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CONTENT

A Message From The Creative WARNING


Director
Sinclair’s Almanac contains some
artistic depictions of blood and self
harmThe
It is finally here. Sinclair’s Almanac, the first official release of Sinclair’s Library. andwhole
has themes related
project was to using
ambitious, but we
one’s own vitality to empower oneself.
were committed. It was hard, and the hours were long. We made some mistakes. I made some mistakes. We had some bad
Reader’s discretion is advised.
luck. But amidst the many crises, people came through. My good friend and partner Brogan “Nonat” Kelley, who put his
name, reputation, and community on the line for this project. He provided help, support and wisdom, but more importantly,
he never lost faith in the team and stood by us, even when it would have made sense not to. Nathaniel Himawan, our Art
Director, who shaped the visual identity of both this book and Sinclair as a whole, as well as sourcing, managing and guiding
all our freelance artists. Matthew C. Ninness, who’s been at my side since the very beginning, took every responsibility given
to him and then some. When damage control kept me busy, he made sure the project kept moving forward. Shawn “Eldritch
Dream” Pommier, who started as a freelance writer, quickly rose to full time lead designer through dedication, initiative and
creativity. When times got hard, when mistakes were made, when project fatigue kicked in, they never wavered, they stood
tall and pushed this book past the finish line. There isn’t a single page of this book that would have been possible without
these people, and I cannot understate how lucky I have been to be part of a team of this caliber.

With my deepest gratitude,

–Natthan Senteni

To All Our Backers

To all our Kickstarter backers who financed this project, who allowed a team of people to make a living doing what they
deeply love. You have been better to us than we have been to you. We struggled with communication, we made you wait and
we refused to compromise on quality at the expense of your patience. And yet, an overwhelming majority of you have been
nothing but compassionate, understanding and supportive. The Discord community provided feedback and insight but also
held us accountable. The Nonat1s community has provided hype and enthusiasm during the livestreams which reminded us
why we do what we do and renewed our convictions in times of doubt. For some of you, the trust cannot be repaired, and for
this, we can only apologize. For others, this is only the first of hopefully many projects of passion. But no matter which one
you are, your feedback made the content better, your support made our hearts lighter, and your excitement for the content
made every minute of hardship worth it, and for this we can only be eternally grateful.

–The Sinclair’s Team

Content Warning

This book contains themes of blood magic and game mechanics involving sacrificing your own health to benefit yourself or
others. Some may find the language, writing, and illustrations involved with these themes to be disturbing.
Reader’s discretion is advised.
Index CREDITS
Credits 2 Foreword 3 CREATIVE DIRECTOR
Natthan Senteni
Ancestries
Bovians 4 Kronags 11 ART DIRECTION
Nathaniel Himawan
Classes
Shaman 19 Creation Mystery - Oracle 60
PROJECT MANAGERS
Thanator 32 Prophetic Mystery - Oracle 61
Chef Research Field - Alchemist 45 Wilding Edge - Ranger 64 Brogan Kelley, Matthew C.
Stone Instinct - Barbarian 46 Warding Edge - Ranger 64 Ninness, Natthan Senteni
Demise Muse - Bard 47 Stalker Racket - Rogue 66
Wild Muse - Bard 47 Streetwise Racket - Rogue 66
Tenets of Companionship - Champion 49 Construct Bloodline - Sorcerer 67 LEAD DESIGNERS
Crusader - Cleric 51 Aesir Eidolons - Summoner 68 Matthew C. Ninness, Natthan
Theologian - Cleric 51 Duelist - Swashbuckler 69 Senteni, Shawn Pommier
Growth Order - Druid 53 Obelisk - Witch 70
Way of the Screaming Gun - Gunslinger 64 Providence - Witch 70
Inventor Feats 55 Fundamentalist - Wizard 72 EDITORS
Eldritch Methodology - Investigator 56 Battlefield Application - Wizard 72
Hannah Shewan Stevens,
Crimson Torrent - Magus 57 Multiple Class Feats 73
Isabelle Thorn, Shawn Pommier
Goliath’s Bane - Magus 57 Animal Companions 74
Shadow Boxing Stance - Monk 59 Swarm Companions 78
Catastrophe Mystery - Oracle 60 Bonded Beasts 80
DESIGNERS AND WRITERS
Archetypes Brogan Kelley, Dan Hutton,
David N. Ross, Dustin Knight,
Anvil Ringer 84 Tattoo Mystic 104 Hydronz, Isabelle Thorn, James
Arsenal Mage 86 Vital Forge 106 Beck, Josh Birdsong, Luigi Lizza,
Blink Strider - Blink Striker 88 Vitamancer 108 Luis Castro, Mark Seifter,
Brawler 89 Whip Master - Twin Lasher - Shatterwolf Adept 110 Matthew C. Ninness, Natthan
Cursebreaker - Curse Eater 91 Consuming Curses 113 Senteni, Sasha Harving, Shawn
Haunt Collector 93 Arboreal Curse 115 Pommier
Ink Master 95 Asterion’s Punishment 117
Iron Titan 96 Corruption Curse 119
Knights of Euphorta 97 Fey-Touched 122 ARTISTS
Sigil Master 99 Karmic Curse 123 Audy, Erick Efata, Jefurey,
Spellbreaker 101 Werebeast 124 Joshua, Kevin, Mace, Mario,
Storm Dancer 103 Nathaniel Himawan, Stormy,
Surya, Tommy, Vander, Vincent,
Feats Vito

General Feats 128 Last Stand Variant Rule 132


Teamwork Feats 129 HONORABLE MENTIONS
ChronoMysty, Dustin Voss,
Moira Beale, MrXenark, Raphael
Items Boutiller, Tayakoyaki

Items of Wonder 136 Meals and Snacks 145


Bovian Glasswork 140 Magical Tattoos 147
Chapter 1 - Ancestries
So many species around the world. So many creatures. Some hidden, others few and far apart. But one gains greatly at
seeking them. There is not a thing which can replace the experience of talking with another intelligent being from an origin
you didn’t know existed. I was fortunate enough to learn this lesson in my travels, and will never cease to preach its virtue.

RARITY Bovian
Uncommon
The proverb “A meal for a story is a trade you always take“ probably describes best the bovian culture.
HIT POINTS Peaceful people living in large communities, they value the art of craft, the beauty of nature, and the love
10 shared around a fire. But peaceful and harmless are not the same, and one would be wise to know the
difference before angering a Bovian.
SIZE Bovians are strong in body and heart and while minotaurs’
Medium predisposition to violence gives a bad reputation to bovians around the
world, these assumptions do not reflect reality in the slightest. Bearing a
SPEED strong sense of community, they tend to be friendly to outsiders as well as
25 Feet each other. Bovians tend to make fast friends and love nothing more than
a good conversation about the wonders of nature.
ABILITY BOOSTS If you want to play a character who is a gentle giant, loyal to a fault, and
Wisdom a team player in a party of adventurers, with a combination of strength and
Free towering willpower, you should play a bovian.

LANGUAGES You Might…


Bovian
Common • Like to make friends, and perhaps give a little too much of yourself
Additional languages equal to your to keep them happy.
Intelligence modifier (if it’s positive). • Grow your own food or craft things out of glass for yourself and your
friends.
TRAITS • Have features or fur colorations similar to those of bovines.
Bovian
Humanoid Others Probably…
LOW-LIGHT VISION • Are intimidated by your stature or afraid of your strength.
You can see in dim light as though it
• Assume you’re a vegetarian, farm all the time, or use your strength to
were bright light, so you ignore the get your way.
concealed condition due to dim light.
• Think of you as a lowly beast of burden, or an overly friendly fool.

HOOVES Physical Description


Thanks to your muscular legs and
heavy hooves, you are never without a Bovians are tall and powerful, with thick builds and fur of various natural
weapon. You have a hoof unarmed shades and patterns, usually sporting small horns and hoofed feet. With
attack that deals 1d6 bludgeoning the exception of the much smaller Sapiutan, the shortest bovian tends to
damage. Your hooves are in the be around 6 feet, most growing to the impressive height of about 8 feet.
brawling weapon group and have the Traditional clothing tends to favor natural materials and incorporate their
finesse and unarmed traits. famed glasswork, in which they take great pride.
Bovians reach physical maturity around the age of 15, often
accompanied by a massive community celebration, and a typical bovian
lives to be around 100 years old.
Society and fearsome enemies. I have been fortunate enough in ANCESTRIES
my travels to have never made an enemy of one but I
would be lying if I said there weren't moments in the CLASSES
The bovian people have a largely peaceful history,
never conquering land, holding an empire or caverns of the world where I heard the stomping of ARCHETYPES
eschewing dreams of world conquest, albeit with one hooves and thought my life was through. I am thankful
notable exception (see The Great Conquest, below). to have been proven incorrect as they were coming to FEATS
Today bovians cling to the same traditional qualities of my rescue but that fear remained. Perhaps the day will ITEMS
peace, loyalty and community, very rarely wishing come where a danger will rise that will push the Bovians
harm upon each other or outsiders. to war once more, if it ever happens I fear for whoever
This is generally reflected in their largely gregarious
has to look across to them on the field of battle.”
nature and it’s not unusual to see Bovians living -Sinclair
together in large groups. Although they believe in a
concept of family, it has less to do with direct relations, The Great Conquest
and more to do with the community they live in. Child
rearing, for instance, is treated as the responsibility of A dark shadow stains the bovians’ otherwise peaceful
the whole group, not just those who gave birth to the history. The bovian society was once one and only a
child. This is often confusing to outsiders where terms united community occupying one of the largest
like mother or father are more akin to blending into territories known to peaceful nations. None knows
parent or someone who looks after children. where or even precisely when this nation of bovians
This communal existence is reflected in their work as existed all that is known is that a terrible blight
well, as much with Bovians is shared amongst them, infected their land. Grass dying, rivers turning sour,
individuals will work towards a shared goal. It is a even the storms seemingly abandoning them... their
common belief held amongst them that although “one beloved land was becoming uninhabitable.
can do much, many can do more”. Because of this The bovian leaders, family chiefs and clan
many will simply do the work where needed and be representatives, argued endlessly over the best course
solution oriented as opposed to looking to individuals of action. Some favored trusting the druids and the
to do it for them. As such they look to societies that are clerics to heal the land, while others advocated asking
led by monarchies or other singular positions of for outside help from other societies. A few suspected
authority with skepticism. A lot of this belief is rooted the blight to be the responsibility of an individual and
in their troubled history when one tried to rule them suggested finding them. But one was having none of it,
all, some to the point of fear. For the Bovians, living as and was growing impatient with the endless
a community is not just the best way to live but a way discussions of his peers. Asterion, leader of the
to prevent the mistakes of the past from repeating Peacekeepers, eventually burst into a rage. Convinced
Living in communal halls with plenty of space and that any of these solutions would lead the bovians to
easy access to the exterior, it is not uncommon for extinction—if the inaction caused by the unending
them to live the majority of their lives outside. Even negotiations didn’t in and of themselves—he took
their architecture is a testimony of this love of open action.
space, as most bovian structures are made of glasswork Taking to the pastures, Asterion started an uprising
infused with magic, a proud and unique tradition of and convinced a few of the clans to mobilize and start
their people. The practitioners of this unique art are a mass migration, taking the new territory by force if
often highly regarded bovian society, and it is not necessary. The crusade that followed made up in
unusual to see their cunning glasswork incorporated savagery what it lacked in persistence. Asterion waged
into their clothing, musical instruments and tools. war against neighboring nations, trying to claim any
piece of grassland he could find in the name of the
“Speaking on the Bovian’s much of what I said before bovian people's survival. Lacking the support of most
is true, they remain a peaceful people and even the few of the herd, he was quickly defeated, executed, and his
Minotaur I have had the pleasure of meeting turned warriors exiled, their lineage cursed for eternity. To
out to be pleasant affairs, despite their reputation. To this day, descendants of the bovians who once lost
expand upon what I said earlier, although they do tend their way are filled with visions of mazes and
to be peaceful, and their history makes them hesitant to labyrinths and develop a fear of once beloved open
go to war, they do make for exceptionally strong allies spaces, leading many among them to fits of rage and
violence, unable to find peace. Around the world, these and intricate as glassblowing. Looks are deceiving in
cursed bovians terrorize communities and put an end this case, as bovian glasswork is among the best in the
to over ambitious adventurers, known by many as world from the strongest of building materials, to the
minotaurs. most beautiful of sculptures.
Unfortunately, Asterion’s fears proved valid and Historically speaking, the traditions of bovian
the bovians who remained behind argued until the glassblowing date back to their earliest tales. The first
blight took more than half the herd. In desperation, masters of the craft discovered glassy fulgurites left
they launched an unprepared exodus from their cursed behind by thunder strikes and considered them to be
lands, and most clans went their separate ways. Some gifts from the storm itself. Through patient and
clans took to the mountains, others to the forest. diligent efforts, they refined the material, crafting all
Knowledge was lost, families broken, wonders manner of goods in honor of the powers which gifted
abandoned, and the once united and prosperous to them the precious glass.
bovian nation became but a constellation of tribes
Since then, the bovians’ techniques have grown ever
scattered across the land, forgotten in history.
more delicate and wondrous, and although
thunderglass is still considered its purest and most
Bovian Glassblowing potent form, they have developed numerous other
means of crafting glass even making it from raw
Other folk often balk at the idea of bovian glasswork.
material, using various blends of sand and dirt to
To look at their cow-like mighty stature, it is easy to
create the desired result. Despite more modern means
assume they couldn’t possibly master an art as delicate
of glassblowing at their disposal, it is not unusual for a
master glassworker to favor the traditional bovian way
by using their naturally impressive lungs to perform
the work. Such an act is often considered spiritual,
with the artisan imbuing their own life into the
glasswork.
Today glass saturates every part of the bovian life,
from architecture and homewares to armaments.
While the primary goal of bovian glasswork is often
purely functional, the bovians’ desire to instill beauty
in everything they make has made their crafts
commonly multicolored, capable of catching light to
create the most amazing of patterns. Using the
same techniques, the bovians produce
storyshards, pieces of shaped and colored
glass that tell tales of significance to their
people.
It was this strange means of telling tales which
initially drew the attention of the dwarves who,
knowing good work when they saw it, sought to trade
with the bovians. Although negotiations were
somewhat bumpy to begin with, dwarves and bovians
found common ground on their shared love of crafting.
The trading of craft secrets lead to friendships being
forged, and it is now fairly common to find a bovian in
the halls of a dwarven citadel, or a dwarf sitting by a
bovian communal fire sharing drinks and stories.

