The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

Make your story your own!

No two heroes are alike, and with Archetypes+, a massive supplement with 300+ Feats, you can expand your world of adventure like never before. Delve deep into dungeons to fight terrible foes, battle with new skills and abilities from beyond our realm, or sell some items for a bargain price. The choice is yours! Archetypes+ both expands archetypes with few feats, adds incredible flavour to ones with great mechanics but no real stories, and adds several brand new archetypes to play with!

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by Saga, 2024-02-05 14:24:31

Pf2e - Archetypes+

Make your story your own!

No two heroes are alike, and with Archetypes+, a massive supplement with 300+ Feats, you can expand your world of adventure like never before. Delve deep into dungeons to fight terrible foes, battle with new skills and abilities from beyond our realm, or sell some items for a bargain price. The choice is yours! Archetypes+ both expands archetypes with few feats, adds incredible flavour to ones with great mechanics but no real stories, and adds several brand new archetypes to play with!

Keywords: pf2e

EXTRAORDINARY WARES FEAT 6 ARCHETYPE Prerequisites Merchant Dedication You dabble in the creation of magic consumables, selling them alongside your mundane gear with pride. Select two types of consumable items—a type of alchemical item, gadgets, potions or talismans. You gain a formula book and learn the formulas for 2 common items of each type of your level or lower. During your daily preparations, you can create two temporary consumables from this list that last until your next daily preparations. These consumables cannot be sold and have no value. When you Restock, you can choose to replace one of your normal 5 created items with a consumable from your formula book of your level or lower. This consumable can be used as your Wares for feats and for the purposes of Selling your Wares or used for its normal purposes. The consumable lasts until consumed, you Sell your Wares, or you Restock. I KNOW A GUY FEAT 7 UNCOMMON | ARCHETYPE | SKILL Prerequisites Buyer’s Network, master in Merchant Lore You have used your connections to be able to find items even when they would be hard to find or unavailable. When you are in an area where you have connections, you can spend 1 day of downtime to attempt to find items for sale that would otherwise be unavailable, such as a scroll in a town that has outlawed magic, a rare painting by a deceased artist, or an item of your level or lower with the uncommon trait. If you do, you attempt a Merchant Lore check against a hard DC of the items level or your level, whichever is higher. If you succeed, you can purchase the item immediately by spending its price plus an additional 10%. If you get a critical success, you can buy it for its normal price. If you are successful at your check, you can also choose to Restock as part of the same activity. SPECIAL OFFER FEAT 8 ARCHETYPE Prerequisites Merchant Dedication Come in, dear customer, and behold these new and uncommon items that will draw in and bedazzle you! When you Restock, you can attempt a DC 17 flat check, and on a success you stumble upon a special offer. The GM determines one common or uncommon permanent magic item at least two levels lower than your level that you encounter during your Restock. You can petition the GM to be looking for a particular kind of item, such as a weapon, a worn item, a wand, or some other qualifier to narrow your search, but the GM might choose to provide a different special offer as appropriate. You can buy the item by paying its price in gold, or