Hit Points per spell level of the surge in a 20-foot burst. Undead creatures instead take the same amount of positive damage, with a basic Will save. • (13) The Curse Spreads (curse, death) The mark of a curse appears on your person, and grows. The 3rd time, and subsequent times afterwards that you roll this result, you must make a basic Fortitude save or drop to 0 HP and become dying 2. On a critical failure, you become dying 3. This curse cannot be removed except through effects such as divine intervention or wish. • (14-15) Mass Siphon (transmutation) Creatures and objects within a 30-foot emanation become nearly weightless until the end of your next turn. Nearly weightless creatures can Climb at their land Speed and can Leap as far upward as they could normally Leap horizontally. • (16) Small and Harmless (polymorph, transmutation) You become a cute little animal. You are affected by pest form for 1 round except you cannot Dismiss the spell. • (17-18) Monstrous Transformation (mental, morph, transmutation) You transform into an exaggerated imitation of a creature connected to your magic for 1 minute. The GM determines the creature. You gain a status bonus to weapon and unarmed damage rolls equal to the spell level of the surge. At the start of each of your turns while you are transformed, you must succeed at a Will saving throw or be confused until the start of your next turn. On a critical success, you can choose to end the effect entirely, also losing the status bonus. • (19) Gate to Hell A portal opens, and a devil of your level or lower appears within 30 feet of you and remains for 1 minute. It is hostile to all creatures but devils and attacks the closest creature to it each turn to the best of its ability. • (20-21) Magical Copy (illusion) You create an illusory duplicate of yourself that lasts 1 minute. This illusory duplicate otherwise functions as mirror image except there is only one image. • (22) Bright Glow (light) You emit light as bright as the sun. You shed bright light in a 60-foot radius for 1 minute. • (23-24) Sudden Gale (air, evocation) Weather in a 40-foot emanation is disturbed. Strong winds blow in a random direction for 1 minute. Each creature that starts its turn in the area must succeed at a Fortitude save or fall prone (and be pushed 10 feet on a critical failure), and you must succeed at this save immediately after the surge. Any movement against the wind is difficult terrain, or greater difficult terrain while flying. • (25) Greasy Malfunction Your magic backfires messily. You create grease as the spell except it affects a 15-foot burst centered on you. • (26-27) Tremor (earth, evocation) The earth trembles in a 40-foot emanation. Each creature on a surface must immediately succeed at a Fortitude save or fall prone. The surface then becomes difficult terrain for 1 minute. • (28) Snowstorm (cold) An unseasonable blizzard rolls in. It becomes Incredible Cold temperature for 1 mile for 1 minute. • (29-30) Oppressive Voice (divination, mental, nonlethal) The voice of your muse, your deity, an ancestor, or another appropriate entity suddenly overwhelms your mind. You must attempt a basic Will saving throw. You take 1d4 mental damage per spell level of the surge. On a failure, you're also stunned 1 (stunned 2 on a critical failure). • (31) Spatial Warp (teleport) The planes seem to rearrange. All creatures within 120 feet swap positions randomly. • (32-33) Trinket Squall (illusion) Visual illusions of objects related to your magic fall like rain throughout a 40-foot burst for 1 minute, giving concealment in the area. Creatures can attempt to disbelieve this illusion. • (34) Crystal Pillars 4 crystal pillars, each 20 feet in diameter and 30 feet tall emerge within 60 feet of you, potentially lifting creatures into the air. • (35-36) Antimagic Eruption (abjuration) The surge attempts to counteract a random spell active on you and on each creature within a 10-foot burst. • (37-38) Flight of Fancy You bequeath the gift of flight alongside your magic. The target(s) of your spell gain a Fly speed of 15 feet for 3 rounds. • (39-40) Compulsive Honesty Lies suddenly become much harder to tell. You produce a zone of truth in a 10-foot burst. • (41-42) Without a Trace (illusion) Where did they go..? The target(s) of your spell are affected by a invisibility for 3 rounds. The conditions that end this invisibility are the same as the spell. • (43-44) Magic Explosion (fire) A powerful blast accompanies your spell. A creature affected by your spell is targeted by a 15-foot cone that deals 2d6 damage per spell level of the surge (basic Reflex save). The direction of the cone is always away from you. • (45-46) Sprouting Trees (conjuration, plant) A forest springs up from the floor in a 50-foot emanation, making it difficult terrain, or greater difficult terrain if you were already in a forest or similar vegetative area. • (47-48) Calamitous Gong (auditory) A terrible ringing can be heard for a 1 mile radius. All creatures within 50 feet must make a Fortitude save or be deafened for 3 rounds, or 1 minute on a critical failure. • (49-50) Double Wellspring Your magic doubles itself up. Roll twice on this table and take both results re-rolling this result on subsequent rolls. 40