On the Plains
Most bovians find their happiest home on the vast
plains and fields of the world, savoring the freedom of
the open road and the surrounding nature. This leads In the Cities ANCESTRIES
many to live nomadic lifestyles always on the move and
wandering, seeking new sights and sensations to CLASSES
Bovians often find city life uncomfortable, as most
absorb. Although this description might conjure buildings in metropolitan areas are built with smaller ARCHETYPES
images of tents and wagons among other peoples, in creatures in mind, and navigating streets and
bovian lands it’s not unusual to see the landscape alleyways can be difficult, if not claustrophobic. The
FEATS
dotted with more permanent structures. Considered bovians’ large stature often has them ducking to enter ITEMS
not to belong to an individual but to all bovians, these doorways, while furniture not built to accommodate
buildings often take the form of long halls capable of them may be unusable due to their stature. This has led
housing entire families. Quite often, family units will many bovians to feel unwelcome in dense cities,
travel from one of these buildings to the next, teaching further reinforcing their love of nature—and their
the various lessons and stories distrust of anyone too attached to the trappings of
the architecture has to tell before cleaning the cities. That’s not to say all bovians hate cities: many
building, leaving gifts for whomever may come next, amongst the minotaur lineages love cities, their
and moving on. natural instincts for traversing tunnels and
subterranean caverns translate well to narrow
In the Forests alleyways and densely packed buildings. Home of both
morally questionable citizens and more open minded
Home to the Sapiutan—an ethnic group of bovians that and tolerant movements, cities tend to provide a
frequently possess the sapiutan bovian heritage—the certain level of anonymity to minotaurs, and the most
dense forests of sub-tropical regions provide well for socially adapted members of the cursed lineage are
these often-diminutive bovians, whose frequently- often found in the heart of the most populated cities.
smaller stature makes them better equipped to
navigate the thick vegetation. In contrast to the more Alignment and Religion
roving lifestyle of plains-dwellers, Sapiutan forest
villages frequently spend an entire season in the same Despite their imposing stature, bovians tend to be a
area, gathering food and preparing resources before peaceful people, of a happy and benevolent nature.
moving on. This rotational migration pattern keeps They don’t like to be restricted or restrained too much,
them in balance with their forest homes, which they whether the binds be literal, legal, or metaphoric and
value for their personal survival and preserve for the as such, many tend to lean towards neutral or chaotic
generations to come such preservation is considered of good.
the utmost importance to the Sapiutan culture.
Religiously, bovians favor deities which relate to
In the Mountains nature and to the values of freedom and community
these gods of nature are often featured alongside gods
of beauty and creation, in honor of their love of the arts
Some Bovians clans sometimes make their homes on
and craft. Most bovians have been raised to at least
the cold heights of mountains, where their thick fur
respect, if not worship, at least one deity and to be
protects them from the worst of the cold. Many of these
grateful for their gifts.
bovians have adapted to the colder climates with the
shaggy bovian heritage, and their benevolent nature
makes these thickly-furred bovians a welcome sight to
Names
lost mountain climbers. These bovians are the most
Bovians lean toward simple names easy to bellow and
commonly found trading with dwarven cities, and have
understand over long distances. As such, two-syllable
more heavily integrated traditional forging techniques
names easy to elongate are often favored. The strong
within their glassblowing art, leveraging the heat of the
community nature of bovian society, and their very
forge to grant warming properties to their unique art.
literal interpretation of the words “it takes a village to
While being remote mountainous clans of bovians are
raise a child” keeps them away from last names based
often the most open to outsiders and, they will happily
on family lineage. Instead, last names, when used at
trade with them their access to precious ores and
all, often refer to the herd or group they travel with.
minerals puts them in an excellent economic position,
This practice imported into the outside world has led
reinforced by their knowledge of those materials and
to bovians taking on the names of a caravan company
how to work them to perfection.
or a mercenary band. For the same reasons, bovians
assign very little permanence and importance to last Trueheart Bovian
names, changing it several times over a lifetime as they
You are a paragon of the herd, most at home in the
find new company.
company of others. Such bovians often become leaders
Sample Names in their communities, their peaceful and gregarious
nature making them natural peacemakers and calming
Kaltaar, Kisa, Quron, Radoom, Vatu
presences. You become trained in Diplomacy and gain
the No Cause for Alarm skill feat as a bonus feat.
Bovian Heritages
Minotaur
Ancestry Feats
UNCOMMON At 1st level, you gain one ancestry feat, and you gain an
additional ancestry feat every 4 levels thereafter (at
You are one of the minotaurs those that carry the
5th, 9th, 13th, and 17th levels). As a bovian, you select
legacy of Asterion the Conqueror, who once tried to
from among the following ancestry feats.
rally the bovians into conquering new lands. His
misguided ambitions only led to his army becoming
1st Level
cursed and exiled to the tangled caverns of the world.
Over time, such bovians developed a natural instinct BEAST OF BURDEN FEAT 1
for surviving these tunnels. You gain darkvision,
BOVIAN
allowing you to see in total darkness. Additionally,
whenever you roll a success on a Survival check to Prerequisites trained in Athletics
Sense Direction, avoid becoming lost, or to find your
Your massive stature allows you to carry weights that
way, you get a critical success instead these benefits would grind others to a halt. You gain Hefty Hauler as a
apply only while underground or in a labyrinthine bonus feat. When encumbered, you only take a 5-foot
location. penalty to your Speed this does not stack with other
abilities that reduce this penalty. If you are a master in
Athletics, you no longer take a penalty to Speed when
Sapiutan Bovian encumbered.
Known for your straight horns and small stature, you
have the understated build of a bovian adapted to BOVIAN LORE FEAT 1
forest life. Though others might often mistake you for BOVIAN
something else, you are still a bovian through and
Raised around the campfires and the halls of your people,
through. Your size is Small instead of Medium, and you dutifully absorbed the lessons taught there. You gain
you gain Feather Step as a bonus feat even if you do not the trained proficiency rank in Crafting and Nature. If you
meet the prerequisites. would automatically become trained in one of those skills
(from your background or class, for example), you instead
become trained in a skill of your choice. You also become
Shaggy Bovian trained in Bovian Lore.
You possess a thick pelt, grown out and decorated in
celebration of life, which protects you from colder BOVIAN WEAPON FAMILIARITY FEAT 1
climates. This grants you cold resistance equal to half BOVIAN
your level (minimum 1), and you treat environmental
Raised from a young age to wield the traditional weapons
cold effects as if they were one step less extreme. of your people, you’ve learned how to use them effectively.
You are trained with the blowgun, light hammer, main-
Stormborn Bovian gauche, and maul.
In addition, you gain access to all uncommon bovian
UNCOMMON weapons. For you, martial bovian weapons are simple
You were born in a mighty storm, a sign of the gods’ weapons, and advanced bovian weapons are martial
weapons.
blessing, and your steps echo with thunderous power.
Your hoof attack has the shove trait and deals an BULLHORN FEAT 1
additional 1 sonic damage per weapon damage die. If
BOVIAN
you have access to the critical specialization effect for
brawling weapons, on a critical hit with your hoof, you Leveraging your massive lungs, your bellowing can
be heard for miles around. You can cast the bullhorn
can knock the foe prone instead. cantrip (Secrets of Magic) as a primal innate spell. A
cantrip is heightened to a spell level equal to half your level 5th Level ANCESTRIES
rounded up.
In addition, while under the effects of bullhorn , you ASTERION’S GUIDANCE FEAT 5 CLASSES
gain a +1 circumstance bonus on checks to Demoralize if
the action has the auditory trait. BOVIAN ARCHETYPES
Prerequisites minotaur heritage FEATS
CLEAR SKIES FEAT 1
Your ability to find your way is more refined than ever. ITEMS
BOVIAN While underground or in a labyrinthine location, you treat
Nothing brightens your heart like a clear sky above and Survival checks to Sense Direction, to find your way, or to
grass beneath your hooves. When in plains or lightly avoid getting lost as one degree of success better.
wooded terrain, you gain a +1 circumstance bonus on
saving throws against effects with the cold, emotion, or BOVIAN WEAPON STUDY FEAT 5
water trait, and if you roll a success on a save against an
emotion effect, you get a critical success instead. BOVIAN

Prerequisites Bovian Weapon Familiarity


DEEP BREATHING FEAT 1
Your skills with bovian weapons improve. Whenever you
BOVIAN
critically hit using one of the weapons listed in Bovian
You’ve practiced the deep breathing techniques of bovians Weapon Familiarity or with an unarmed attack granted by
to great effect. You gain Breath Control as a bonus feat. a bovian ability, you apply the weapon’s critical
specialization effect.
GLASSWRIGHT FEAT 1
PATIENT STRIDE FEAT 5
BOVIAN
BOVIAN
Prerequisites trained in Crafting
A life of walking has bolstered your endurance. You gain
Pick Up The Pace (Advanced Player’s Guide) as a bonus
Well-versed in the techniques of glassblowing taught by feat, and you gain Caravan Leader (Advanced Player’s
your fellow bovians, you have become quite adept at Guide) as a bonus feat as soon as you meet its level
making things of glass, even able to create battle-ready prerequisite. In addition, when attempting saving throws
weapons and armor from specialized glass. You gain the against effects that would make you fatigued, treat your
Specialty Crafting feat for glassmaking. You may create result as one degree of success better.
weapons and armor made of glass, applying the bonus
granted by Specialty Crafter. When you Craft an Item of
light or negligible bulk that would normally be crafted out STRONGER TOGETHER � FEAT 5
of wood or metal, you can use glass as the material
instead, applying the bonus granted by Specialty Crafter. BOVIAN
Glass items you create have a Hardness of 2 plus an Requirements You are adjacent to the chosen ally.
additional 2 for every rank in Crafting you had when
creating the item (to a maximum of 10 Hardness for
A true member of the herd, you believe in strength in unity.
legendary) but otherwise have standard statistics for an
Until the start of your next turn, you and one ally of your
item of their type you can spend one day of Downtime to
choice aren’t flat-footed to flanking creatures of your level
increase the Hardness of a glass item you created to
or lower (though such creatures can still help their allies
match your present proficiency level.
flank). If you are using a shield, you may Raise a Shield as
part of this action.
LANDWALKER FEAT 1
BOVIAN
VISION IN GLASS FEAT 5
At home in your native clime, your steps are steady even BOVIAN
on the slipperiest ice or roughest stone. Choose ice, You wield glass as not only art or arms, but as a window
rubble, or foliage and undergrowth. You ignore difficult to the future. You may cast augury as an occult innate
terrain and uneven ground caused by naturally occurring spell once per day, but you must use a piece of glass as
stone or ice terrain. the focus.