by trading a combination of permanent items, gold, and Wares. If you attempt to trade your Wares as part of this process, you make an immediate Earn Income check to Sell your Wares at a DC appropriate for the number of Wares you attempt to trade. If this check fails, the deal is off, and you cannot buy the item. Regardless of the result of your trade, you cannot get another Special Offer for 1 week. MORE THAN YOU BARGAINED FOR FEAT 8 ARCHETYPE Prerequisites Merchant Dedication, master in Thievery Others see merchants as easy-to-rob targets, but you haven't gotten to where you are by being a simple mark. Before rolling initiative for an encounter, you can choose to go last in initiative and give yourself the flat-footed condition. If you do, all opponents of your level or lower that you have not taken a hostile action against are flat-footed to you for 1 round or until you take a hostile action. If you make a successful Strike against a flat-footed enemy during this time, you can Steal from them by spending your reaction. RENOWNED MERCHANT FEAT 10 ARCHETYPE Prerequisites Merchant Dedication You've gotten ahead in the world, to the point that selling simple adventuring gear won't cut it. You add 5 new common or uncommon permanent items to your Merchant's Inventory, of a level equal to half your level of lower. When you increase the number of Wares you can sell to six, increasing the Earn Income level to your level + 3 if you sell six of your wares. MAKE IT RAIN! � FEAT 16 ARCHETYPE Prerequisites Payday You know how to make it a pay day for everyone, throwing your gold around instead of at a specific enemy. You use Payday, but instead of targeting a single creature, you can target each enemy in a 20-foot emanation making a single attack roll and comparing your result against each enemy separately, multiplying the Cost of your Payday by the number of enemies you targeted with this ability. Creatures that would be caught in more than one area of your scatter trait only take damage once. If your Payday would draw a Crowd, the entire emanation as well as the scatter area become difficult terrain, or greater difficult terrain if there were sufficient enough bystanders (subject to GM discretion). PURCHASE LOYALTY � FEAT 18 ARCHETYPE | EMOTION | INCAPACITATION | MENTAL | VERBAL Prerequisite Merchant Dedication, legendary in Merchant Lore Everyone has a price, and you're willing to pay it. You pull out a bag of coins, offering it to an adjacent hostile creature. Make a Merchant Lore check against the creature's Will DC and offer them an amount of gold equal to 1,000 x the creature's level. Your GM may rule that certain NPCs are too dedicated to their cause to be swayed by gold. Critical Success The creature accepts the gold. They then become helpful to you, and hostile to any creatures hostile to you. This effect lasts for a whole day as they fight for you in hopes of being paid more. Success As a critical success, but only for the encounter. The creature won't become hostile until 10 minutes have passed, or unless attacked. Failure The creature rejects your gold, but is flat-footed for a turn. Critical Failure The creature takes your gold… and then turns on you! If the creature is able, they can make a Strike against you and you are flat-footed to the Strike. The creature may attempt to flee with your gold when they are badly injured. MERCHANT PRINCE FEAT 20 ARCHETYPE Prerequisite Renowned Merchant Money rules the world, and you have untold amounts of gold at your disposal. You wield untold riches, and those you sell to enjoy the most luxurious of goods. You get a 50% discount on all purchases you make thanks to your impossible network of connections. 49