• (51-52) Disgusting Smell (olfactory) A terrible stench emits from your spell. Targeted creatures must attempt a Fortitude save or become sickened 1 or sickened 2 on a critical failure. If a creature has scent, they take a –1 status penalty to their save. • (53-54) Time Ripple Chronology rewrites itself, changing the order of combat. All creatures in combat must re-roll initiative and assume the new order. Effects that were reliant on rolling initiative are not triggered. • (55-56) Mental Broadcast (detection, divination, mental) For 1 minute, everyone within 30 feet of you can hear your surface thoughts. • (57-58) Arcing Energy Your lightning courses through you, making you dangerous to touch. The next creature to touch or make a melee Strike against you before the start of your next turn must make a basic Reflex save or take 1d6 electricity damage per spell level of the surge. • (59-60) Verdant Clutch (conjuration, plant) Plants and vines grow from all surfaces within 20 feet, causing all creatures in the area to be immobilized unless they succeed at a Reflex save. The Escape DC is equal to the spell DC. • (61-62) Meld Planes Our plane overlaps with another. All squares in a 20-foot burst become hazardous terrain from another plane of existence that deals damage equal to the spell level of the spell surge. • (63-64) Tinge of Terror (emotion, enchantment, fear, mental) All creatures within 20 feet are affected by powerful fright. They attempt a Will save, becoming frightened 1 on a failure or frightened 2 on a critical failure. • (65-66) Technicolor Pachyderm An unusually coloured elephant appears. It is neither aligned or hostile to you unless it is startled. The creature is indifferent to all creatures when it appears unless attacked or provoked, in which case, it will attempt to Trample any creatures as it flees. • (67-68) Strike up the Band (auditory, illusion) For 1 minute, you are followed by orchestral theme music tied to the emotional content of the actions you're performing. This grants you a +2 status bonus to Diplomacy, Intimidation, and Performance checks, a –2 status penalty to Deception checks, and makes certain uses of Stealth virtually impossible. It might have other effects as the GM sees fit. • (69-70) Ceaseless Laughter (emotion, mental) The wellspring makes everyone involuntarily snicker and chuckle. All creatures within 15 feet must succeed on a Will save or they cannot use reactions until the beginning of their next turn. • (71-72) Intense Gravity Extreme pressure affects you and everyone near you. You exude the High Gravity planar trait in a 30 foot emanation. • (73-74) Color Inversion Your clothing, eye and hair colors invert, seemingly permanently. You are stupefied for 1 minute by the process. • (75-76) Sudden Downpour (evocation, water) Water cascades from above, putting out non-magical fires in a 10- foot burst and attempting to counteract magical fires. • (77-78) Life Sap (necromancy) The surge drains your life force and strength. You become drained 1 and doomed 1, and you are enfeebled 2 for 1 minute. • (79-80) Magnetic Lurch You send out a strong pulse of magnetic energy. All creatures wearing metal within 40 feet must make a basic Fortitude save or be forced to move 10 feet closer to you. Creatures that collide with you take 1d4 bludgeoning damage per spell level of the surge. • (81) Supercharged Damage The wellspring glows in your veins. The next spell you cast gains a status bonus to damage equal to its spell level. • (82-83) Ablative Barrier (abjuration) Energy forms a protective barrier that ablates slowly as creatures in the area take damage. All creatures in a 40-foot burst gain resistance to all damage equal to double the surge's spell level for up to 1 minute. Whenever a creature applies this resistance, the resistance for all affected creatures reduces by 1. The effect ends for all creatures when it reduces to 0. • (84) Butterfly Cloak (illusion) Swarms of phantasmal butterflies surround you. You become concealed for 3 rounds. You cannot use this concealment to Hide or Sneak. • (85) Luminous Pests (illusion, visual) Numerous tiny flying creatures formed of bright colorful light, such as bats or hummingbirds, emerge from you, flying in a 30-foot cone. You and all creatures in the cone must succeed at a Will save or be dazzled for 1 minute, or blinded for 1 round and then dazzled for 1 minute on a critical failure. • (86-87) Emotional Turmoil (emotion, enchantment, mental) A swirl of conflicting emotions overwhelms you from the surging magic. For 1 minute, attempt a DC 11 flat check at the start of each of your turns. On a success, you gain a +2 status bonus to all attack rolls, saving throws, and skill checks; on a failure, you take a –2 status penalty to them instead. • (88) Sudden Enlightenment (heal) You feel a wave of ease. You immediately restore a focus point. If you had all your focus points, you instead gain 1d4 temporary Hit Points per spell level of the surge that last for 1 minute. • (89-90) Scaly Armor Your skin grows reptilian scales. For 1 minute, you have a +1 status bonus to your AC. • (91) Xenoglossy You understand and speak languages you do not know. You are affected by tongues for 1 minute. • (94) Advanced Coagulation (healing, necromancy, positive) Your wounds seal incredibly fast. You gain fast healing equal to the spell level of the surge for 3 rounds. • (95-96) Time Desynchronisation Time slows down around you, and you speed up. You are quickened for 3 rounds. You can use your extra action to Step or Stride. • (97) Walk Through Worlds (teleportation) As you run, dimensions unfold before you. For 3 rounds, you gain +10 feet status bonus to your Speed. You can teleport to a space within half your Speed as a single action with the concentrate trait for the duration. • (98-99) Spell Surge You immediately cast any spell in your repertoire of the surge's spell level or lower (or from your prepared spells or innate spells if you don't have a repertoire but have been forced to generate a wellspring surge). You must choose a spell that takes 3 or fewer actions to cast. • (100) Wellspring Cataclysm You absorb the wellspring, and it absorbs you. Roll on this table at the start of each of your turns for the next minute, rerolling this result on subsequent rolls.. ENERGY INVERSION � FEAT 4 ARCHETYPE | METAMAGIC Prerequisite Wellspring Mage Dedication Your spells warp and change to contradictory types, like freezing flames or acidic lightning. When you cast a spell that deals damage, roll 1d10 and compare to the results below to see what kind of damage it deals. If a spell deals more than one type of damage, one of the damage types of your choice is replaced with the result. 1. Fire 2. Cold 3. Electricity 4. Poison 5. Acid 6. Mental 41
