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Animal Trainer Archetype: Mature Trained Companion Feat 6

This document describes feats from the Animal Trainer archetype in Pathfinder 2e. It allows a character to gain an animal companion that they can train to perform tricks and obey commands. As the character gains more feats from this archetype, their animal companion becomes more powerful and gains abilities based on its type, such as becoming a nimble or savage companion. The feats also improve the character's ability to train and command animals.

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0% found this document useful (0 votes)
57 views2 pages

Animal Trainer Archetype: Mature Trained Companion Feat 6

This document describes feats from the Animal Trainer archetype in Pathfinder 2e. It allows a character to gain an animal companion that they can train to perform tricks and obey commands. As the character gains more feats from this archetype, their animal companion becomes more powerful and gains abilities based on its type, such as becoming a nimble or savage companion. The feats also improve the character's ability to train and command animals.

Uploaded by

sasuke
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Animal Trainer Archetype MATURE TRAINED COMPANION FEAT 6

You have befriended an animal to serve as an able UNCOMMON ARCHETYPE


assistant and loyal guardian. Prerequisites Animal Trainer Dedication
Your animal companion grows up, becoming a mature animal
ANIMAL TRAINER DEDICATION FEAT 2 companion. Increase its proficiency rank in Performance
UNCOMMON ARCHETYPE DEDICATION to expert instead of one of the three skill increases for
Prerequisites Trained in Nature mature. It gains the Mesmerizing Performance advanced
You gain the services of a young animal companion that maneuver (see below), rather than the normal advanced
travels with you and obeys simple commands as best as it maneuver for its type.
can (Core Rulebook 214). This trained animal is trained in
Performance instead of the skill listed for its type. MESMERIZING PERFORMANCE [one-action]
Special You can’t select another dedication feat until you’ve UNCOMMON CONCENTRATE EMOTION
gained two other feats from the animal trainer archetype. Requirements The companion’s last action was a successful
Performance check to Perform.
BEAST SPEAKER FEAT 4 The companion maintains its performance to captivate a
UNCOMMON ARCHETYPE single target within 30 feet that witnessed its successful
Prerequisites Animal Trainer Dedication performance. The target must attempt a Will save.
You constantly have the effects of speak with animals as a Success The target is unaffected and is
2nd-level innate primal spell. You gain a +2 circumstance temporarily immune for 1 hour.
bonus to Diplomacy checks to Make a Request Failure The target is fascinated by the
of animals while this spell is active. companion for its next action and
then is temporarily immune for 1 hour.
Critical Failure The target is fascinated
by the companion for 1 round. While it
remains fascinated, it can’t use reactions.

INSISTENT COMMAND FEAT 8


UNCOMMON ARCHETYPE SKILL
Prerequisites Master in Nature, Animal Trainer Dedication
When you roll a success to Command an Animal, you get a
critical success; if you roll a critical failure, you get a failure.

SPLENDID COMPANION FEAT 12


UNCOMMON ARCHETYPE
Prerequisites Mature Trained Companion
Your animal companion
continues to develop. It
becomes a nimble or savage
animal companion (your choice),
gaining abilities determined by its
type. Increase its proficiency rank
in Performance to master instead of
Athletics or Acrobatics.

SPECIALIZED COMPANION FEAT 18


UNCOMMON ARCHETYPE
Prerequisites Splendid Companion
The animal companion you gain from the Animal
Trainer Dedication feat gains one specialization
of your choice (Core Rulebook 217). Increase its
proficiency rank in Performance to legendary
instead of one of the specialization’s skill
increases.