LONGHORN FEAT 1 9th Level


BOVIAN BULLHORN SHOUT FEAT 9
Your horns grow long and thick, and you keep them sharp.
You gain a horn unarmed attack that deals 1d6 piercing BOVIAN
damage. Your horns are in the brawling weapon group and Prerequisites ability to cast the bullhorn cantrip
have the deadly d6 and unarmed traits.
Your shouting invokes not only fear, but pain as well. When
you cast bullhorn, you may attempt to Demoralize a You crush fallen foes beneath your mighty hooves.
creature within 30 feet as part of casting the spell this Whenever you succeed at a hoof Strike against a prone
check does not suffer the penalty for not speaking a creature, that creature must attempt a Fortitude save
language. On a success, the target also takes sonic against the higher of your class DC or spell DC; on a failure,
damage equal to the level of your bullhorn cantrip. On a it becomes enfeebled 1 (or enfeebled 2 on a critical
critical success, the target is also stunned 1.
failure) until its Hit Points are restored to their maximum,
as you crush limbs and break bones. Additionally, if you
COLD RESILIENCE FEAT 9 have the Stampeding Rush feat, prone creatures
BOVIAN you Trample that fail or critically fail their saves are
likewise enfeebled.
Prerequisites shaggy bovian heritage
BOVIAN WEAPON EXPERTISE FEAT 13
Your fur grows even thicker and stronger than that of your
kin, allowing you to survive in the harshest of climates. BOVIAN
Your cold resistance is now equal to your level. Whenever
you critically fail a save against a cold effect, you get a Prerequisites Bovian Weapon Familiarity
failure instead.
Your skill with your ancestral weapons is among the best
STAMPEDING RUSH � FEAT 9 your folk have ever produced. Whenever you gain a class
feature that grants you expert or greater proficiency in a
BOVIAN given weapon or weapons, you also gain that proficiency
With a rush of fury, you charge toward your opponents, for the weapons listed in Bovian Weapon Familiarity.
intent on crushing them under your hooves. You Trample,
as the monster ability (Bestiary). You can Trample IMPALING GORE FEAT 13
creatures that are smaller than your present size, the
damage dealt is equal to your hoof damage, and the DC is BOVIAN
equal to your class DC or your spell DC, whichever
is greater. Prerequisites horn unarmed attack

TERROR OF THE HUNT � FEAT 9 Grown especially strong, your horns can now impale your
foes. Your horn unarmed attack gains the grapple trait.
BOVIAN Whenever you critically hit with a horn unarmed attack, the
creature automatically becomes grabbed by your horns.
Prerequisites minotaur heritage

You know how to project the sound of your snorts and 17th Level
clomps, maximizing terror in the hearts of the foes you
stalk. Attempt an Intimidation check to Demoralize all HERD IMMUNITY � FEAT 17
creatures within 60 feet that can hear you but not see you,
rolling once and applying the result to all targets. If the |
BOVIAN CONCENTRATE DIVINE|
targets are in a maze or similarly difficult-to-navigate Requirements You resist one or more types of damage.
structure, you gain a +2 circumstance bonus to this check.
Creatures that become frightened as a result also take a -2 A herd is most protected when they stick together. Until
circumstance penalty to Survival checks to avoid getting
the beginning of your next turn, allies within 30 feet of you
lost for 1 minute. This use of Demoralize doesn’t take the
penalty for not using a language. gain each type of resistance you possess, with a value
equal to half your value in that resistance rounded up.
13th Level Special If you have access to the Rage action, this
action gains the rage trait.
ASTERION’S LIBERATION FEAT 13
HERD STAMPEDE FEAT 17
BOVIAN
BOVIAN
Prerequisites Asterion’s Guidance
Prerequisite Stampeding Rush
Your ability to find your way is unparalleled. While
underground or in a labyrinthine location, you You lead your herd into a charge. When you Trample with
automatically critically succeed at Survival checks to Stampeding Rush, allies within 15 feet of you may use their
avoid becoming lost or to find your way, including to reaction to Stride up to their speed, ending their movement
escape from a maze spell.
within 15 feet of you. If they are slower than you, they move
as far as they can in the same direction ending within 15
BONECRUSHER FEAT 13 feet of the path you took. During this movement, your allies
BOVIAN can move through the spaces of any creature you trample
without penalty, even if they are smaller than that creature.
Prerequisites hoof unarmed attack
Gnosite RARITY ANCESTRIES
rare
CLASSES
Roaming the world in search of new experiences and knowledge, gnosites
make for great traveling companions. Their many lifetimes of experience HIT POINTS ARCHETYPES
10
provide excellent stories, and gnosites are always happy to share. Despite FEATS
their cultural tendency toward pacifism—gnosites prefer to resolve conflicts SIZE ITEMS
through understanding and compromise—their nigh-impenetrable skin Medium
and strong connection to elemental earth makes them dangerous adversaries
and powerful allies. SPEED
20 feet
Gnosites are earthen beings living through a cycle of reincarnation,
roaming the world one lifetime after another. They wander for millennia, ABILITY BOOST
discovering new societies and cultures through each incarnation. Gnosites
Constitution
despise traveling alone, and so often seek to join adventuring groups or
Wisdom
merchant caravans, whom they delight with endless fireside stories. Their
Free
natural empathy, bolstered by the wisdom of many lifetimes, and their
stoicism in the face of physical danger combine to make them valuable and
beloved companions of any group living on the road.
ABILITY FLAW
Intelligence
If you want to play a character who inspires respect and is dedicated
to protecting the lives of others, you should play a gnosite.
LANGUAGES
You might... Common
One uncommon language work with your
• Seek new adventures and experiences unfelt by past incarnations. GM to determine which languages might
be most appropriate.
• See a situation from every point of view or a conflict from multiple
Additional languages equal to your
perspectives.
Intelligence modifier (if it's positive).
• Consider violence a last resort.
Choose from the list of common

Others probably... languages and any other languages to


which you have access.

• Assume you are simple-minded or mistake you for an artificial


construct or earth elemental.
TRAITS
Earth
• Both appreciate and be alienated by your ability to understand
Gnosite
anyone’s perspective, regardless of morality.
Humanoid
• Appreciate your endless source of fantastic stories.
LOW-LIGHT VISION
Physical description You can see in dim light as though it
were bright light, and you ignore the
Despite being living rocks, not all gnosites are hulking, moving mountains.
concealed condition due to dim light.
At the moment of reincarnation, a gnosite’s essence melds with clay and
stone to form a new body of a shape and morphology best suited for its
mineral composition, allowing their structure and appearance to vary
ENVIRONMENTAL RESISTANCE
widely. They most frequently adopt the form of average size humanoids to Gnosites’ stone bodies, while still being
facilitate social integration. Being mostly made of non-organic material, damaged by the elements, do not feel
gnosite’s bodies do not age in the conventional sense of the term, giving them as harshly as flesh might. While in
little indication of the time that has passed since their last incarnation the Material Realm, you treat
however, someone with an eye for stonework would be able to estimate the environmental heat and cold effects as if
age of a gnosite’s body as they would any other structure. they were one step less extreme.
(Cont’d)
(Cont’d) Origins
SPECIAL
Gnosites cannot be resurrected by any While many assume gnosites originated from the Plane of Earth as
kindred of earth elementals, evidence suggests otherwise. Testimonies of
magical means, nor can any effect cause
gnosites who traveled to this elemental plane talk of feelings of discomfort
them to rise as undead.
and unease, as if their connection to the material plane was pulling them
back—calling them home. Additionally, archaeological evidence shows the
presence of gnosites among the oldest empires known to the Material
Realm, scholars and gnosites alike have mostly accepted their native
status. Any search for further details, however, leads the seeker into an
ancient debate. Of the generally accepted theories, two stand out the most.
The first, born from simple deduction, pins gnosites as divine creations
(like most of the ancestries roaming the Material Realm), possibly by a
dead or lost deity. However, what this theory offers in simplicity, it lacks in
evidence. The second theory, highly contested by scholars but widely
accepted among druids, claims the gnosites to be a living manifestation of
primal forces—siblings, perhaps, to the creatures
known as leshies—or even an extension and
necessary part of the Material Realm’s own
magical ecosystem.

Lifecycle
Gnosites exist in a state of endless reincarnation.
When their physical body is destroyed, their
essence returns to the earth, there to search for a
new location and mineral composition from which
to progenerate. How the essence of a gnosite
chooses where, when, or what kind of body to rebuild
is still a mystery, as the time between their
incarnations is the only span of which they possess
no memory. The only apparent pattern seems to be
a distance, either in time or space, between each
incarnation meaning that each new life starts within
a vastly different culture. Even so, stories proliferate
of gnosites taking a new body mere days and miles
from their previous death, especially when they leave
unfinished business. This suggests gnosites may have
some kind of agency in their reincarnation, as though
the need for completion or sense of responsibility can
overtake their curiosity for new experiences and prompt
a faster, closer rebirth. Rare legends tell the story of a
gnosite going so far as to reincarnate multiple times on
the same battlefield, each time within seconds of its
destruction, like an immortal warrior of the earth itself.
Although these legends have never been confirmed, no
gnosite questioned about this notion has ever expressed a
reason to doubt them, thinking the phenomenon possible
(if unusual) given the mysterious nature of their rebirth.
Eventually, a gnosite will decide its essence has
experienced as much as there is to offer and will elect not
to form a new body once destroyed, returning to the earth
and, for all intents and purposes, passing on. As no undead gnosite have GNOSITE ADVENTURERS ANCESTRIES
ever been sighted, nor the essence of a gnosite ever seen in another plane
Gnosites are born adventurers, always
of existence, it is largely accepted that a gnosite who stops reincarnating, CLASSES
looking to discover something, whether
rather than being drawn toward any form of afterlife, simply melds with
new or old, and often caring very little for ARCHETYPES
the spirit of the world or dissipates into the aether.
treasures compared to their FEATS
Overflowing Memories companions. Nobody knows better than
ITEMS
a gnosite that you can’t take it with you.
Those lucky enough to travel with a gnosite might develop the impression Typical gnosite backgrounds include
that they have a vast but muddled memory. Gnosites seem to blend eras
archeologist, courier, field medic,
and empires together, seeming so mixed up in their own lives that they
merchant, and nomad. Gnosites’
cannot provide reliable information about any age. This couldn’t be
connection with the earth makes them
further from the truth. Gnosite memories are flawless, by and large they
excel as druids and rangers, while their
simply store information in an unusual fashion. Most gnosites remember
stories to perfection, but are terrible with out-of-context information. A storied memories often guide gnosites
gnosite could read half a book filled with runes and not remember a single to become bards or to develop sorcerous
one of them, but maintain a flawless image of the single rune that caused or oracular abilities. Some decide to
a friend’s death centuries ago. The name of the conqueror leading an commit a lifetime to an otherworldly
opposing army would be wholly foreign to them a mere week after the war, cause, becoming champions or clerics.
but they would remember the faces of every soldier they exchanged blows
with, even a millennium later. This peculiar quirk of memory makes
gnosites incredible bards, capable of remembering an infinity of stories
and legends, lived or heard but atypical arcane users or engineers, crafting
stories as mnemonic devices around each rune or formula in order
to remember it.

Limitless Empathy
Living through endless lifetimes, traveling with people of all cultures and
origins, gnosites’ unique lifespan can lead to deep and persistent empathy.
Capable of placing themselves in the position of almost anyone, and of
looking at situations from many different perspectives, they make
excellent devil’s advocates—unfortunately, sometimes all too literally.
Seeing value in almost any perspective, peacemaking gnosites sometimes
clash with more violently righteous allies as their understanding of their
foes’ perspectives increases, eventually seeking to make peace between the
two sides and find equitable solutions. In some cases this ends in
redemption and peace, as contentious issues are resolved without further
bloodshed. In rare instances, however—particularly where cunning
and wily evildoers can hide the grim results of their deeds from
the gnosite—these peacemakers may be deceived into taking the wrong
side, keeping the peace and preaching tranquility as cover for their
allies’ cruel oppression.

Society
Gnosites being few and widely scattered, most never encounter another
one of their kind, even over their many lifetimes. This solitude manifests
itself in varied ways among individual gnosites. Some desperately crave
connection with other peoples, trying to fill the void left by the lack of
kindred, while others develop a certain detachment towards the world, as
if they are but an observer sent to collect and share knowledge. Some even
take great pride in this purpose. Though rare, history tells of a few gnosites
tragically twisted by solitude, unable to relate to living Gnosite Heritages
or dead alike. These traumatized gnosites often
become agents of chaos and destruction, their Ancient Gnosite
empathy having devoured itself in the silence.
Your essence is ancient. You’ve decided this life will be
While it is impossible to tell how many lives a your last before returning to the earth, whether due to
gnosite has lived, their self-perception, particularly as fulfillment, weariness, or perhaps a desire to finally
it relates to their own nature and mysterious origins, experience the fervor of someone with everything to
often reveals their age in the roughest sense. Younger lose. You gain the Diehard feat, and you gain 12 Hit
gnosites tend to express their curiosity the way Points from your ancestry instead of 10.
ancestries of shorter life span do they rove out with
excitement and eagerness, neglecting to ponder upon Caldera Gnosite
their own existence or purpose in favor of the here and
Your latest reincarnation arose from volcanic rock or
now. Older gnosites, however, often possess a
nearby to flowing magma, giving you the look of a
temperament familiar to elves and dwarves they
cooled lava flow. You gain the Inner Fire action.
ponder existential questions or strike a curious
balance between conviction and uncertainty, one INNER FIRE �
characteristic of centuries-long lives.
| |
FIRE GNOSITE PRIMAL
Being near-timeless and with no cultural or
Frequency once per minute
biological imperative, it is somewhat unusual for a
gnosite to engage in conventional romantic You focus on the intense heat within your body’s core,
relationships. It is, however, quite frequent for them to returning it to its primal state. Your exterior cracks to make
find a bonded companion without equal, resulting in a way for the molten stone within, granting you an additional
1 fire damage per weapon damage die on your unarmed
deep and fulfilling platonic friendship. Strikes until the end of your next turn.