7. Negative 8. Sonic 9. Force 10. Physical BEYOND TRADITIONS FEAT 12 ARCHETYPE Prerequisite Wellspring Mage Dedication The wellspring erodes the walls between traditions, allowing the impossible to become true. Select one spell per spell level you can cast from your opposite spell tradition; the spell list which shares no essences in common with yours and add them to your spell list. You can thus potentially learn these spells even if they aren't normally on your tradition's spell list. These spells must be cast from slots you gained from a wellspring surge. • Occult/Primal • Arcane/Divine ONE WITH THE WELLSPRING FEAT 20 ARCHETYPE Prerequisite Wellspring Mage Dedication You transcend to become an eternal avatar of the inherent chaos of magic. The flat check from Wellspring Mage Dedication is 2 instead of 6. New Archetypes CLOWN In the court of the greatest of kings, behind the puppet show of a lowly slum, you are a clown; a performer with far greater debt than one might imagine. Though some regard you as a fool to be ignored, clowns have a knack of seeing the world as it truly is, and are not afraid to turn the world on its head when it needs to be shaken up! From feats of the supposedly impossible to jokes in the face of danger, nobody can anticipate the whirlwind of comedy that a clown heralds! Additional Feats: 4th Familiar; 6th Familiar Mascot; 10th Living For The Applause; 12th House of Imaginary Walls, 20th Ringmaster's Introduction CLOWN DEDICATION FEAT 2 ARCHETYPE | DEDICATION Prerequisites Fascinating Performance All the world's a stage, and you are the greatest player of them all. You are a trickster, a buffoon, a fool—an adventurer who uses the power of comedy to reveal the true nature of this world. Be it by making yourself the butt of comical situations or using barbed jokes to discuss ugly truths in your opponents, none can deny your mastery of the ridiculous. You become an expert in Performance. You gain the Focused Fascination skill feat. When you cause the fascinated condition with Perform or abilities gained from the clown archetype, it does not immediately end if you or an ally takes a hostile action. Select a type of Performance from below, which represents your clown training. When you Perform, you can use your clown training to gain the listed effects and adding the appropriate traits to your Perform action. Masked (move) You are a harlequin, a charming hero and an acrobatic performer who wears a mask, not makeup. While a target is fascinated by you or an effect you create, you can use Performance instead of Acrobatics to Tumble Through. If you succeed at your Tumble Through using your Performance against a fascinated enemy, they are flat-footed to your next Strike. Mirthful (auditory, emotion, mental, visual) You are an auguste, a classic, colorful clown with goofs and gags to spare. While a target is fascinated by you or an effect you create, they are also stupefied 1 unless they succeed at a second Will save against your Performance DC. The stupefied condition can be removed by spending a single action with the concentrate trait. Miserable (auditory, emotion, mental, visual) You are a pierrot, the sad and joyless sibling to an auguste. While a target is fascinated by you or an effect you create, at the end opf its turn it takes mental damage equal to your level with a basic Will save against your Performance DC. The damage can be removed by spending a single action with the concentrate trait. Monochromatic (emotion, mental, visual) You are a mime, a strange and sometimes silent fellow who interacts with invisible worlds others cannot see. While a target is fascinated by you, they also take a –10-foot status penalty to their Speed. If you take an action with the auditory trait, the fascinated condition from your Perform action immediately ends. Motley (auditory, emotion, mental You are a jester, a fool that disguises harsh words with amusing tricks. While a target is fascinated by you or an effect you create, you can use the Bon Mot skill action, but you use Performance instead of Diplomacy for your check. If you already possess Bon Mot, you instead gain a +2 circumstance bonus to using the Bon Mot action against creatures fascinated by you or an effect you create. Murderous You are a juggalo, a frightening clown that uses violence to keep foes at bay. You become trained in martial knives. Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with martial knives. While a target is fascinated by you or an effect you create, your knives gain the deadly d6 weapon trait. If the weapon or unarmed attack already has the deadly trait, increase the size of the deadly damage die by one step instead of giving it deadly d6. 42
COMMEDIA DELL'ARTE FEAT 4 ARCHETYPE Prerequisites Clown Dedication Strange magic empowers your performance. You gain the domain spell associated with your style as an occult composition spell, and a focus pool of 1 Focus Point. If you already had a focus pool, increase your number of Focus Points by 1. Your key spellcasting ability modifier for your domain spells is Charisma and you become trained in occult spell attack rolls and DCs. Masked veil of confidence Mirthful sudden shift Miserable lament Monochromatic forced quiet Motley guided introspection Murderous weapon surge HONK HONK � FEAT 4 ARCHETYPE Prerequisites Clown Dedication Trigger An ally within 60 feet would attempt a saving throw against a mental effect. A silly sound shakes your ally out of their stupor. Immediately attempt a Performance check to Aid your ally's saving throw, using the DC of the mental effect for the DC of your Aid. If you succeed, your ally gains your Aid’s circumstance bonus to the triggering effect. RIDICULOUS MAGIC FEAT 4 ARCHETYPE Prerequisites Clown Dedication; you can cast spells from spell slots. A touch of magic can help you entertain the masses… and escape the most furious critic! Add illusory disguise, confetti cloud, mad monkeys, clownish curse, infectious comedy, mirror malefactors, warp mind, and weird to your spell list. TOMFOOLERY � FEAT 4 ARCHETYPE | CONCENTRATE | EMOTION | FLOURISH | MENTAL Prerequisites Clown Dedication You perform an act of fololery that gives you the upper hand. Perform and compare your result against