PERFUMIST The fragrance of perfume, the stink of disease, and the natural scents of the wilderness are all tools for an perfumist. Perfumists use smells to distract foes, make creatures more impressionable, and treat illnesses. PERFUMIST DEDICATION FEAT 2 ARCHETYPE | DEDICATION Prerequisites trained in Crafting and Diplomacy You mix smells and apply them to objects and creatures. You gain the basic alchemy benefits, though they apply only to alchemical items with the olfactory trait and scents you know. You gain batches of infused reagents per day equal to your level. Your advanced alchemy level for creating these is 1 and doesn’t increase on its own. You can also create scents using your infused reagents with the Quick Alchemy action. Simple scents require 1 batch of infused reagents while more complex scents require 2 or more. You add the 3 listed simple scents to your formula book. You can learn more simple and complex scents through other perfumist feats. The DC for any scent is equal to your class DC or spell DC, whichever is higher. Most responses to scents are based on cultural conditioning, so creatures (especially different ancestries) may respond differently to the same scent. What smells delightful to a human noble may be disgusting to a sewer goblin, and vice versa. Such scents have a positive and a negative effect. You choose which effect you want to elicit based on the backgrounds of your targets, but your GM may determine that the opposite effect applies if you didn’t do your research properly. You must explain what type of scent you are trying to elicit when you create the scent. Lesser Alerting Scent (alchemical, consumable, oil, olfactory) Activate � Interact; Effect This vibrant citrus aroma lasts for 1 hour when applied to a creature, affecting its ability to Decipher Writing, Recall Knowledge, or Seek; Positive +1 item bonus; Negative –2 item penalty. Lesser Diplomatic Scent (alchemical, consumable, oil, olfactory) Activate � Interact; Effect This subtle fragrance lasts for 1 hour when applied to a creature, affecting its ability to Lie or Make an Impression; Positive +1 item bonus; Negative –2 item penalty. Lesser Fortifying Scent (alchemical, aura, consumable, oil, olfactory) Activate � Interact; Effect his sterile smell lasts for 1 hours when applied to a creature and creates an aura that is difficult for diseases to penetrate. Creatures within a 15-foot emanation of the wearer’s saves against diseases and effects with the olfactory trait are affected; Positive +1 item bonus; Negative –2 item penalty. Special You add the formulas for moderate, greater, or major versions of the above simple scents at 3rd, 11th, and 17th level respectively, increasing the bonus by 1 at each of these intervals. SMELL YOU LATER FEAT 4 ARCHETYPE Prerequisites Perfumist Dedication You have learned the art of using scents to make tracking a creature harder or easier. You add the following simple and complex scents to your formula book. Deodorizing Scent (alchemical, consumable, oil, olfactory) Activate � Interact; Effect This woodsy smell lasts for 1 hour when applied to a creature. The DC of checks to Track the target under your deodorizing scent uses your scent DC. Creatures can’t passively notice the target by smell alone, even if the creatures have precise or imprecise scent. Deodorizing Spray (alchemical, aura, consumable, oil, olfactory) Activate � Interact; Cost 2 batches of infused reagents; Effect This version of deodorizing scent lasts for 8 hours. It confers its benefits to all creatures in a 15-foot emanation around the target. If a creature attempts to Track any creature within the emanation by scent during the duration, they make a single check to Track against your scent DC, to determine the results for all creatures within the emanation. Trackable Scent (alchemical, consumable, oil, olfactory) Activate � Interact; Effect This scent lasts for 1 week when applied to a creature. It leaves a clear scent trail for creatures who recognize the smell to follow, giving you and those that recognize the scent a +4 item bonus to Track the target using scent. You recognize the unique scent you concocted but may need to show it to other creatures to teach them to recognize it. If the target submerges themselves in water or performs a similar action that would likely result in the removal of this scent, this effect immediately ends. You can apply this scent even if the target is not willing by targeting an object in their possession or the target’s clothing, but doing so requires you to make a Stealth check against the target’s Perception DC or they notice you applied the scent. TRAINED NOSE FEAT 4 ARCHETYPE Prerequisites Perfumist Dedication You have trained your nose to detect scents and subtleties. You gain imprecise scent with a range of 15 feet. If you are at least 7th level, the range of your scent increases to 30 feet, and if you are at least 15th level your scent becomes a precise sense. ESSENTIAL OILS MIXOLOGY FEAT 6 ARCHETYPE Prerequisites Perfumist Dedication When you create a scent, you can prepare it as an elixir instead. A scent elixir loses the oil trait and gains the elixir traits. You can drink an elixir by Interacting with one hand. When you drink an elixir scent, the duration of the scent does not start immediately but instead onsets between 1 and 10 minutes after it is ingested. The duration of the effect does not start until this onset time has elapsed but you decide a trigger for when the onset takes place within the allotted time and can activate it as a free action. You can only delay the onset of one elixir you drink at a time and if you drink another elixir while you have one delayed, it has no effect. If you are a master in Crafting, you can delay the onset up to 1 hour, and if you are legendary in Crafting you can delay the onset up to 4 hours. EXPERT AROMATICS FEAT 6 ARCHETYPE Prerequisites Perfumist Dedication, expert in Crafting Your advanced alchemy level for items you can create from this archetype increases to your level – 3. You gain the formulas for antidote and antiplague as soon as your advanced alchemy level is high enough to create them: lesser at 4th level, moderate at 9th level, greater at 13th level, and major at 17th level. You can create these items with advanced alchemy even though they do not possess the olfactory trait. OFFENSIVE ODORS FEAT 6 ARCHETYPE Prerequisites Perfumist Dedication You learn to make scents that you can apply to melee weapons, causing an effect when attacks are made with them. Choose one of the following simple scents to add to your formula book which can be applied to melee weapons. Bloody Scent (alchemical, consumable, mental, oil, olfactory) Activate � Interact; Effect This bitter smell lasts for 5 rounds when applied to a melee weapon and makes a creature think it is bleeding. The first time a creature fails to deal damage with a Strike against another creature with the applied weapon, the target must attempt a Will save against 50