Alignment and religion Earthbound Gnosite


Your many reincarnations have reinforced your
Gnosites aren’t known to favor any specific deity, and
connection to the earth. Select a cantrip from the
when they do, they often worship in curious or atypical
primal spell list. You can cast this cantrip as an innate
ways many are older than the religions of the present
primal spell at will, heightened to half your level.
era, after all. However, the appropriate context and
circumstances can lead a gnosite to worship a Granite Gnosite
particular deity or pantheon, or practice a specific
Your current body is made from solidified magma
philosophy, over the course of a single lifetime. Their
forged deep beneath the earth. You gain resistance to
unusual empathy typically guides gnosites to neutral
slashing damage (except magical) equal to half your
alignments, but otherwise they can be found anywhere
level (minimum 1).
on the ethical and moral spectrum.
Schist Gnosite
Names
Glistening with tiny crystals along densely layered
A gnosite name is often a common name of the region bodies and gleaming in a way no portrait could ever
in which it most recently reincarnated, as they often capture, schist gnosites are spectacular marvels in
take a new name when forming a new body. This person. Against creatures that can see you, you gain a
is often simply a nickname given to them by their first +1 circumstance bonus on skill checks to Make an
traveling companion. A gnosite will answer to the Impression and to Perform.
name of a previous body, provided it remembers
it—some of its lives may have been particularly Ancestry Feats
uneventful, leaving it with few (if any) related
tales to tell. At 1st level, you gain one ancestry feat, and you gain an
additional ancestry feat every 4 levels thereafter (at
Sample Names 5th, 9th, 13th, and 17th levels). As a gnosite, you select
from among the following ancestry feats.
Arcos, Boulder, Crag, Daev, Dagur, Kito, Koko, Krog
1st Level languages. You begin play knowing one additional ANCESTRIES
language, chosen from common languages and others you
ALL THAT GLIMMERS � FEAT 1 have access to, and gain a +1 circumstance bonus to
Decipher Writing when deciphering ancient versions of
CLASSES
GNOSITE LIGHT languages you know. ARCHETYPES
Either via the gems inside your composite or the molten
seams that run within you, your body can glow. You can
STONEFRIEND FEAT 1 FEATS
cause your body to shine as if it were a torch, shedding GNOSITE
light out to 20 feet and dim light to a further 20 feet. you ITEMS
can Dismiss this effect. Your own connection with the earth has formed a bond
with a kindred spirit, which you can guide into a physical
CAPTIVATING STORYTELLER FEAT 1 form. You gain a familiar, in addition to its other traits it
has the earth trait. It also benefits from your environmental
GNOSITE resistance ability and has a rocky appearance similar to
your own.
You’ve got a knack for telling stories in a way that draws
people in a time-honored tradition, if ever there was one
among the gnosite. You become trained in Performance
STONE FIST FEAT 1
(or another skill if you are already trained in Performance), GNOSITE
and you gain the Fascinating Performance skill feat.
Your impressive stone fists strike like pounding hammers.
LIVING ARMOR FEAT 1 The damage die for your fist unarmed Strike increases to
1d6, and you do not take a penalty when using your fists to
GNOSITE make lethal attacks.
Your stone body is armor in and of itself. Your living armor
is medium armor in the composite armor group that grants 5th Level
a +3 item bonus to AC, a Dex cap of +2, a check penalty
of –2, a speed penalty of 0 feet, a Strength value of 14, EARTH MAGIC FEAT 5
and the comfort trait. You can never wear other armor, nor
GNOSITE
can you remove your living armor. Finally, you can etch
armor runes onto your living armor as with any other armor The last time you reincarnated, you took a bit of primal
of its type. magic with you, giving your new body some of those
abilities. Select a common 1st-level spell with the earth
LORE BREADTH FEAT 1 trait from the primal spell list. You can cast this spell as a
1st-level primal innate spell once per day.
GNOSITE
Thanks to your many lifetimes, you didn't learn about HANDCARVER FEAT 5
history, you lived it. You become trained in Society, and you
GNOSITE
gain the Additional Lore skill feat, even if you don’t meet its
prerequisites. You are able to coax stone into new shapes with your bare
hands as though carefully shaping clay. You can Craft
MAGMA GNOSITE FEAT 1 stone items without tools at no penalty, and when you
successfully Force Open a stone object, you critically
GNOSITE succeed instead. If you roll a critical success, you can
Force Open the object without damaging it, and can return
Prerequisites caldera gnosite heritage it to its sealed state without leaving evidence of
tampering.
Your magmatic body easily withstands heat and flames.
You gain resistance to fire equal to half your level. IMPENETRABLE SKIN FEAT 5
MAINSTAY FEAT 1 GNOSITE

GNOSITE Prerequisites granite gnosite heritage


Through your many incarnations, there is something
Made of pure granite, your skin cannot be pierced easily.
you have always gravitated towards a comfortable
You gain resistance to piercing damage (except magical)
groove your essence fits into with ease. You become
equal to half your level (minimum 1).
trained in a skill of your choice and gain the Assurance skill
feat for a skill of your choice in which you are trained.
When you use Assurance with this skill, you get a result of LIVING JUGGERNAUT FEAT 5
11 plus your proficiency modifier, instead of 10 plus your
GNOSITE
proficiency modifier.
Prerequisites Living Armor
PALEOGLOT FEAT 1
The stone your body is made from is so thick and strong it
GNOSITE rivals the best crafted armors. Your living armor item
One of your past incarnations had an unmatched love for bonus increases to +5, its maximum Dexterity bonus
decreases to 1, and it becomes heavy armor. If your the primal spell list. You can cast this spell as a 3rd-level
proficiency in heavy armor increases to expert or greater, primal innate spell once per day.
you gain the armor specialization effect of your rocky
body. WHISPERS OF THE STONE FEAT 9
MAGMA STRIKE � FEAT 5 GNOSITE

GNOSITE Your connection to the earth allows you to feel your


surroundings. You gain tremorsense as an imprecise
Prerequisites caldera gnosite heritage sense with a range of 30 feet.

Your fist swells and cracks open, revealing a bright magma SCINTILITE SCHIST � FEAT 9
core. Make a melee unarmed Strike this Strike deals an
additional 1d12 fire damage. If you are at least 13th level, |
GNOSITE LIGHT VISUAL|
you deal an additional 2d12 fire damage instead. Prerequisite schist gnosite
Special The fire damage from Inner Fire is doubled Frequency once per day
when using Magma Strike. Combine the damage from
inner fire and magma strike for the purpose of weaknesses Your gems shift light in strange ways, casting fantastic
and resistances. caustics around you. For 1 minute you are surrounded by
a 10-foot emanation of dancing light, potentially
MOUNTAIN AFFINITY FEAT 5 fascinating nearby creatures. This otherwise functions as
hypnotic pattern using your Class DC or spell DC,
GNOSITE whichever is higher.
Your deep understanding of stone’s true nature allows you
to climb easily. You gain a climb Speed of 15 feet while SUDDEN RECOLLECTION FEAT 9
Climbing unworked rock or stone.
GNOSITE

STONE COLD LOGIC FEAT 5 You reach into your endless memory, dredging up old
stories to expand your horizons. Once per day, you may
GNOSITE cast hypercognition as an innate occult spell. When you do
so, you gain a +1 circumstance bonus to Performance
Prerequisites trained in Diplomacy checks for the next minute, as you are inspired by the tales
rushing back into your mind.
Your words are firm and direct, but reasonable in their cold
logic. You may Coerce someone using a Diplomacy check
instead of Intimidation. If you do, the target does not
13th Level
become unfriendly nor feel compelled to act against you
on a success or a critical success. ONE WITH THE MOUNTAIN FEAT 13
You may use your Diplomacy proficiency instead of GNOSITE
Intimidation as your prerequisite for feats and features
that grant bonuses to, or affect Coersion, but you may only Prerequisites Mountain Affinity
use those effects when using Diplomacy for the check; you
cannot use Intimidation with them unless you have You are one with the mountain and the mountain is one
sufficient proficiency in it as well. with you for you, climbing is just like walking. Your climb
Speed when Climbing on rock surfaces becomes equal to
9th Level your Speed. In addition, you can Climb using only your feet.

INDESTRUCTIBLE GNOSITE FEAT 9 STONE COMMANDER FEAT 13


GNOSITE GNOSITE

Prerequisites granite gnosite heritage Prerequisites Rock Manipulator

Your body is so solid you are practically indestructible. Earth and stone follow your commands, as if they were
Your resistance to slashing (and to piercing if you have the extensions of your body. Select a common spell of 5th
Impenetrable Skin feat) no longer exempts damage with level or lower with the earth trait from the primal spell list.
the magical trait. You can cast this spell as a 5th-level primal innate spell
once per day.
ROCK MANIPULATOR FEAT 9
STONE TALKER FEAT 13
GNOSITE
| |
CONCENTRATE DIVINATION GNOSITE PRIMAL |
Prerequisites Earth Magic
You have a connection with stone and earth that allows
The spark of primal magic within you grows stronger. you to gather echoes of their surroundings. Once per day,
Select a common 3rd-level spell with the earth trait from by touching an unworked stone surface of your size or
larger for ten minutes, you may ask a single question of the
stone and receive answers from it, allowing you to creature willingly exits the earth, they take 10d6 force ANCESTRIES
learn about the surrounding area with clear line of sight damage and are shunted out of the earth into the nearest
or within 60 feet as though the stone had tremorsense as unoccupied space. If a target of the spell is carrying a CLASSES
a precise sense. The stone is not able to tell you creature in an extradimensional space, the spell fails.
things that would require a Recall Knowledge check on its ARCHETYPES
part, but its descriptions are adequate to allow you to
attempt your own checks regarding creatures or events it
tells you about.
EMBODIMENT OF THE EARTH � FEAT 17 FEATS
| |
CONCENTRATE MANIPULATE GNOSITE PRIMAL | ITEMS
TECTONIC DRIFT FEAT 13 TRANSMUTATION
GNOSITE Frequency Once per day
You meld into the stone as if you were a part of it, allowing
you to move through it. You gain a burrow Speed of 15 feet. You become a conduit of the stone and earth of the
You can only burrow through solid stone. You cannot Material Realm, turning into a powerful juggernaut. You
burrow through stone created by magic, like a wall of stone transform into a Large earth elemental battle form, as if
spell, nor can you burrow while outside the Material Plane. affected by 7th-level elemental form. This effect lasts for 1
minute or until you Dismiss it.
17th Level
TECTONIC SHIFT FEAT 17
EARTHWALKER FEAT 17 GNOSITE
GNOSITE
Prerequisites Tectonic Drift
Frequency Once a week
Rock offers you little resistance, and you navigate through
You learn to travel the earth the same way your soul does it with ease. Your burrow Speed when Burrowing through
during reincarnation. You may cast earth warp (see below) stone becomes equal to your Speed.
once per week as a 7th-level primal innate spell.

EARTH WARP SPELL 7


|
RARE TRANSMUTATION EARTH |
Traditions primal
Spell List elemental
Cast 1 minute (material, somatic, verbal)
Range touch; Targets you and up to 5 willing creatures
touched
Duration 8 hours

Touching a natural stone surface connected


to the earth, like the side of a mountain or
the wall of an underground cavern, you and
the spell’s other targets melt into the stone
and can travel through the earth at
breakneck speeds so long as you remain in
physical contact with one another. As a
group, you have a burrow Speed of 60 feet
while navigating spaces that require fine control
of your movement, or a travel Speed of 100 miles
per hour over wider areas. Though blind, you and
any creatures you bring with you have a general
sense of direction, knowing which way is magnetic
north (if applicable), which way is down, and how
far away and in what direction the nearest surface
is. While in this state, you do not need to breathe,
cannot speak, and may communicate telepathically
with the creatures you brought along with you. If at
any point you or one of the creatures accompanying
you exit the earth, the spell ends, placing all
affected creatures in the nearest unoccupied
space to the creature that exited first.
If a creature breaks physical contact or
the duration of the spell ends before a
Chapter 2 - Classes
The breadth of abilities people possess in this world will always astonish me. I have spent nearly two centuries studying the arts of
bending reality to my will through the arcane, and yet every week Balate reports something to me I can hardly explain.
Shaman INITIAL PROFICIENCIES
At 1st level, you gain the listed
ANCESTRIES
CLASSES
Where some find power in books, the divine, or magical performance, you draw your proficiency ranks in the following
power from the primal forces of life. Represented by your shamanic emblem, your statistics. You are untrained in anything ARCHETYPES
control over necromantic energy has a very precise field of expertise, from bonding with not listed unless you gain a better FEATS
mythical beasts, manipulating the life source of your enemies or even reanimating the proficiency rank in
dead to fight for you. But your powerful magic comes at a high cost: your own life force. some other way. ITEMS

PERCEPTION
KEY ABILITY HIT POINTS Trained in Perception
CONSTITUTION 8 plus your Constitution modifier
At 1st level, your class gives you an You increase your maximum number SAVING THROWS
ability boost to Constitution of HP by this number at 1st level and Expert in Fortitude
every level thereafter. Trained in Reflex
Expert in Will

During Combat Encounters… SKILLS


Your understanding of the everflowing forces of life has probably shaped Trained in Nature
your thought pattern, pushing you to embrace change and favor making Trained in a number of additional skills
the best of circumstances rather than try to control the outcome of events. equal to 3 plus your Intelligence modifier
This adaptable nature, paired with a strong sense of perception, allows you
to see situations for what they truly are and offer creative ways of dealing ATTACKS
with them. Trained in simple weapons
Trained in martial weapons
During Social Encounters… Trained in unarmed attacks

Your understanding of natural energies, specifically of life forces and


necromancy, allow you to bring insight to the party. You often lean toward
DEFENSES
Trained in light armor
solutions who go with the flow of events rather than oppose them directly.
Trained in unarmored defense
While Exploring…
SPELLS
Your relationship with wildlife and perceptive eye make you remarkably Trained in primal spell attack rolls
effective at searching, tracking or scouting for your traveling companions. Trained in primal spell DCs

In Downtime…
You might further meditate and develop your ability to channel your vital
essence or work to enhance your emblem more. You might also work to
Craft magic items for yourself and allies to make them better, or conduct
research into rituals and traditions.