the Will DC of a creature within 30 feet. This effect gains the traits of your clown training Perform. Regardless of the result, the creature is then temporarily immune for 1 minute. Critical Success The creature is fascinated by you until the end of your next turn, and you gain the effects of a successful Recall Knowledge roll. Success As a critical success, but the creature is fascinated by you until the start of your next turn. Critical Failure You gain no knowledge and become flatfooted until the start of your next turn. COULROPHOBIA � FEAT 6 ARCHETYPE Prerequisites Clown Dedication Trigger An enemy within 30 feet of you is the target of a fear effect. There's something about clowns that some folks find frightening. You Perform using your clown training and compare your result against the Will DC of the triggering creature. Critical Success The creature takes a –2 status penalty to the triggering Will save and is fascinated by you for 2 rounds or as long as it is frightened from the triggering effect, whichever is longer. Success The creature takes a –1 status penalty to the triggering Will save and is fascinated by you for 1 round or as long as it is frightened from the triggering effect, whichever is longer. RUBBER BODY � FEAT 6 ARCHETYPE | MOVE Prerequisites Clown Dedication Trigger You would take bludgeoning or force damage. You take hits with a bizarre elasticity, bouncing away from harm. You gain resistance equal to half your level against the triggering damage, and are knocked 10 feet backwards. If your movement is interrupted by a wall or other obstacle, you instead continue your movement in another direction of your choice by bouncing off the obstacle. If you would collide with another creature, you instead attempt to Shove that creature using your Performance for your check instead of Athletics. If you are unable to Shove this creature, you fall prone. You can change directions only once. Special If you are legendary in Performance you can choose to be knocked up to 20 feet and you can change directions up to 3 times. GAG ITEM GALLERY � FEAT 6 ARCHETYPE | MANIPULATE Prerequisites Clown Dedication Frequency once per 10 minutes You have learned to create gag items out of balloons, pies, scarves, paper, or other similar materials. You Interact to create and draw a gag item from your backpack. The item must be a piece of adventuring gear, and can't be a weapon, armor, alchemical item, magic item, or other treasure. It must be common with a level no higher than half your level, and its Bulk is L regardless of what its normal Bulk value would be. The item can be used for its normal purposes, but it becomes broken after 3 rounds of use or 1 minute has passed, whichever comes first. NOTHING UP MY SLEEVES FEAT 7 ARCHETYPE | SKILL Prerequisites Clown Dedication, master in Thievery Your skill with your hands is so incredible it borders on supernatural. Your hands and sleeves count as an extradimensional space that can carry up to 1 Bulk between them and items in your sleeves are considered concealed. You can move items between hands or sleeves accurately as a freeaction that cannot be noticed by observers. Despite this being an extra dimensional space, it has breathable air and can function as a familiar satchel. CREATE BALLOON ANIMAL � FEAT 8 ARCHETYPE | MANIPULATE Prerequisites Clown Dedication Frequency once per day You inflate, twist and craft strange creatures out of rubber and air. You duplicate the effects of a summon animal spell heightened to half your level rounded up except the creature has the following statistics: • Half its normal Hit Points and a –2 to its AC and Fortitude saves • It has no Speeds except a fly Speed of 15 feet • It has the mindless trait • If the summoned animal would be destroyed or you Dismiss it, creatures in a 15-foot emanation from the summoned creature must attempt a Reflex save against your class DC or your spell DC, whichever is higher, or be pushed 5 feet or 10 feet on a critical failure. If a creature 43
collides with an obstacle or another creature, it instead falls prone. ADVANCED CLOWNERY FEAT 8 ARCHETYPE Prerequisites Clown Dedication You have come quite a way in your journey of mirth, learning the secrets of the business and accomplishing the incredible. You gain an ability based on your style. Masked Your daring acrobatics open up your foes to deadly attacks! When you Strike an enemy fascinated by your Perform, you deal an additional 1d6 precision damage. You can choose to end the fascinated condition at the end of your Strike to increase your precision damage to 2d6, but you must declare you are doing so before making your Strike. Mirthful Your mastery of comedy leaves your opponents completely disarmed. Creatures stupefied by your Perform cannot use reactions. The stupefied condition caused by your clown training requires 2 actions to be removed instead of 1. Miserable Oh, how could things possibly get worse..! You gain resistance equal to your level against mental damage and when a creature fascinated by you takes mental damage, you gain temporary Hit Points equal to the damage dealt that last for 1 minute. The mental damage caused by your clown training requires 2 actions to be prevented instead of 1. Monochromatic (illusion, mental) Invisible walls box your opponents in. You can Grapple a creature fascinated by your Perform using an invisible restraint. When you Grapple in this way, you can do so from 15 feet and you use your Performance instead of Athletics for your check but your target can choose to use their Will DC instead of their Fortitude DC for your check. If you get a critical failure on this Grapple, you fall prone instead of the normal critical failure effect. Any creature that attempts to Escape this Grapple or uses the Seek action to examine your restraint can attempt to disbelieve your illusion. Once a creature has disbelieved your illusion, you cannot Grapple it in this way for 1 day. A creature is no longer grabbed by you if they lose the fascinated condition from Motley Your advice may be cutting, but it is usually exactly right. You