your scent DC. If the target is unable to bleed, they are immune to this effect and if you critically fail an attack roll with the applied weapon the scent is lost. Regardless of the result, the target is then temporarily immune to Bloody Scent for 1 day. Failure The target is distracted, thinking you have grievously injured it. The target is frightened 1 and flat-footed to the next melee Strike you make against it this turn. Critical Failure The target is frightened 1 and flat-footed as long as they are frightened. Disgusting Scent (alchemical, consumable, oil, olfactory) Activate � Interact; Effect This grotesque smell lasts for 5 rounds when applied to a melee weapon and churns the stomach of creatures you attack. The first time a creature deals damage with a Strike against another creature with the applied weapon, the target must attempt a Fortitude save against your scent DC. The target is temporarily immune to Disgusting Scent for 1 day. Failure The target is sickened 1. Critical Failure The target is sickened 1 and is dazzled as long as it's sickened. Irritating Scent (alchemical, consumable, mental, oil, olfactory) Activate � Interact; Effect This tingling smell lasts for 5 rounds when applied to a melee weapon and causes sneezing. The first time a creature deals damage with a Strike against another creature with the applied weapon, the target must attempt a Will save against your scent DC. The target is temporarily immune to Irritating Scent for 1 day. Failure The target is stupefied 1 and fascinated by the smell for 1 round. Critical Failure The target is stupefied 1 and fascinated by the smell for 2 rounds. Special You can select this feat more than once. Each time you do, you select a simple scent you do not already know. STICK YOUR NOSE IN � FEAT 7 ARCHETYPE | SECRET | SKILL Prerequisites Trained Nose, or scent Requirements A creature is within range of your scent. A successful perfumist must be able to glean a patient’s unspoken feelings. You Sense Motive against a creature with a +2 circumstance bonus to your check. In addition to the normal effects of a Sense Motive, you learn whether it would receive a positive or negative effect to one scent you know the formula for. Critical Success You correctly determine its response and gain a +4 circumstance bonus to Stick Your Nose in on the same creature until your next daily preparations. Success You correctly determine its response. Critical Failure You incorrectly determine its response. SCENT DIFFUSER FEAT 8 ARCHETYPE Prerequisites Perfumist Dedication, trained in bombs When you create a scent, you can prepare it as a bomb instead. A scent bomb loses the oil trait and gains the bomb and splash traits. You Activate a scent bomb by making a Strike with it. Scent bombs do not deal splash damage, but instead apply the effects of the chosen scent to all creatures in the splash area until the beginning of their next turn instead of the normal duration and creatures you successfully Strike are affected as if they had the scent applied to them. Special If you have Offensive Odors, you can create bombs with those scents and activate them by spending 2 actions to make a Strike with them. SMELLING SALTS FEAT 10 ARCHETYPE Prerequisites Perfumist Dedication, trained in Medicine, master in Crafting You create an intensely scented vial to shake a creature out of a stupor. You learn the following complex scent. Enervating Scent (alchemical, consumable, oil, olfactory) Activate � Interact; Cost 2 infused reagents; Effect This astringent scent cannot be prepared as an elixir. When placed under the nose of a creature that can smell, choose one of the following effects. The target is temporarily immune to Enervating Scent for 10 minutes. • Wake Up! (healing) Wake an unconscious creature. The creature also gains temporary Hit Points equal to your level until the end of your next turn. If the creature is dying, it loses the dying condition and increases its wounded value by 1 and regains 1 Hit Point. You can spend an additional infused reagent to grant the target twice the number of temporary Hit Points that last for 1 minute instead of until the end of your next turn. • Snap Out of It! Reduce the value of one condition of your choice affecting the creature by 2 between clumsy, enfeebled, or stupefied condition. Alternatively, you can instead choose to end a creature’s fascinated condition. You can spend an additional infused reagent to grant the recipient an immediate Will save against any ongoing effect giving it the confused or controlled conditions. THE NOSE KNOWS FEAT 10 ARCHETYPE Prerequisites Perfumist Dedication You’ve built up a tolerance to scents. You can choose to be immune to the effects of any scent you created whenever you would be affected by it, and you gain a +4 status bonus to resist olfactory effects. 51