You Might
• Assume everything has a cost and be willing to make sacrifices.
• Put the well-being of your friends and allies before your own.
• Find strength in numbers and value the importance of teamwork.
Table A–1: Shaman Advancement • Are wary of your unusual practice, or feel uneasy
when you use vitamancy.
Your
Level Class Features

1 Ancestry and background, emblems, initial


Class Features
proficiencies, shaman spellcasting, spell
repertoire, vitamancy You gain all of the following abilities as a shaman.
Abilities gained at higher levels than 1st always list
2 Shaman feat, skill feat the level at which you gain them next to the
3 2nd-level spells, alertness, general feat, internal features’ names.
vitality, unlimited signature spells, shamanic
rituals, skill increase Ancestry and Background
4 Shaman feat, skill feat
In addition to what you get from your class at 1st level,
5 3rd-level spells, ability boosts, ancestry feat, skill you have the benefits of your selected ancestry and
increase
background.
6 Shaman feat, skill feat
Initial Proficiencies
7 4th-level spells, expert spellcaster, general feat,
skill increase, vital casting, vital fortitude
At 1st level, you gain a number of proficiencies that
8 Shaman feat, skill feat represent your basic training. The proficiencies are
noted at the start of this class.
9 5th-level spells, ancestry feat, emblematic
willpower, skill increase, vigilant senses,
vitamancy expert, weapon expertise Vitamancy
10 Ability boosts, shaman feat, skill feat
You are a practitioner of the unconventional art of
11 6th-level spells, general feat, light armor training, vitamancy, allowing you to use vital essence as a
skill increase resource. You gain the Vital Heal action. Your
12 Shaman feat, skill feat vitamancy actions have the primal trait.

13 7th-level spells, ancestry feat, lightning VITAL HEAL �


reflexes, skill increase, vital sustain, weapon
specialization | |
CONCENTRATE HEALING VITAMANCY

You trade your own life force to heal your friends. An


14 Shaman feat, skill feat
ally within 20 feet of you regains a number of hit points
15 8th-level spells, ability boosts, general feat, equal to your vitamancy cost.
master spellcaster, skill increase

16 Shaman feat, skill feat

17 9th-level spells, ancestry feat, legendary fortitude, NEW TRAIT


light armor master, skill increase
Vitamancy To use an action with the
18 Shaman feat, skill feat Vitamancy trait you must spend a number
of Hit Points depending on your level
19 Efficient vitamancy, General feat, skill increase, listed on the Table A–2: Vitamancy Cost
weapon master
(page 21). This is referred to as your
20 Ability boosts, shaman feat, skill feat vitamancy cost and cannot be mitigated in
any way. You can only use one action and
Others Probably… one reaction with the Vitamancy trait each
round. Actions with the vitamancy trait also
• Appreciate your dedication to the group and your have the necromancy trait unless another
support on the battlefield. magical school trait is present.
• Assume you know and understand every style of
obscure magic.
Table A–2: Vitamancy Cost ANCESTRIES
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 CLASSES
HP 3 5 8 10 13 15 18 20 23 25 27 28 30 31 33 34 36 37 39 40 ARCHETYPES
FEATS
Shamanic Emblems targeting, and requirements. Additionally you gain the
Ferocious Bond vitamancy action and you add the ITEMS
As a Shaman, you select one emblem at 1st level. The magic fang spell to your repertoire.
type of emblem you wield represents how you use your
FEROCIOUS BOND �
vitamancy and how it manifests itself.
| |
MANIPULATE SHAMAN TRANSMUTATION VITAMANCY |
Emblem of Blood Trigger your bonded beast attempts to Strike a foe
Your emblem is something written upon your body,
Your bonded beast gains a +1 circumstance bonus to the
typically a tattoo, a face paint, scarification, or some
attack roll and a +2 bonus to damage. If it is an expert in
other permanent body marking. You gain the Blood its attack, it gains the critical specialization effect of the
Manipulation vitamancy action and the Blood Bolt brawling weapon group.
shaman feat. You also add the grim tendrils spell to
your repertoire as a primal spell. Emblem of War
Your emblem is something held aloft in battle, usually
BLOOD MANIPULATION � a weapon or a banner, it can be any visually
| |
MANIPULATE SHAMAN VITAMANCY recognizable item weighing at least 1 bulk and held in
You manipulate the blood flow of your enemies to hinder one hand. You gain the Emblem Strike shaman feat
their movements. A creature within 20 feet of you and the War Cry vitamancy action. You also add the
becomes either enfeebled 1 or clumsy 1 until the beginning bless spell as a primal spell to your repertoire. You can
of your next turn. Creatures immune to bleed are immune
to this effect. perform a bonding ritual to assign a new weapon as
your emblem. This ritual takes a day to perform and
Emblem of Death requires a Nature check of standard DC for your level.
If your emblem is not a weapon, you can designate one
Your emblem is something of death, like a decayed
weapon you are trained with as part of the ritual to act
mummy hand or a shrunken head. You gain the
as your emblem weapon for feats.
Reaper's Curse vitamancy action and the Grasp of the
Undead shaman feat . You also add the animate dead WAR CRY �
spell as a primal spell to your repertoire and to your
spell list. | |
AUDITORY MANIPULATE SHAMAN TRANSMUTATION |
VITAMANCY
REAPER'S CURSE � You tense and let out a mighty roar infused with strength.
You and allied creatures within 20 feet of you that can hear
| |
MANIPULATE NEGATIVE SHAMAN VITAMANCY | you get one of the following until the beginning of your
You mark the final hour of a creature. A living creature next turn:
within 20 feet of you becomes damned until beginning of • A +3 status bonus to damage rolls.
your next turn. You and minions with the undead trait you
control gain a +1 status bonus on Strikes made against • Resistance to physical damage equal to half of
damned creatures. your level.
• A +2 status bonus to Athletics checks.
Emblem of the Beast
Your emblem is either a fang, a claw, a horn or
Shaman Spellcasting
something from a magical beast, engraved with runes.
You can feel and manipulate the primal forces of
You gain a bonded beast, selected from the bonded
nature, using your emblem as a catalyst to shape it into
beasts listed in the bonded beast section of the
spells. You can cast spells using the Cast a Spell
companions chapter (page 80). Your bonded beast
activity, and you can supply material, somatic, and
functions as a young animal companion with the
verbal components when casting spells.
alterations listed in the bonded beast section and
counts as an animal companion for prerequisites,
VITAMANCY AND BLOOD MAGIC Each day, you can cast one 1st-level spell and five cantrips. You must
know spells to cast them, and you learn them via the spell repertoire class
Contrary to popular belief, not all
feature. The number of spells you can cast each day is called your spell
vitamancy is blood magic. The art of
slots.
vitamancy manipulates the necromantic
energy animating living and undead alike, As you increase in level as a shaman, the magical link with your emblem
grants you additional, more powerful spell slots. Your total number of spell
working on forces far more primal than
slots and the highest level of spells you can cast are shown in Table A–3:
simple blood. This is not to say blood
Shaman Spells per Day. Because of the way you draw magic from your
magic does not exist. Some
emblem, you begin to lose lower-level spell slots once you reach 5th level.
necromancers, blood mages, and
The maximum number of spell slots you get from the shaman class is four,
shamans have developed and mastered starting when you reach 4th level.
the art of blood manipulation, but it is
Some of your spells require you to attempt a spell attack roll to see how
only one niche of the vitamancy arts,
effective they are, or have your enemies roll against your spell DC (typically
one frowned upon by many practitioners
by attempting a saving throw). Since your key ability is Constitution, your
of the art, who find it to be simplistic spell attack rolls and spell DCs use your Constitution modifier. Details on
and disgraceful. calculating these statistics appear in chapter 9 of the Core Rulebook under
Spell Attack Rolls.

Heightening Spells
When you gain spell slots of 2nd level and higher, you can
fill those slots with stronger versions of lower-level
spells. This increases the spell’s level, heightening it to
match the spell slot. Many spells have specific
improvements when they are heightened to
certain levels.

Cantrips
A cantrip is a special type of spell that doesn’t use spell slots.
You can cast a cantrip at will, any number of times per day.
A cantrip is always automatically heightened to half your
level rounded up—this
is usually equal to the
highest level of spell you
can cast as a shaman. For
example, as a 1st-level
shaman, your cantrips
are 1st-level spells, and as a
5th-level shaman, your
cantrips are 3rd-level spells.

Spell Repertoire
The collection of spells you can cast is called your spell
repertoire. At 1st level, you learn two 1st-level
spells of your choice and five cantrips of your
choice. You choose these from the common
spells from the tradition corresponding to
your emblem, or from other spells from that
tradition to which you have access. You can
cast any spell in your spell repertoire by using a
Table A–3: Shaman Spells Per Day ANCESTRIES
Your Level Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th CLASSES
1 5 1 — — — — — — — —
ARCHETYPES
2 5 2 — — — — — — — —
3 5 2 1 — — — — — — —
FEATS
4 5 2 2 — — — — — — — ITEMS
5 5 — 2 2 — — — — — —
6 5 — 2 2 — — — — — —
7 5 — — 2 2 — — — — —
8 5 — — 2 2 — — — — —
9 5 — — — 2 2 — — — —
10 5 — — — 2 2 — — — —
11 5 — — — — 2 2 — — —
12 5 — — — — 2 2 — — —
13 5 — — — — — 2 2 — —
14 5 — — — — — 2 2 — —
15 5 — — — — — — 2 2 —
16 5 — — — — — — 2 2 —
17 5 — — — — — — — 2 2
18 5 — — — — — — — 2 2
19 5 — — — — — — — 2 2
20 5 — — — — — — — 2 2

spell slot of an appropriate spell level. Your spell slots Swapping Spells in Your Repertoire
and the spells in your spell repertoire are separate. If a
As you gain new spells in your repertoire, you might
feat or other ability adds a spell to your spell
want to replace some of the spells you previously
repertoire, it doesn’t give you another spell slot, and
learned. Each time you gain a level and learn new
vice versa.
spells, you can swap out one of your old spells for a
You add to this spell repertoire as you increase in different spell of the same level. If it’s a level at which
level. Each time you get a spell slot (see Table A–3: you lose a set of lower-level slots, you can replace the
Shaman Spells per Day), you add a spell of the same two in either order. You can also instead swap a
level to your spell repertoire. At 2nd level, you select cantrip. You can also swap out spells by retraining
another 1st-level spell. At 3rd level, you add the first during downtime.
2nd-level spell to your repertoire. At 4th level, you gain
At 6th level and every even level thereafter, you can
your second 2nd-level spell and your spell repertoire
swap out any number of your spells for different spells
reaches its maximum size of five spells.
of a level you can cast. When you do, you must keep at
At 5th level, in addition to adding two 3rd-level least one spell you can cast with your lowest level of
spells to your repertoire, you lose your lowest level of spell slots so you don’t end up with slots you can’t use.
spell slots. Any time you lose a level of spell slots, you For instance, at 6th level you would need to keep at
lose two spells in your repertoire as well. These can least one 2nd-level spell, but all your other spells could
come from spells you already know or out of the be 3rd level.
number of new spells you’re learning. On levels in
which you don’t change your spell slots, you can swap Shaman Feats 2nd
out multiple spells, as described below.
At 2nd level and every 2 levels thereafter, you gain a
Shaman class feat.
Skill Feats 2nd four different ability scores. You can use these ability
boosts to increase your ability scores above 18.
At 2nd level and every 2 levels thereafter, you gain a Boosting an ability score increases it by 1 if it’s already
skill feat. You must be trained or better in the 18 or above, or by 2 if it starts out below 18.
corresponding skill to select a skill feat.
Ancestry Feats 5th
Alertness 3rd
In addition to the ancestry feat you started with,
Experience has made you increasingly aware of threats you gain an ancestry feat at 5th level and every 4 levels
around you, and you react more quickly to danger. thereafter.
Your proficiency rank for Perception increases
to expert. Expert Spellcaster 7th
General Feats 3rd The connection with your emblem has strengthened.
Your proficiency ranks in spell attack roll and spell
At 3rd level and every 4 levels thereafter, you gain a DC’s increase to expert.
general feat.
Vital Casting 7th
Internal Vitality 3rd
Twice per day, you can Cast one of your shaman spells
You gain the Internal Vitality action. without using a spell slot by giving it the vitamancy
trait and paying its cost. At 13th level, you can use
INTERNAL VITALITY � Vital Casting three times per day and at 19th level,
four times.
| |
CONCENTRATE HEALING SHAMAN

Requirements You have not used a vitamancy effect


this turn.
Vital Fortitude 7th
You recover a number of hit points equal to your vitamancy The constant channeling of your vital essence
cost. You cannot use vitamancy effects this turn and has strengthened your body. Your proficiency rank
you cannot use Internal Vitality again until you’ve paid
for Fortitude saves increases to master. When you
your vitamancy cost at least once. If you are undead,
you gain the benefits of this action even though it has roll a success on a Fortitude save, you get a critical
the healing trait. success instead.