can sit an ally down and have a surprisingly wise conversation with them as a 10 minute activity and making a standard DC of your level Performance check. If you succeed, once during the next 10 minutes that ally can reroll a Will save or skill check using the new result even if it is worse. This is a fortune effect. Once the ally uses this reroll, they are immune to this effect for 24 hours. Murderous With almost horrific determination, you refuse to die. You gain the Die Hard general feat. If you would be reduced to 0 Hit Points but not immediately killed by an enemy fascinated by your Perform, you can spend your reaction to end the fascinated condition early to avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1. When you use this reaction, you can also choose to fall prone and Create a Diversion by appearing dead or unconscious using your Performance instead of Deception for your check. WITTY BARB � FEAT 8 ARCHETYPE | FLOURISH Prerequisites Clown Dedication Your mockery and insults leverage the inner flaws of your target's psyche against them. You attempt to Demoralize a creature using your Performance instead of your Intimidation for the check. If you are successful, the creature is fascinated by you as long as it is frightened. Even though you did not Perform, you still gain the effects of your clown training. COMMEDIA DELL'ARCANO FEAT 10 ARCHETYPE Prerequisites Commedia Dell'Arte Your masterful use of your clownery has led you down a path to untold secrets. You gain the domain spell associated with your style as an occult focus spell, and increase your number of Focus Points by 1. Masked delusional pride Mirthful trickster's twin Miserable overflowing sorrow Monochromatic ephemeral hazards Motley confront selves Murderous retributive pain BALLOONOMANCY FEAT 16 ARCHETYPE Prerequisites Create Balloon Animal Your skill with balloons is impossible. When you Create a Balloon Animal, you can use any summon spell of half your level rounded up instead of summon animal with the same effects to your creature. JOKER IMMUNITY FEAT 20 ARCHETYPE Prerequisites Clown Dedication As allies drop to their knees, weeping over your death, you appear behind and sobbingly agree that it was exceptionally tragic. Who are you mourning again? You've reached some sort of pseudo-immortality, allowing you to seemingly and inexplicably return to life if it's funny enough. Once per year, when you die, you can return to life completely unharmed at full Hit Points but without any of your gear or items you possessed from before you died. If you die again before a year has passed, you die permanently. When you return to life, you usually appear at a location where people are currently discussing or are aware of your demise. ELDRITCH ARTIST Many art critics and patrons of the arts commonly describe work as "coming alive" on the canvas, but only some of the most dedicated artistic spellcasters can create works capable of such a feat. This unique blend of spellcasting and art is known as Ikonothurgy. By utilizing this flexible, albeit strange method of spellcasting, practitioners of Ikonothurgy will illustrate scenes or subjects they wish to bring to life, such as painting a raging inferno to cast the fireball spell or drawing a ferocious beast with charcoal to cast summon animal. Shelynites and Nocticulites are some of the most common practitioners of Ikonothurgy and pursue the art in order to bring the creative aspects of their worship into practical use. The following archetype feats are available to characters with the eldritch artist archetype. Additional Feats: 4th Conceal Spell; 6th Silent Spell; 16th Scintillating Spell 44
ELDRITCH ARTIST DEDICATION FEAT 2 ARCHETYPE | DEDICATION Prerequisites trained in Crafting or Art Lore; ability to cast spells As an aspiring and hardworking Eldritch Artist you have learned the basics of Ikonothurgy. You can use Art Lore instead of Crafting for feats you gained from this archetype and to qualify for feats from this archetype that would normally require Crafting. You learn the initial focus spell for the creation domain: splash of art. Increase the number of Focus Points in your focus pool by 1. If you don't already have one, you gain a focus pool of 1 Focus Point. You can refocus by creating sketches, thumbnails or quick paintings to help you unwind and recover your magic. Because of your knack for weaving spells into your art, you can usually use artisan's tools as a focus for spells requiring material components, but you must be wearing the tools and have a hand free to use them in this way. Additionally, you can spend 1 minute to use your art to create an illusory projection of a creature. These art creatures function as illusory creature except the creature is Small or smaller, it cannot make attacks or deal damage, and it is clear the creature is an illusion without the need to be disbelieved. Your art creatures last for 1 minute or until you Dismiss them and you can Sustain this effect by motioning with your artisans tools. When you Sustain in this way, your Sustain action loses the concentrate trait and gains the manipulate trait. FORGERY FABRICATION FEAT 4 ARCHETYPE | SKILL Prerequisites Eldritch Artist Dedication, expert in Crafting Using your skill at creating works of visual art, you can attempt the creation of artistic forgeries in order to fool those without a keen eye for art. You can choose to take the Create Forgery downtime activity to create forgeries of art, to do so, you must select a piece of work no larger than 5 cubic square feet and you must have the proper material to create work of its medium such as acrylic paint for a painting or charcoal for a drawing. When you Create a Forgery of a piece of art, the GM rolls a secret DC 20 Crafting check. You normally must spend half the downtime needed to Craft the item to make a forgery of it, but the GM can adjust both the DC and length of downtime depending on the item you are trying to replicate. If you have a reference of the art piece you are trying to duplicate, you gain a +2 circumstance bonus to your check. If you