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Circus Spells PYROTECHNICS SPELL 3
UNCOMMON FIRE TRANSMUTATION
CLOWNISH CURSE SPELL 4 Traditions arcane, occult LEGACY
UNCOMMON ATTACK CURSE ENCHANTMENT MENTAL MISFORTUNE Cast [two-actions] material, somatic OF THE
Traditions arcane, occult Range 120 feet; Targets 1 fire LOST GOD
Cast [two-actions] somatic, verbal Saving Throw Fortitude; Duration sustained up to 1 minute
Range touch; Targets 1 creature You turn a fire into either a burst of blinding fireworks or Chapter 1:
Saving Throw Will; Duration varies a thick cloud of choking smoke, chosen when you Cast the A Grand
You afflict the target with a curse that causes it to emit Spell. The spell targets one fire source, which is immediately Entrance
ridiculous noises as it moves. Furthermore, the target’s extinguished if it is a non-magical fire the size of a campfire
hands and feet become awkward and uncoordinated, as or smaller. If the fire source is a creature, the creature takes Chapter 2:
though it were wearing oversized gloves and shoes. 1d6 points of cold damage and is not extinguished. Into
Critical Success The target is unaffected. Fireworks The targeted fire explodes into a colorful array Moonstone Hall
Success For 1 round, the target must roll twice and use of flashy, fiery, glowing aerial fireworks in a 20-foot-radius
the worse result whenever attempting an Acrobatics, burst. The first time you Sustain the Spell each round, you Chapter 3:
Stealth, or Thievery check. If the target rolls a failure can cause the area of fireworks to ascend up to 20 feet, but Echoes under
at an Acrobatics, Stealth, or Thievery check, it gets a you cannot move the area laterally. Creatures that start their Escadar
critical failure instead. turn within the area of the fireworks must attempt a Fortitude
Failure As success, but the effect is 1 hour. save, and are then temporarily immune for 1 minute. Chapter 4:
Critical Failure As success, except the effect is permanent. Critical Success The creature is unaffected. Against the
Success The creature is dazzled for 1 round. Celestial
FAVORABLE REVIEW SPELL 4 Failure The creature is blinded for 1 round. Menagerie
UNCOMMON ENCHANTMENT INCAPACITATION MENTAL Critical Failure The creature is blinded for 1 minute.
Traditions arcane, occult Smoke Cloud Thick smoke billows out from the fire and Among
Cast [two-actions] somatic, verbal coalesces into a cloud that spreads to fill a 20-foot-radius the
Range touch; Targets 1 creature burst centered on the targeted fire. Creatures within the Xulgaths
Saving Throw Will; Duration varies smoke cloud take a –4 circumstance penalty to visual
You enchant a creature to ensure they have only good things Perception checks, and creatures outside the smoke cloud Catfolk of
to say about your show. Identify a single creature, location, take a –4 circumstance penalty to visual Perception checks Golarion
or performance, such as “Dame Ellendia,” “Savories Meats,” to detect creatures or objects within it. The first time you
or “the Theater of the Mind’s latest magic show.” The target Sustain the Spell each round, you can cause the smoke Adventure
must attempt Will save. You can Dismiss the spell. cloud to descend up to 20 feet, but you cannot move the Toolbox
Critical Success The target is unaffected and knows you area laterally. Creatures that start their turn within the
tried to trick it. smoke cloud must attempt a Fortitude save, and are then
Success The target is unaffected but thinks your spell was temporarily immune for 1 minute.
something harmless instead of favorable review, unless Success The creature is unaffected.
it identifies the spell (usually using Identify Magic). Failure The creature is sickened 1.
Failure The target cannot speak unfavorably about the Critical Failure The creature is sickened 1 and cannot
subject for 1 week. This doesn’t change the target’s recover from the sickened condition while in the area
opinion about the subject, but the target’s attempts to of the smoke cloud.
speak ill of the subject—whether in speech, writing, or
other communication—always twist into compliments PILLAR OF WATER SPELL 3
and praise instead. The target likely becomes aware of UNCOMMON EVOCATION WATER
this effect quickly and can avoid speaking about the Traditions arcane, primal
subject entirely if they choose. Cast [three-actions] material, somatic, verbal
Critical Failure As failure, except the duration is permanent Range 120 feet
and the target genuinely holds a favorable opinion about Duration 1 minute
the subject, with their attitude toward the creature (or You create a large, self-contained cylinder of still fresh water.
creatures associated with the subject, such as the owner The pillar has a maximum radius of 15 feet and a maximum
of a location or artists in a performance) becoming two height of 60 feet. Creatures inside the pillar can swim through
degrees better (for example, helpful instead of indifferent). the water as normal (Swim DC 10), or, if the spell was cast on
Heightened (8th) The range increases to 60 feet and you solid ground, walk along the bottom (which is difficult terrain).
can target up to 10 creatures. Any creature that exits the pillar falls or lands accordingly.

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