Shamanic Rituals 3rd Emblematic Willpower 9th


Shamans are well-versed in the arts of ritual casting. You’ve steeled your mind with resolve. Your
You gain a +1 status bonus to all primary checks to proficiency rank for Will saves increases to master.
perform a ritual. If you are master in the skill used to When you roll a success at a Will save, you get a critical
make the primary check, the bonus increases to +2, success instead.
and +3 if you are legendary.
Vigilant Senses 9th
Unlimited Signature Spell 3rd
Always keeping an eye on your surroundings your
All of your spells are signature spells. That means that senses are enhanced. Your proficiency rank for
if you know a spell, you can heighten it freely by casting Perception increases to master.
it from a higher-level spell slot, up to the maximum
level of spell you can cast. You can similarly cast any Vitamancy expert 9th
of its lower-level versions without learning
them separately. You can outpour your life-force even faster. You can
now use two vitamancy actions per round.
Ability Boosts 5th
At 5th level and every 5 levels thereafter, you boost
Weapon Expertise 9th Weapon Mastery 19th ANCESTRIES
CLASSES
Experience in battle and training have improved your Comfortable on the field of battle, you have attained
skill with weapons. Your proficiency with simple masterful skill in martial weapons. Your proficiency ARCHETYPES
and martial weapons and unarmed attacks increases with unarmed attacks, simple weapons, and martial
to expert. weapons increases to master.
FEATS
ITEMS
Light Armor Expertise 11th Efficient Vitamancy 19th
Fighting and taking blows in battle has left you better Your mastering of the art of vitamancy allows you to
equipped with your armor. Your proficiency rank maximize the potential of your life force. Once per
for unarmored and light armor defense increases turn, you can use a vitamancy free action without
to expert. paying its vitamancy cost.

Lightning Reflexes 13th Shaman Feats


Your reflexes keep getting better. Your proficiency At every level that you gain a shaman feat, you can
rank for Reflex saves increases to expert. select one of the following feats. You must satisfy any
prerequisites before selecting the feat.
Vital Sustain 13th
1ST LEVEL
Once per turn, when you Sustain a Spell, you may
pay your vitamancy cost and Sustain the Spell as a BLOOD BOLT � FEAT 1
free action. |
ATTACK NECROMANCY SHAMAN |
Weapon Specialization 13th Prerequisites emblem of blood

You crystallize your blood to use as a projectile. Make a


Your ability to draw out your own vital essence has spell attack roll against a creature within 20 feet of you. On
a hit, the creature takes a number of persistent bleed
given you a knack for drawing it out of others through
damage equal to half your level (minimum 1).
your weapon strikes. You deal 2 additional damage
with weapons and unarmed attacks in which you are EMBLEM STRIKE FEAT 1
an expert. This damage increases to 3 if you’re a
SHAMAN
master, and 4 if you’re legendary.
Prerequisites emblem of war
Master Spellcaster 15th You can add your Constitution modifier instead of your
Strength modifier to attack rolls made with your emblem
You have come to a greater understanding of the weapon. Whenever you use a vitamancy action, you gain a
magical power that you share with your emblem. Your +1 status bonus to attack rolls with your emblem weapon
until the end of your next turn. If you are at least 5th level
proficiency ranks for your spellcasting traditions spell you gain access to its critical specialization effect. The
attack rolls and spell DCs increase to master. status bonus increases to +2 if you have the vitamancy
expert class feature.
Legendary Fortitude 17th GRASP OF THE UNDEAD FEAT 1
Your strength of body has made your essence a SHAMAN
fortress. Your proficiency rank for Fortitude saves Prerequisites emblem of death
increase to legendary.
Your undead minions are empowered by your Reaper’s
Light Armor Mastery 17th Curse. Whenever a minion with the undead trait you control
deals damage with a Strike to a damned creature, the
creature takes an additional 1d4 persistent negative
You have mastered the use of light armor. Your damage. It remains damned for as long as it takes
persistent damage. At 8th level and every four levels
proficiency rank for unarmored defense and light
thereafter, the damage increases by 1d4.
armor defenses increase to master.
REACH SPELL � FEAT 1 LIFE MANIPULATION FEAT 2
|
CONCENTRATE METAMAGIC SHAMAN | SHAMAN
You can extend your spells’ range. If the next action you Prerequisites emblem of blood
use is to Cast a Spell that has a range, increase that spell’s
range by 30 feet. As is standard for increasing spell You can use Blood Manipulation on living or undead
ranges, if the spell normally has a range of touch, you creatures immune to bleed and incorporeal creatures.
extend its range to 30 feet. Additionally, whenever you deal persistent bleed damage
to a creature, you may choose to deal persistent positive
WIDEN SPELL � FEAT 1 or negative damage instead.
|
CONCENTRATE METAMAGIC SHAMAN | REAP WHAT YOU SOW � FEAT 2
You manipulate the energy of your spell, causing it to
affect a wider area. If the next action you use is to Cast a NECROMANCY | PRIMAL | SHAMAN
Spell that has an area of a burst, cone, or line and doesn’t Prerequisites emblem of death
have a duration, increase the area of that spell. Add 5 feet
Trigger A damned creature within 20 feet of you dies
to the radius of a burst that normally has a radius of at
least 10 feet (a burst with a smaller radius isn’t affected).
Add 5 feet to the length of a cone or line that is normally You siphon the last sliver of health of a dying creature and
15 feet long or smaller, and add 10 feet to the length of a put it to better use. A creature within 20 feet of both you
larger cone or line. and the triggering creature regains a number of hit points
equal to twice the triggering creature’s level.
Level 2 UNIVERSAL HEALER FEAT 2
BLEEDING WEAPON � FEAT 2 SHAMAN

|
MANIPULATE SHAMAN VITAMANCY| Prerequisites emblem of death
Prerequisites emblem of blood You have mastered the art of stitching up your minions.
You gain the Natural Medicine and Stitch Flesh skill feats
You imbue one weapon with a little bit of your vital as bonus feats.
essence, making it deadlier. Choose one weapon you are
currently wielding or one of your unarmed attacks it deals VITAMANCY DISRUPTION � FEAT 2
additional persistent bleed damage equal to your level.
Bleeding Weapon lasts until the start of your next turn, or | |
SHAMAN ABJURATION VITAMANCY
until the weapon leaves your hand, whichever comes first.
Requirements You have an available spell slot of the same
CALL TO WAR � FEAT 2 level or higher than the triggering spell
Trigger A creature that you can see Casts a Spell that
|
AUDITORY SHAMAN VISUAL | you know
Prerequisites emblem of war
Using vitamancy, you interrupt the casting of a spell.
Trigger You roll for initiative. You expend a spell slot of the same level or higher than
the triggering spell and attempt to counteract the
You lift your emblem high and let out a cry inspiring your triggering spell.
allies to battle. You and your allies gain a +5-foot status
bonus to their speeds on their first turn. Additionally, if you
rolled Intimidation for initiative, you all gain a +1 status Level 4
bonus to attack and damage rolls on the first attack of your
first turn. BLOOD CLOT FEAT 4
SHAMAN
CANTRIP EXPANSION FEAT 2
Prerequisites emblem of blood
SHAMAN
Dedication to your emblem gives you greater control Add stupefied 1 to the list of conditions you can inflict
over simple magic. You can add two additional cantrips to when you use the Blood Manipulation action.
your repertoire.
IRON SKIN FEAT 4
FOUNTAIN OF HEALTH � FEAT 2
SHAMAN
|
CONCENTRATE METAMAGIC SHAMAN | Prerequisites emblem of war
If your next action is to Cast a Spell with the healing trait,
creatures healed by the spell gain a number of temporary You have learned to mark your skin with protective runes
hit points equal to the spell level which last for 1 hour. usually reserved for armor. Your body is considered light
armor in the leather armor group that grants a +2 item
bonus to AC, a Dex cap of +3, a check penalty of –1, a
speed penalty of –5 feet, and a Strength value of 12. You another uncommon ritual with a level no higher than half ANCESTRIES
don't become fatigued from sleeping and you can etch your level and for which you meet the prerequisites.
armor runes onto your body as if it was regular armor.If you CLASSES
have magical armor invested, the runes on your body are SHARED VITALITY � FEAT 4
suppressed. ARCHETYPES
SHAMAN
LOYALTY OF THE DEAD � FEAT 4 Frequency Once per minute FEATS
|
SHAMAN VITAMANCY Requirements a willing living creature is within 20 feet
ITEMS
Prerequisites emblem of death As your bond with your allies grows, you learn to borrow
Trigger A creature hits you with a Strike and you are adjacent their essence to feed your vitamancy. If your next action
to a minion with the undead traits you control has the vitamancy trait the required creature pays the cost
of that action instead of you. The target becomes immune
You command your undead servant to protect you. The to Shared Vitality for one day.
adjacent undead minion takes the damage instead of you.
VITAL METAMAGIC FEAT 4
MATURE BONDED BEAST FEAT 4 SHAMAN
SHAMAN
Prerequisites You have at least one feat with the metamagic
Prerequisites emblem of the beast trait.