succeed, the forgery is of good enough quality that passive observers can’t notice the fake. Only those who carefully examine the artwork and attempt a Perception or Society check against your Crafting DC can do so. This otherwise functions just like Create Forgery except each instance of the word “document” should be changed to account for your artwork. If you are a master in Crafting, the circumstance bonus for using references to create forgeries increases to +4. OPTICAL ILLUSIONIST FEAT 4 ARCHETYPE Prerequisites Eldritch Artist Dedication Tricking the eye using subtle yet clever tricks meant to obscure and fascinate is the essence of optical illusions. As an aficionado of such techniques in your work you have learned to infuse it into your magic. You gain a +2 circumstance bonus to your saving throws against illusions or visual effects and to checks to disbelieve illusions. Additionally, when you create an illusion that also has the visual trait, targets take a –1 status penalty to disbelieve your illusions if they used the Seek action to disbelieve. CONJURING CANVAS � FEAT 4 ARCHETYPE | METAMAGIC Prerequisites Eldritch Artist Dedication Frequency once per hour Using artistic magecraft, you conjure creatures from your art rather than drawing them from other planes of existence. If your next action is to Cast a Spell that summons a creature, you instead create an artistic simulacrum of that creature from your artistic mediums. This grants the summoned creature a resistance to physical damage equal to the level of the spell you cast and a weakness to water equal to your level. The creature gains the Become Art action in addition to its normal actions. Become Art � (polymorph, transmutation) Until the end of its next turn, the creature turns into its base materials, becoming an amorphous representation of your art. While in this state, it can't cast spells, activate items, or use actions that have the attack or manipulate trait and it gains immunity to precision damage. The creature can pass through enemies' spaces without needing to Tumble Through, pass through small cracks, and doesn’t take up space. If the creature would return to form while occupying the space of another creature or obstacle, the summon takes 1d6 damage per spell level and is shunted to the nearest flat surface. If there is no flat surface within 5 feet, the summon is destroyed. 45
COLOR THAUMATURGY FEAT 6 ARCHETYPE Prerequisites Eldritch Artist Dedication You have a unique proficiency with spells utilizing visual effects, especially those utilizing color and hue. Add color spray, hypnotic pattern, chromatic ray, cloak of colors, chromatic image, prismatic spray, prismatic wall, and prismatic sphere to your spell list. You can thus potentially learn these spells even if they aren't normally on your tradition's spell list. When you gain this feat, you can retrain existing spells to replace them with ones on this list. REDESIGN SUMMON FEAT 6 ARCHETYPE Prerequisites Conjuring Canvas When you conjure summons from your art, you have the ability to modify their designs, adding or tweaking features that their original form might not have, but using your skill as an artist to bring it to life. You gain the redesign summon focus spell and increase the number of Focus Points in your focus pool by 1. REDESIGN SUMMON FOCUS 3 MAGICAL | MORPH | TRANSMUTATION Cast � somatic Range 30 feet; Targets 1 summoned creature modified by Conjuring Canvas Duration 1 minute You redesign the properties of a creature you have summoned, altering its form. Choose one of the following effects: • Perceptive Design You add additional or enlarged eyes to the design, granting your summon a +2 status bonus to Perception. The summon gains low-light vision or darkvision if they already had low-light vision. • Swift Design You add additional legs or slim down your summon’s form to make it more aerodynamic. Your summon gains a +10-foot status bonus to its Speeds. • Aquatic Design You add gills or fins to your summon’s design, granting the amphibious trait, allowing it to breathe underwater, and a swim Speed of 20 feet. • Two-Dimensional Design Your summon is 2-D, moving and animating along flat surfaces rather than being fully three dimensional. Your summon gains a climb Speed equal to their land Speed and can ignore difficult terrain on solid surfaces. If the surface it's on is destroyed (such as a wall being smashed), the summon takes 1d6 damage per spell level and is shunted to the nearest flat surface. If there is no flat surface within 5 feet, the summon is destroyed. Heightened (5th) Add the following options to choose from when you redesign your summon: • Aerial Design You add wings to your design, granting it a fly Speed of 30 feet. • Elemental Design You embellish the design with elemental energy. Your summon gains resistance 5 to two energy types of your choice. • Elongated Design You lengthen and stretch the design’s limbs uncannily, granting one of its Strikes the reach trait or increasing its reach by 5 feet if it already had reach. PARANORMAL PIGMENTS FEAT 6 ARCHETYPE Prerequisites Eldritch Artist Dedication, expert in crafting While some artists utilize store-bought materials, some prefer to create their own pigments to work with, and you do so using your eldritch artistry. You gain the formulas for all colorful coatings. Each day during your daily preparations, you can create two temporary colorful coatings from your formula book. When you create colorful coatings in this way, they lose the alchemical trait and gain the magical trait. Additionally, colorful coatings prepared this way don’t cost you any resources to Craft and don’t have any sale value. They are temporary items and fall apart the next time you make your daily preparations if you haven’t already used them. Your skill in producing and applying pigment to canvas also allows you to cover a wider range with colorful coatings, increasing the area a colorful coating covers to a 5-foot burst. If you are a master in Crafting you can create three colorful coatings and the area increases to a 10-foot burst. If you