SCENTS AND SENSIBILITY FEAT 12 ARCHETYPE Prerequisites Perfumist Dedication, master in Crafting Scents can literally alter the senses. Choose one of the following complex scents to learn. Enraging Scent (alchemical, aura, complex, consumable, emotion, mental, oil, olfactory); Activate � Interact; Cost 2 batches of infused reagents; Effect This maddening smell lasts for 5 rounds when applied to a creature, creating a 20- foot aura around them. Each creature in the aura including the wearer must attempt a Will save against your scent DC. Creatures may choose to fail the save. Regardless of the result, the targets are temporarily immune to Enraging Scent for 10 minutes. Failure The creature gains a +4 status bonus to damage for 3 rounds and feels compelled to attempt at least one action with the attack trait each turn. If a creature under the effects of this scent ends its turn without taking an action with the attack trait, it becomes slowed 1 for 1 round. This status bonus to damage increases to +6 if you are legendary in Crafting. Critical Failure As failure, but the target is slowed 2 if they do not attempt an action with the attack trait. Numbing Scent (alchemical, aura, complex, consumable, emotion, incapacitation, mental, oil, olfactory); Activate � Interact; Cost 2 batches of infused reagents; Effect The relaxing scent lasts for 5 rounds when applied to a creature, creating a 20-foot aura around them. Each creature in the aura must attempt a Fortitude save against your scent DC. Regardless of the result, the targets are temporarily immune to Numbing Scent for 10 minutes. Critical Success The creature is unaffected. Success The creature’s attitude toward all other creatures temporarily changes by one step toward indifferent for 5 rounds. The creature can’t take hostile actions against creatures it is indifferent towards, though the effect ends if a creature it is indifferent towards takes a hostile action against them or their allies. Failure As success, but the creature’s attitude toward all creatures it was hostile or unfriendly towards changes to indifferent. Critical Failure As failure, but hostility doesn't end the effect. WANDERING SPIDER There is magic found in dreams, and those with occult sensibilities have a greater capacity to tap into it. While some look at these practitioners of occult delusions that spin mundanity and fantasy like a weaver at a loom, the most common name for those of this path is ‘Wandering Spider’. This name comes from the belief that they are as natural and alien as a simple arachnid, traveling through a dream and making the most of it like any other. New Traits: Dreamspin Dreamspin actions can only be target yourself or creatures that currently have a dreamweb from you active on them. You cannot use a dreamspin action unless you have at least one dreamweb active. WANDERING SPIDER DEDICATION FEAT 2 ARCHETYPE | DEDICATION Prerequisites trained in Occultism You have learned to unlock a power hidden within your dreams, which can take varied forms. You gain the Spin the Web action and choose one 4th-level wandering spider archetype feats for which you meet the prerequisites. You gain that feat, ignoring its level prerequisite. This additional feat does not count as a feat gained from the wandering spider dedication for the purposes of this feat's special clause. SPIN THE WEB � CONCENTRATE | MANIPULATE | MENTAL | OCCULT Frequency once per round You spin a web of half-real dreams and delusions. Attempt an Occultism check against the Perception DC of a creature within 15 feet that does not already have a dreamweb from you. On a success, the chosen creature gains a dreamweb for 1 minute, until they successfully Escape against your Occultism DC. As long as you have a dreamweb on at least one creature, you can use dreamspin actions, which can only affect creatures with a dreamweb from you. If a creature Escapes, is further than 30 feet from you, or is released from your dreamweb, your dreamweb and any of its ongoing effects ends. Special You can't select another dedication feat until you have gained two other feats from the wandering spider archetype. DREAM OF DECEIT FEAT 4 ARCHETYPE Prerequisites Wandering Spider Dedication You dreamed of powerful lies, of self and enemy alike. You gain the Weave the Veil action. WEAVE THE VEIL � CONCENTRATE | DREAMSPIN | MENTAL | OCCULT Frequency once per round You obfuscate and obscure your presence through the twisted web you weave. Attempt an Occultism check against the Will DC of a creature with your dreamweb on them, with the following results. Critical Success The creature is dazzled until the end of your next turn. Success You become concealed to the creature until the end of your next turn. DREAM OF DISASTER FEAT 4 ARCHETYPE Prerequisites Wandering Spider Dedication You dreamed of destruction, whether of a horrible accident in your past that you failed to stop or of the possibility of one in the future. You gain the Hunt through Threads action. HUNT THROUGH THREADS � DREAMSPIN | FLOURISH | OCCULT Requirements You have at least one creature affected by your dreamweb. You use the web you’ve spun to extend your physicality upon your foe. You may make a Step. After your Step, you may make a melee Strike against the required creature, increasing your reach by 5 feet for the purposes of this Strike. DREAM OF RESTRICTION FEAT 4 ARCHETYPE Prerequisites Wandering Spider Dedication You dreamed of binding, whether of imprisonment or simply of living under an impossible yoke. You gain the Seize the Ties action. SEIZE THE TIES � DREAMSPIN | MANIPULATE | MENTAL | OCCULT Requirements A creature affected by your dreamweb is within 15 feet of you You use your body as a barrier in the doorway to the waking realm, keeping your opposition trapped. Make an Occultism check against the creatures Fortitude DC. Critical Success The target is immobilized, flat-footed, and takes a –1 status penalty to Escape from your dreamweb 52