Your bonded beast grows swiftly, gaining the adjustments When you use an action with the metamagic trait, you can
of a mature animal companion, which grants it additional give it the vitamancy trait (paying the cost as normal) and
capabilities. See the animal companion rules for more reduce the number of actions it takes by 1, making it a free
information. Your bonded beast has grown in confidence action if reduced to 0.
in working in tandem with you. During an encounter, even
if you don't use the Command an Animal action, your Level 6
bonded beast can still use 1 action on your turn that round
to Stride or Strike. BLOOD GASH � FEAT 6
PRIMAL RESISTANCE � FEAT 4 | |
SHAMAN NECROMANCY VITAMANCY PRIMAL |
Prerequisites emblem of blood
| |
MANIPULATE SHAMAN VITAMANCY
Trigger A creature within 20 feet of you takes piercing or
Prerequisites emblem of the beast slashing damage.
Requirements Your bonded beast is within 20 feet of you
The triggering creature takes persistent bleed damage
Your bonded beast gains a +1 circumstance bonus to AC equal to your level plus your Constitution modifier.
and resistance to physical damage equal to 2 + half your
level until the beginning of your next turn. INNATE VITAMANCY FEAT 6
REAPER’S AIM FEAT 4 SHAMAN
You’ve learned to use your vitamancy to cast minor spells
SHAMAN with little effort. Choose a 1st level spell from the primal
Prerequisites emblem of death spell list. You gain this spell as a 1st level primal innate
spell with the vitamancy trait which you can cast once
every 10 minutes. Whenever you gain a new spell level, you
Your spells become more potent against creatures bearing
can change this spell for a new one, as long as it is one
your Reaper’s Touch. You gain a +1 circumstance bonus to
level lower than the lowest spell level you can cast.
spell attack rolls against damned creatures, and damned
creatures take a -1 circumstance penalty on saving throws
against your spells. NECROMANTIC OCCLUSION � FEAT 6
SHAMAN RITUAL SECRETS LEVEL 4 | |
SHAMAN NECROMANCY PRIMAL VITAMANCY |
Prerequisites emblem of death
|
UNCOMMON SHAMAN
Delving into the deeper secrets of your abilities has taught You stifle a creature’s ability to connect with its life feeding
you the secrets to a new ritual and make you better able to plane. An enemy creature within 20 feet of you cannot gain
perform it. You learn two uncommon rituals with a level no temporary hit points and if it would regain Hit Points, it
higher than half your level you must meet all prerequisites regains only half as many (minimum 0). This effect lasts
for casting the ritual to choose it. Additionally, you gain a until the beginning of your next turn.
+2 circumstance bonus to all primary checks to perform a
ritual. You can cast these as the primary caster, but you RITUAL TRADITIONS FEAT 6
can't teach them to anyone else or allow someone else to
serve as primary caster unless they know the ritual as well. SHAMAN
At 8th level and every 4 levels thereafter, you learn Prerequisites Shaman Ritual Secrets
Becoming a true student of the secret methodologies of type of your choice, although the undead must be
rituals, you continue to develop new ones as you grow in common. When you perform the create undead ritual, you
power. You learn an uncommon ritual with a level no higher can use Nature as the primary check instead of Arcana.
than half your level. Rituals granted by this feat are subject Additionally, you can forgo its cost by losing a number of
to the same restrictions as those granted by Shaman maximum hit points equal to your vitamancy cost. If you
Ritual Secrets. do, whenever the created undead is destroyed, you regain
At 10th level and every 4 levels thereafter, you learn the maximum hit points lost in this way. You can only have
another uncommon ritual with a level no higher than half one undead minion created this way at any given time.
your level and for which you meet the prerequisites.
WIDE MANIPULATION � FEAT 6
RESILIENT BOND � FEAT 6 |
MANIPULATE SHAMAN
| |
CONCENTRATE SHAMAN VITAMANCY
Prerequisites emblem of blood
Prerequisites emblem of the beast
Trigger Your bonded beast is reduced to 0 hit points but If your next action is to use the Blood Manipulation action,
does not die. you can apply the penalty to up to three creatures within
20 feet of you. You must apply the same condition to all
Frequency Once per hour
three creatures.
The bond you share with your beast through your emblem
allows you to sacrifice your own life energy to keep it in the Level 8
fight. Your bonded beast regains a number of HP equal to
your vitamancy cost. AURA OF IRON � FEAT 8
ROAR OF POWER � LEVEL 6 | |
ABJURATION AURA SHAMAN VITAMANCY |
Prerequisites Iron Skin
| |
AURA MANIPULATE SHAMAN VITAMANCY |
Prerequisites emblem of war Though the runes may be inscribed on your body, your
allies can benefit from them through your vitamancy. Allies
Allies within 20 feet of you gain a +1 status bonus to the within 20 feet of you gain the benefits of the runes
attack rolls they make before the beginning of your next inscribed on your body. Compatible runes appear on their
turn. armor, or on their bodies if they are unarmored. This effect
lasts until the beginning of your next turn. The normal
SENSE VITALITY � FEAT 6 limitations and requirements for runes still apply and, if it
would give their armor more property runes than its normal
| |
CONCENTRATE DIVINATION PRIMAL SHAMAN | maximum, they can choose one of the existing property
runes to be suppressed until the effect ends.
You focus on your connection with vital forces and extend
your sense beyond yourself. You gain lifesense as an DEATH SWARM � FEAT 8
imprecise sense with a range of 30 feet until the beginning
of your next turn. Lifesense allows you to sense the vital | |
PRIMAL SHAMAN VITAMANCY
essence of living and undead creatures. The sense can
distinguish between the positive energy animating living Prerequisites emblem of death
creatures and the negative energy animating undead Frequeny Once per minute
creatures, much as sight distinguishes colors Requirements you control at least one undead minion, it is
within 20 feet of you, and you have damned a creature
VITAL RESERVE FEAT 6
You send forth your minions to swarm your mark.
SHAMAN Each minion with the undead trait you control within
You’ve learned to store a little bit of vital essence for later. 20 feet of you can Stride up to their speed towards a
During your daily preparation, you can pay your vitamancy damned creature.
cost and store an equal number of hit points into your
emblem. When using an action with the vitamancy trait, INCREDIBLE BONDED BEAST FEAT 8
you can use the hit points stored in your emblem instead
of paying the vitamancy HP cost. The hit points remain in SHAMAN
your emblem until used, and your emblem can only store a
Prerequisites Mature Bonded Beast
number of hit points equal to your vitamancy cost.
Your bonded beast continues to advance. It gains the
VITAMANCY SERVANT FEAT 6 nimble or savage animal companion adjustments (your
|
UNCOMMON SHAMAN choice), gaining additional capabilities determined by the
type of companion.
Prerequisites emblem of death
GIFT OF LIFE � FEAT 8
You combine your unique connection with necromancy and
your knowledge of rituals to create life-bonded undead |
CONCENTRATE SHAMAN VITAMANCY |
servants. You learn the create undead ritual for one undead Allies within 20 feet of you, but not you, gain a number of
temporary hit points equal to your vitamancy cost. VITAL COMMAND � FEAT 8 ANCESTRIES
GNARLY GASH � FEAT 8 | |
ENCHANTMENT MANIPULATE SHAMAN VITAMANCY | CLASSES
Prerequisites emblem of the beast
| |
MANIPULATE SHAMAN VITAMANCY
ARCHETYPES
Requirements Your bonded beast is within 20 feet of you.
Prerequisites Blood Gash
Frequency Once per turn You Command your bonded beast. FEATS

A creature within 20 feet of you suffering from persistent VITAMANCY INTERFERENCE � FEAT 8 ITEMS
bleed damage must attempt a basic Fortitude saving
throw against your spell DC or take a number of slashing |
SHAMAN VITAMANCY
damage equal to twice the persistent bleed damage.
Trigger A creature within 20 feet of you Sustains a Spell
ESSENCE FLOW � FEAT 8
You interrupt the energy flow of your flow, disturbing their
|
CONCENTRATE SHAMAN VITAMANCY | concentration. The triggering creature must attempt a
Fortitude saving throw against your spell DC.
Trigger An ally within 20 feet of you is reduced to 0 hit points
but does not die. Critical Success The creature becomes immune to
Vitamancy Interference for 24 hours.
The triggering ally regains a number of hit points equal to Success The creature is unaffected.
your vitamancy cost. Failure The triggering spell ends. The creature does not
spend the action required to Sustain the Spell.
PLAGUE CARRIER � FEAT 8 Critical Failure As failure, but the creature spends the
action to Sustain the Spell instead, and becomes
|
SHAMAN VITAMANCY
stupefied 1 until the end of its next turn.
Prerequisites emblem of death
Frequency Once per day Level 10
Requirements an minion with the undead trait that you
created or summoned is within 20 feet HEALING ECHOES � FEAT 10
You unload your physical burden on a disposable corpse. |
METAMAGIC SHAMAN
Choose one of the following conditions you are suffering Frequency Once per day
from: blinded, deafened, clumsy, drained, enfeebled,
stupefied, sickened, slowed, or a disease. Make a
If your next action is to Cast a Spell with the healing trait,
Counteract check against the source using your primal
creatures healed by the spell gain fast healing equal to the
spell attack bonus. Your counteract level is half your level
spell level for a number of rounds equal to your
rounded up. A minion with the undead trait you created or
Constitution modifier.
summoned within 20 feet of you gains the condition or
diseases you just lost. If it is immune to diseases, it is still
a carrier of the disease for 1 day or until it is cured IMPRESSIVE VITALITY FEAT 10
whichever comes first.
|
CONCENTRATE METAMAGIC SHAMAN |
PRIMAL BEAST FEAT 8 Prerequisites internal vitality
SHAMAN Once per day, when you use the Internal Vitality action, you
Prerequisites emblem of the beast may also gain a number of temporary hit points equal to
your level.
Your bonded beast is at one with the primal world, it gains
resistance equal to half your level against spells or effects RAPID VITAMANCY � FEAT 10
with the primal trait. SHAMAN

TOLL THE DEAD � FEAT 8 Frequency Once per day


Trigger you use a vitamancy action.
| |
SHAMAN NECROMANCY PRIMAL NEGATIVE |
Prerequisites emblem of death The triggering vitamancy action does not count against
your limit on vitamancy actions per turn.
Frequency Once per minute
Requirements you control a undead minion and it is within 20
feet of you
VITAL QUICKENING � LEVEL 10
| |
CONCENTRATE METAMAGIC SHAMAN VITAMANCY |
You draw from your minions to fuel your vitamancy. A
minion with the undead trait you control within 20 feet of Frequency Once per day
you loses a number of hit points equal to your vitamancy
cost. Your next vitamancy action this turn has no cost. If your next action is to cast a cantrip or a spell using one
of your shaman spell slots of the lowest level you can cast,
reduce the number of actions to cast it by 1 (to a minimum must attempt a Fortitude save against your spell DC. On a
of 1 action). failure, the creature pays the vitamancy cost of your next
action. The creature becomes immune to Vitality Drain for
Level 12 24 hours, unless they critically failed their saving throw.

EXTENDED INNATE VITAL CASTING FEAT 12 METAMAGIC RESURGENCE FEAT 12


SHAMAN |
SHAMAN VITAMANCY

Prerequisites At least one metamagic feat with a frequency


Requirements Innate Vital Casting
of once per day.
You have widened the selection of minor spells you can
Once per day, you can use a metamagic action with a
cast using vital casting. You gain two additional innate
frequency of once per day that you already used by paying
spells with the vitamancy trait.
your vitamancy cost. You still need to spend the actions
required for that metamagic feat as normal.
GRASP OF THE UNDYING � FEAT 12
SHAMAN Level 14
Trigger You would be reduced to 0 hit points but not killed
immediately
ITEM SIPHON � LEVEL 14
Frequency Once per day |
SHAMAN NECROMANCY PRIMAL |
Make a spell attack roll against the Fortitude DC of a Prerequisites Vital Reserve
creature within 20 feet of you. If the creature is willing, you Frequency Once per hour
get a +1 circumstance bonus to the attack roll. Requirements You are holding a consumable with the healing
Critical Success You regain a number of hit points equal to trait of a level no less than your level -2
your vitamancy cost and the creature loses that many hit
points. You’ve learned to manipulate vital essence found in magic
objects around you. You drain the required item of its
Success You remain at 1 hit point instead of falling healing powers to fuel your vitamancy. Your next
unconscious and the creature loses 1 hit points. vitamancy action this turn has no cost. The item becomes
Failure You fall unconscious and begin dying as normal inert and worthless.
Critical Failure Your begin dying and your dying condition
is increased by 1 and the creature regains a number of LIFE AWARENESS FEAT 14
hit points equal to your vitamancy cost.
SHAMAN
INNATE COUNTER CASTING FEAT 12 Prerequisites Vital Sense
SHAMAN
Your ability to sense the vital energies becomes effortless,
Prerequisites vital casting class feature, Vitamancy allowing you to sense them constantly. You gain lifesense
Disruption as an imprecise sense of 30 feet. Whenever you use the
Vital Sense action, your lifesense becomes precise until
You have learned to counteract spellcasting using your the beginning of your next turn.
innate resources. When you use Vitamancy Disruption, you
can expend one of your daily uses of Vital Casting instead RHYTHM OF LIFE � LEVEL 14
of a spell slot. You do not need to pay the vitamancy cost
of Vital Casting when doing so, but you still have to pay the | |
MANIPULATE SHAMAN VITAMANCY
vitamancy cost of Vitamancy Disruption. Frequency Once per hour
PRIMAL RITUAL FEAT 12 Allies within 20 feet of you gain the benefits of the haste
spell for one minute.
SHAMAN
Whenever you are the primary caster on a Ritual, you can Level 16
use Nature as the primary check instead of the skill
required. If you do so, the DC increases by 7. EXPANDED HEALING � FEAT 16
VITALITY DRAIN � LEVEL 12 |
METAMAGIC SHAMAN

SHAMAN Frequency Once per day


Prerequisites Shared Vitality
You’ve learned to be more efficient when manipulating
Requirements Your next action is to use an action with the forces of life. If your next action is to Cast a Spell with the
vitamancy trait. healing trait that has a single target, you may spend a spell
slot of the same level as the spell and choose a second
You’ve do not just share the vitality of your allies but to target for the spell.
drain it from your enemies. A creature within 20 feet of you
SPELL APPROPRIATION � FEAT 16 PRIMAL REGENERATION � FEAT 18 ANCESTRIES
|
SHAMAN VITAMANCY | |
CONCENTRATE SHAMAN VITAMANCY
CLASSES
You understand how vital essence binds magic to a Frequency Once per day
creature and how to sever and rebind that connection. ARCHETYPES
Make a melee spell attack against a creature within reach.
If the attack is a success, attempt to counteract one spell Your healing abilities are unparalleled when empowered by FEATS
affecting the target. If your spell attack was a critical your own life force. An allied creature within 20 feet of you
success, you gain a +2 bonus to your counteract check. ITEMS
Your counteract rank is half your level rounded up and your gains regeneration 15 for 1 minute. If the creature takes
modifier is equal to your spell attack bonus. If you negative or positive damage, its regeneration deactivates
successfully counteract a spell on the target, you may
choose to have its effects transfer to you for the remainder until after the end of its next turn.
of its duration or to gain temporary Hit Points equal to four
times the spell’s level for 1 minute (or double the spell’s PERFECTED VITAMANCY DISRUPTION FEAT 18
level for 1 round if the spell was a cantrip).
SHAMAN
VITAL INVASION � FEAT 16 Prerequisites Innate Counter Casting
| | |
UNCOMMON DIVINATION PRIMAL SHAMAN VITAMANCY |
You have mastered the art of interrupting spellcasting. You
Prerequisites Vital Sense no longer need to expend a spell slot or a Vital Casting
Requirements You sense a creature with lifesense usage to use Vitamancy Disruption.