are legendary in crafting this, you can create four colorful coatings and the area increases to a 15-foot burst. PICTORIAL CREATION FEAT 8 ARCHETYPE Prerequisites Eldritch Artist Dedication One of the most well-known techniques a Eldritch Artist can employ is the conjuration and creation of tangible objects from nothing but their materials and a bit of magic flair. You gain an additional spell slot of your highest level, which you can use only to cast creation. You can cast creation using that spell slot, even if it isn’t in your spell repertoire or you didn’t prepare your spells for the day. When you cast creation, you can choose to create a simulacrum of a nonmagical object using your paint, charcoal or other artistic supplies on hand to create its visual form and then infusing it with magic to make it tangible, complete with brush strokes or pencil hatching left upon its form that reveals its constructed form. When the spell expires, the magic holding the object together fades and it falls to the ground as a puddle of paint, ink or charcoal dust, whatever mediums were used in its creation. When you create a simulcrum in this way, you can cast creation as a 3-action activity instead of a cast time of 1 minute and the duration of the spell is reduced to 10 minutes due to its finite nature. ADVANCED IKONOTHURGE FEAT 10 ARCHETYPE Prerequisites Eldritch Artist Dedication Your skill with a paintbrush or pen allows you to delve even deeper into the magic of the creation domain through sparks of inspiration and finely honed skill. You obtain the advanced domain spell from the creation domain; artistic flourish. Additionally, Increase the number of Focus Points in your focus pool by 1. COLOR AFFINITY FEAT 10 ARCHETYPE Prerequisites Color Thaumaturgy You have an affinity for your artistic spells. You gain the following benefit depending on the class you used to qualify for this archetypes method for casting spells. If you're a prepared spellcaster, you can spend 10 minutes to replace one of the spells you've prepared with a spell of the same level from the list of Color Thaumaturgy spells. You can do this while Refocusing. If you're a spontaneous spellcaster with the signature spells class feature, add two of the spells from the list of Color Thaumaturgy spells to your repertoire. They are signature spells for you, in addition to your normal signature spells. When you gain the ability to cast a new level of spells, you can choose to 46
switch the spells from this feat to any other spells from the Color Thaumaturgy list. ENCHANTED EXHIBITION FEAT 10 ARCHETYPE | CONTINGENCY | METAMAGIC Prerequisites Eldritch Artist Dedication Frequency once per day You spend 10 minutes creating a magically infused piece of art or enchanting an existing piece of art in your possession with magic. When you do so, Cast a Spell that takes 2 actions or less to cast from one of your spell slots, but the spell does not take effect immediately and is instead imbued into the work of art and it gains the contingency trait. You can spend a single Interact action to fix the art on a flat surface and designate a trigger. While your art is fixed in this way, you gain the Exhibit A reaction. Your imbued art remains imbued until your next daily preparations. EXHIBIT A � CONCENTRATE | MANIPULATE Trigger The trigger you designated and the trigger of the spell you chose (if any) is also met. Requirements You are within 60 feet of the imbued art and the requirements of the spell you imbued in your art is also met. Your art comes to life with magic, activating the spell you imbued. You Cast the Spell using the piece of art as the casting’s point of origin. If the spell has a range of touch, this reaction’s trigger also requires that the target physically touch the imbued art. If the spell has a duration of sustained, it lasts 1 round unless you use additional actions to Sustain it after activating it. DECORATIVE RUNES FEAT 12 ARCHETYPE Prerequisites Paranormal Pigments You have learned how to utilize your Paranormal Pigments to create temporary runes that you can apply to equipment like decorative embellishments. When you would create colorful coatings during your daily preparations, you can instead prepare a decorative rune, using up one of your prepared colorful coatings for the day by applying it to a weapon you hold for 1 minute. If you do so, choose to apply one of the following runes: corrosive, disrupting, flaming, frost, ghost touch, shock, or thundering. If this would give a weapon more property runes than its normal maximum, an existing property rune of your choice is suppressed for the duration of the effect. ILLUSTRATED DEMIPLANE FEAT 18 RARE | ARCHETYPE Prerequisites Eldritch Artist Dedication, master in crafting Using some of the most challenging Ikonothurgy techniques known, you endeavor upon the creation of a personal demiplane formed from your own artistic genius, conjured from a landscape or interior illustration of your making. You can cast an 8th-level create demiplane ritual, except when you do, the following changes are applied: • • You do not need to be on the astral or ethereal plane to perform the ritual. • You roll Crafting in place of the skills listed for the primary check and do not require any secondary casters to perform the ritual. • There is no critical failure effect for the check. • Your illustrated demiplane gains the metamorphic trait. • When you create the Illustrated Demiplane, it lacks a key and automatically has the Portal special feature. You do not require a key to plane shift into it nor can anyone plane shift into your Illustrated Demiplane, and the portal leading into your demiplane is the piece of art used to create it. • You can only have one Illustrated Demiplane at a time, if you create another, the previous one ceases to function. If you use a single action with the concentrate trait, you can place your hand on the artwork to transport yourself within it. If the piece of artwork used to create the demiplane is destroyed, all inhabitants of the demiplane take 20d6 damage and are shunted out of the demiplane