until the beginning of your next turn. Success The target is immobilized from your dreamweb until the beginning of your next turn. LIGHT SLEEPER FEAT 6 ARCHETYPE Prerequisites Wandering Spider Dedication Your dreams have left you with many long nights awake. You treat your saving throws against effects that would cause you to fall asleep as one degree of success better, and when you take a period of rest, you need to rest for two fewer hours to get the full benefits, to a minimum of two hours of rest. When you are unconscious, you reduce the status penalties you take to AC, Perception, and Reflex saves to –2 (instead of –4). You reduce the status penalty to Perception checks from the blinded condition to –2 if you are blinded because of being unconscious. ABSTRACTED TRUTH FEAT 7 ARCHETYPE | SKILL Prerequisites Wandering Spider Dedication, trained in Deception, master in Occultism You know how to speak vaguely enough of your experiences even the keenest wits have trouble telling truth from fiction, like a half-remembered dream. You can use Occultism to Lie. In addition, creatures that are fatigued take a –2 status penalty to their Perception checks to Sense your Motive and to their Perception DC against your attempts to Lie. MOCK THE FLY � FEAT 8 ARCHETYPE | AUDITORY | DREAMSPIN | MENTAL Prerequisites Dream of Deceit Requirements You successfully used Weave the Veil against a creature and it is still affected. When you weave a web of lies, you can undermine the instincts of your prey. The target must attempt a Will save against your class DC or spell DC, whichever is higher. If you are hidden, undetected, or unnoticed, the target takes a –2 circumstance penalty to its saving throw and if it fails its save against Mock the Fly, you still remain hidden even if you would be detected. Regardless of the result, the creature is then immune to your Mock the Fly for 1 minute. Critical Success The creature breaks free of your dreamweb. Success The creature is unaffected. Failure The creature becomes stupefied 1 for as long as you are concealed to it. Critical Failure As failure, but the target is stupefied 2. FRAY THE ENDS � FEAT 8 ARCHETYPE | DREAMSPIN | ILLUSION | MENTAL Prerequisites Wandering Spider Dedication Requirements You have a dreamweb on at least one creature. Like a mental contagion, your webs can leave others vulnerable to your hostile mentality. Choose one creature you have a dreamweb on and you manifest an illusion of webs around them in a 10-foot emanation until the end of your next turn by releasing them from your dreamweb. Any creature moving through the illusion treats the squares as difficult terrain. Creatures inside difficult terrain caused by Fray the Ends take a –2 status penalty to Will saves and Perception against your dreamweb or your dreamspin actions. A creature can attempt to disbelieve the effect as normal after using a Seek action or otherwise spending actions interacting with the illusion using your class DC or spell DC, whichever is higher, for its DC. If it successfully disbelieves, it ignores these effects for the remaining duration. SEVER THE THREADS � FEAT 8 ARCHETYPE | DREAMSPIN Prerequisites Dream of Disaster You know that sometimes even more dangerous than the perils of your dreams. You use Hunt through Threads, but you make two Strikes against the target instead of one, each using your current multiple attack penalty. If the weapon used for your second Strike does not have the agile trait, the second Strike takes a –2 penalty. Regardless of the result of your Strikes, the target is released from your dreamweb. SPIKE THE WEB � FEAT 8 ARCHETYPE | DREAMSPIN Prerequisites Dream of Restriction Requirements A creature is immobilized by your Seize the Ties. You anticipate your prey’s flight with mental spines, ready to shred their escape. The required creature takes mental damage equal to your level with a basic Will save against your class DC or spell DC, whichever is higher. UNSPOOL THE WEB � FEAT 10 ARCHETYPE | DREAMSPIN | MISFORTUNE Prerequisites master in Occultism; Dream of Deceit or Dream of Restriction Frequency once per round Trigger A creature would Escape from your dreamweb. You release a bit more mental energy from your proverbial spool, extending your prey’s vulnerability. The target must roll twice and take the worse result on its attempt to Escape. 53


OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved. 1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), rotation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make 54


it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. Firebrands+ © 2023, Derry Luttrell and Tony Saunders; Authors: Derry Luttrell, Tony Saunders Magus+ © 2023, Derry Luttrell and Tony Saunders; Authors: Derry Luttrell, Tony Saunders Archetyepes+ © 2023, Derry Luttrell and Tony Saunders; Authors: Derry Luttrell, Tony Saunders Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license. See paizo.com/pathfinder to learn more about Pathfinder. Compatibility with Pathfinder Second Edition requires Pathfinder Second Edition from Paizo Inc. See paizo.com/pathfinder to learn more about Pathfinder. Paizo Inc. does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Inc. Pathfinder Second Edition and the Pathfinder Second Edition Compatibility Logo are trademarks of Paizo Inc. The Pathfinder-Icons font is © 2019 Paizo Inc. These trademarks and copyrighted works are used under the Pathfinder Second Edition Compatibility License. See paizo. com/ pathfinder/compatibility for more information on this license. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, names, titles, and descriptive terms derived from proper nouns), artworks, characters, dialogue, locations, organizations, plots, storylines, and trade dress. (Elements that have previously been designated as Open Game Content, or are exclusively derived from previous Open Game Content, or that are in the public domain are not included in this declaration.) Open Game Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game product are Open Game Content, as defined in the Open Game License version 1.0a, Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. 55


Click to View FlipBook Version