to the nearest uninhabited square where the artwork was destroyed. Additionally, the piece of art becomes a magic item equal to your level while it is being used as a portal. MERCHANT For some, the greatest treasure isn’t fame, or great deeds, or heroic stories to pass on… it’s gold, plain and simple. And sometimes, even the most humble and lowly of shopkeep can be whisked away on an adventure… or, perhaps, they actively set out on one, to find loot to sell and heroes to sell to! Oil for your lantern? Adventuring tools? Alchemicals? It can all be yours, if you have the coin! Additional Feats: 6th Predictive Purchase; 8th One More Activation; 16th Impla usible Purchase MERCHANT DEDICATION FEAT 2 ARCHETYPE | DEDICATION | DOWNTIME You are a traveling merchant, a purveyor of treasure and a collector of gold. Whether in a busy city street, deep within a mysterious dungeon or lost in the ancient woods, adventurers can count on your wares to get them out of any sticky situation… if they have the coin! You become trained in Merchant Lore. Select ten common level 0 permanent items to become your Merchant Inventory. If you are in a settlement, you can spend 1 day of downtime and gold equal to half your level to Restock your Wares. You procure, create or otherwise come upon five items from your Merchant's Inventory which are your Wares. Your wares are permanent items, and can be used by your or others, but they become used wares if they are used. When you Sell your Wares, you do as part of Earn Income using your Merchant Lore for the check. Rather than rolling to Earn Income several times if you sell multiple items, you instead consult Table A—1: Merchant Sale. If you attempt to Earn Income by selling used wares, you increase the DC of the check by 2 for each used item you attempted to sell. When you Restock, you discard all your current wares and replace them with a new set of wares from your Merchant's Inventory. You can Restock to swap items in and out of your Merchant's Inventory if you are in a settlement and spend at least 1 day of downtime. CHARMING SHOPKEEP FEAT 4 ARCHETYPE Prerequisites Merchant Dedication Marketing is your middle name, and your words are honeyed to convince folks to buy your products. When you Earn Income by selling a creature your wares, you simultaneously Make an Impression with the same degree of success. BUYER’S NETWORK FEAT 4 ARCHETYPE | SKILL Prerequisites Merchant Dedication, expert in Merchant Lore You have merchant connections you can leverage to find specific items, economic advantages, or a place to sell something. When you’re in an area with connections (typically a settlement where you’ve spent downtime building connections, or possibly another area in the same nation), you can attempt a Merchant Lore check to find a specific item of 2 plus your level or lower or 47
to arrange a meeting with an economic power, such as the leader of a merchant’s guild, or to ask for economic support. The GM decides the DC based on the difficulty of the favor and the figure’s prominence. MAGIC TREASURES FEAT 4 ARCHETYPE Prerequisites Merchant Dedication Enchanted swords, magic potions, mysterious rings, oh yes, you sell it all! When you Sell Your Wares, you can also sell any magical items you possess as part of the same activity, gaining the normal price for selling an item of its value. You gain the Trick Magic skill feat without needing to meet its prerequisites and you can use Merchant Lore for your checks to Trick Magic Item regardless of the item’s tradition. PAYDAY � FEAT 4 ARCHETYPE | FLOURISH Prerequisites Merchant Dedication Frequency once per 1 minute Cost varies; see text Requirements You have one hand free. A coin can be flung as well as a bullet in your hands. You Interact to draw a bag of coins and make a ranged Strike with it. These Strikes have a +1 item bonus to attack rolls, deal 2d8 bludgeoning damage; are weapons in the sling group; and have the scatter 5 ft and thrown 20 feet traits. When you make this Strike, you must pay the associated Cost from the table below by expending the requisite amount of gold and if you are of sufficient level, you can increase the Cost of this Strike to grant it additional benefits. Subject to GM approval, bystanders may begin picking up gold around the target creature creating a Crowd (Core Rulebook p. 514) in the scatter area at the beginning of your next turn. If your Strike did not draw a crowd, you can usually retrieve the gold you spent to make these attacks by spending 10 minutes picking them up. If you did draw a Crowd, you can only retrieve half the amount you used, but you may extend the activity to 1 hour and make a Merchant Lore check to sell your wares to the people who picked up your gold to recover the full amount. Special If you are legendary in Merchant Lore, you can use this action once per round instead of once per minute. HANDS OFF THE MERCHANDISE! � FEAT 6 ARCHETYPE Prerequisites Payday Trigger A creature attempts to Grapple, Disarm, or Steal from you. Requirements You could use Payday against the triggering creature. You've gotten good at telling when someone is about to try something funny. You use Payday on the triggering creature. If your Strike was successful, you can immediately Create a Diversion using your Merchant Lore for the check, and the results of your Create a Diversion applies to the triggering action. How Much Is This? Part of the fun of playing a merchant is haggling with your customers. Feel free to "sell" items at their full price; the money you make during the Earn Income section is simply your net profit, not your gross. The other gold all goes towards marketing, travel costs, paying retainers, etcetera. Being a traveling merchant isn't cheap, you know! 48 TABLE A—1: MERCHANT SALES Number of items sold Earn Income Level 1 Your level -2 2 Your level -1 3 Your level 4 Your level +1 5 Your level +2 TABLE A—2: PAYDAY STATISTICS Item Bonus Cost Damage Required Level Scatter Area +1 20 gp 2d8 4th 5 feet +2 75 gp 2d8 10th 5 feet +2 150 gp 3d8 12th 10 feet +3 500 gp 3d8 16th 10 feet +3 1,000 gp 4d8 19th 15 feet