A creature you are able to sense with lifesense becomes a VITAL ADAPTATION FEAT 18
conduit for your senses. The creature must attempt a
Fortitude save against your Spell DC to resist this invasion. SHAMAN
Willing creatures may choose to automatically fail or
critically fail. You have tapped into the source of your vital essence,
reaching beyond your mere body into an unlimited
Critical Success the creature is unaffected and is immune potential. During your daily preparations, you prepare a
to Vital Invasion for 1 minute. vital well within yourself that can be used to cast any
Success Your essences glance off each other, granting a primal spell you have access to. This spell gains the
brief moment of sensory information. Seek using the vitamancy trait and is cast at 7th level (or lower if you so
creature’s location and Senses instead of your own. choose). You choose the spell at the time of casting after
Failure Your essences link, allowing you to Seek and sense which it remains in your repertoire as a signature spell until
using the creature’s senses and location until the end of your next daily preparations.
your next turn provided you can sense it with lifesense.
Critical Failure As a failure except that you can sense LEVEL 20
through, Seek, and Search using the creature’s senses for
1 minute. Additionally, as a single action with the DEADLY VITAMANCY � LEVEL 20
concentrait trait, you may detect vague surface thoughts
of the sensed creature for the duration. | |
INCAPACITATION MANIPULATE SHAMAN VITAMANCY |
Your mastery of the flowing life forces is unparalleled, and
Level 18 you manipulate life at will. A living or undead creature
within 20 feet of you must attempt a Fortitude saving
UNSTOPPABLE DRAIN LEVEL 18 throw against your spell DC. On a critical failure, the
creature dies, or is destroyed if it’s undead. Regardless of
SHAMAN the outcome, the creature becomes immune to Deadly
Vitamancy for 24 hours.
Prerequisites Vitality Drain

Your ability to drain the essence from others becomes nigh TRIPLE VITAMANCY FEAT 20
unstoppable, and only the most powerful of creatures can
resist it. When you use Vitality Drain on a non-willing SHAMAN
creature, if their level is equal or lower than yours, they You can exude life-force at an absurd rate. You can use up
treat their saving throw as one degree worse. to three vitamancy actions per turn.

AURA OF EVERLIFE FEAT 18 VITAL PROWESS FEAT 20


SHAMAN
SHAMAN
Prerequisites Essence Flow You add a 10th level spell to your repertoire. You can only
cast this spell by using vital casting.
Essence flow becomes a free action for you and no longer
counts towards your limit of vitamancy action per round.
INITIAL PROFICIENCIES
At 1st level, you gain the listed
Thanator
proficiency ranks in the following Always in the heart of the action, you thrive on the adrenaline of combat and the cold
statistics. You are untrained in anything embrace of death that terrorizes so many does nothing but invigorate you.
not listed unless you gain a better
proficiency rank in
some other way. KEY ABILITY HIT POINTS
CONSTITUTION 12 plus your Constitution modifier
PERCEPTION At 1st level, your class gives you an You increase your maximum number
Expert in Perception ability boost to Constitution of HP by this number at 1st level and
every level thereafter.
SAVING THROWS
Expert in Fortitude
Trained in Reflex
Expert in Will During Combat Encounters…
SKILLS You hurl yourself headfirst at your foes, heedless of danger, and every hit
Trained in Intimidation you take makes you stronger. You’ll have to make yourself the center of
Trained in a number of additional skills attention and risk your life to unlock your full potential.
equal to 4 plus your Intelligence modifier
During Social Encounters…
ATTACKS
Trained in simple weapons Your regular near-death experiences give you a unique perspective on
Trained in martial weapons things. Living for thrills and excitement, you are often the one seeking new
risky adventures for you and your friends.
Trained in unarmed attacks

DEFENSES While Exploring…


Trained in light armor
Your combat experience keeps you on your toes and alert to potential
Trained in unarmored defense
dangers. You might make yourself an obvious easy target for an ambush in
order to protect the most vulnerable party members.
CLASS DC
Trained in Thanator class DC In Downtime…
You may go looking for a brawl in a fighting pit, engage in dangerous
activities like free climbing, or even join a revolution to overthrow a
tyrannical ruler.

You Might…
• Have a very unique perception of life and death.
• Be prone to boredom, seeking or even triggering exciting situations.
• Refuse to give up or back down from anything.

Others Probably…
• Are wary of your presence and your battle scars.
• See you as having some type of death wish.
• Feel both impressed and intimidated by your strong determination.
Table B–1: Thanator Advancement Ancestry and Background ANCESTRIES
Your CLASSES
Level Class Features In addition to what you get from your class at 1st level,
you have the benefits of your selected ancestry and ARCHETYPES
1 Adrenaline flow, ancestry and background, blood background.
for blood, hard to kill, initial proficiencies, FEATS
manifestation, thanator feat
Initial Proficiencies ITEMS
2 Skill feat, thanator feat
At 1st level, you gain a number of proficiencies that
3 Adrenaline surge, general feat, morbid stoicism,
skill increase represent your basic training. The proficiencies are
noted at the start of this class.
4 Skill feat, thanator feat

5 Ability boosts, adrenaline homeostasis, ancestry


Adrenaline Flow
feat, skill increase, zone of focus
You distill adrenaline into necromantic energy using a
6 Skill feat, thanator feat trance-like state known as Adrenaline Flow. You gain
the Adrenaline Flow action.
7 General feat, juggernaut, skill increase, weapon
specialization
ADRENALINE FLOW �
8 Skill feat, thanator feat
|
CONCENTRATION THANATOR STANCE|
9 Ancestry feat, lightning reflexes, skill increase, Requirements Your hit points are lower than your maximum
thanator expertise, vigilant senses hit points
Trigger You take damage equal to your level or higher
10 Ability boosts, skill feat, thanator feat
You enter the Adrenaline Flow stance. You gain the
11 General feat, light armor expertise, resolve, skill benefits listed in your manifestation.
increase

12 Skill feat, thanator feat Blood for Blood


13 Ancestry feat, balanced warrior, skill increase, You gain the Blood for Blood reaction.
weapon mastery
BLOOD FOR BLOOD �
14 Skill feat, thanator feat
THANATOR
15 Ability boosts, general feat, greater juggernaut,
greater weapon specialization, living on the edge, Trigger An enemy within reach misses you with a Strike or a
skill increase spell attack roll

16 Skill feat, thanator feat Rather than trying to protect yourself or avoid the hit, you
use it as an opportunity to attack. The triggering attack
17 Ancestry feat, skill increase, thanator mastery becomes a success instead. Make a melee Strike against
the triggering creature.
18 Skill feat, thanator feat
Hard to Kill
19 General feat, light armor mastery, skill increase
Your dance with death is one that keeps you one step
20 Ability boosts, skill feat, thanator feat
further from its final embrace. You gain the Diehard

Class Features general feat.

You gain all of the following abilities as a thanator.


Manifestation
Abilities gained at higher levels than 1st always list the
Thanators manifest their unusual adrenaline powers
level at which you gain them next to the features’
in various ways, called manifestations. Manifestations
names.
often reflect the personality of a thanator, albeit
sometimes a hidden one. You choose a thanator
manifestation.
THANATORS’ SOURCE OF POWER Thanator Feats
Thanathors are considered somewhat of
an oddity by many scholars and martial At 1st level and every even-numbered level, you gain a Thanator class feat.
masters alike. While the manifestation of
their power is undeniably of a Skill Feats 2nd
necromantic nature, its true source is
At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats
still unknown. The most accepted theory
have the skill trait. You must be trained or better in the corresponding skill
pins thanators as natural born warriors
to select a skill feat.
with a predisposition for vitamancy.
Often gifted with a strong survival Adrenaline Surge 3rd
instinct, an unshakable willpower or a
love of challenges, thanators are known The more injured you are, the more dangerous you become. As long as you
to be adrenaline seekers. This are in Adrenaline Flow stance and your hit points are lower than half your
personality trait is believed to be so maximum hit points, you gain the adrenaline surge benefits listed in your
intrinsic to their psyche, it manifestation.
subconsciously manifests itself into
magical abilities, similar to the way a NEW TRAIT
practitioner of vitamancy would dig into Surge Feats and abilities with the surge trait only function while
its own life force to you are in your adrenaline surge state and actions with the trait can
conjure magic. only be taken while in adrenaline surge.

General Feats 3rd


At 3rd level and every 4 levels thereafter, you gain a
general feat.

Morbid Stoicism 3rd


Interactions with death have become so
mundane they leave you utterly unphased.
When you get a success on a Saving
Throw against an effect with the death,
negative or positive trait, you get a
critical success instead. If you are master
in the Save and would fail, you get a
success instead, and if you are
legendary, you treat your degree of
success as one better.

Skill Increases 3rd


At 3rd level and every 2 levels
thereafter, you gain a skill
increase. You can use this skill
increase to become trained in
one skill you're untrained in,
or become an expert in one
skill in which you are already
trained.
At 7th level, you can use skill increases to become a Weapon Specialization 7th ANCESTRIES
master in a skill in which you're already an expert, and
at 15th level, you can use them to become legendary in CLASSES
You deal an additional 2 damage with weapons and
a skill in which you're already a master. unarmed attacks in which you have expert proficiency. ARCHETYPES
This damage increases to 3 if you’re a master, and 4 if
Adrenaline Homeostasis 5th you’re legendary.
FEATS
ITEMS
You are not afraid of death and consider it a foe to Lightning Reflexes 9th
vanquish like any other. You gain the Adrenaline
Homeostasis reaction. Your reflexes are lightning fast. Your proficiency rank
for Reflex saves increases to expert.
ADRENALINE HOMEOSTASIS �
|
SURGE THANATOR Thanator Expertise 9th
Frequency Once per day
Your proficiency rank for your Thanator class DC
Trigger You take damage from a creature that reduces you to
0 Hit Points but doesn’t immediately kill you. increases to expert.

The adrenaline flowing through your veins creates a Vigilant Senses 9th
perfect homeostasis of negative and positive energy.
Your wounded condition increases by 1, you remain
Through your adventures, you've developed keen
conscious at 0 hit points and you cannot gain or lose any
Hit Points, including Temporary Hit Points, until the end of awareness and attention to detail. Your proficiency
your next turn. rank for Perception increases to master.
You are still taking damage for any purposes other
than losing Hit Points, meaning you still roll at the end of Light Armor Expertise 11th
every turn to end persistent damage, or any effect that
would require you to take damage still applies if you get hit Your proficiency for light armor and unarmored
by an attack, even if your hit points do not get reduced. defense increases to expert.
If you become unconscious for any other reason,
such as the effect of a spell, you begin dying immediately.
At 17th level, this effect lasts for an additional turn.
Resolve 11th
You’ve steeled your mind with resolve. Your
Ancestry Feats 5th proficiency rank for Will saves increases to master.
When you roll a success at a Will save, you get a critical
In addition to the ancestry feat you started play with, success instead.
you gain an ancestry feat at 5th level and every 4
levels thereafter. Balanced Warrior 13th
Zone of Focus 5th Feeling the grasp of death tightening, you find an
unexpected strength to keep going. You gain the
Your proficiency ranks for simple weapons, martial Balanced Warrior benefits listed in your manifestation.
weapons, and unarmed attacks increases to expert.
When you are in adrenaline flow, you gain the critical Weapon Mastery 13h
specialization effects for melee weapons and unarmed
Your proficiency ranks for simple weapons, martial
attacks you are an expert in.
weapons, and unarmed attacks increase to master.

Juggernaut 7th Greater Juggernaut 15th


Your body is accustomed to physical hardship and
Your proficiency rank for Fortitude saves increases to
resistant to ailments. Your proficiency rank legendary. When you roll a critical failure on a
with Fortitude saves increases to master. When you Fortitude save, you get a failure instead. When you roll
roll a success on a Fortitude save, you get a critical a failure on a Fortitude save against an effect that deals
success instead. damage, you halve the damage you take.
Greater Weapon Specialization 15th successful Strike and you gain an additional reaction at
the start of every turn.
Your damage from weapon specialization increases to Balanced Warrior ( Lvl 13 )
4 with weapons and unarmed attacks in which you're
When you use the Adrenaline Homeostasis reaction,
an expert, 6 if you're a master, and 8 if you're
you do not apply multiple attack penalty to any rolls
legendary.
until it ends. You still accrue and are considered
Living on the edge 15th affected by the penalty for effects that require it, such
as the press trait.
You can now use Adrenaline Homeostasis once per
hour instead of once per day.
Manifestation of Focus
Thanator Mastery 17th The crystallized adrenaline steadies your hands and
sharpens your sight. Your melee Strikes gain the
deadly d8 trait, or you increase their deadly trait to d8
Your proficiency rank for your Thanator class DC
if they are already deadly with a smaller die size. The
increases to master.
damage dealt from this granted deadly trait is positive
Light Armor Mastery 19th or negative damage, you may choose which damage
type is used for each strike.
Your skill with light armor improves, increasing your If you have weapon specialization, this deadly trait
ability to dodge blows. Your proficiency ranks for light increases to d12 instead.
armor and unarmored defense increase to master.
Adrenaline Surge ( Lvl 3 )
Manifestations You gain incredible precision, dealing decisive blows to
your foes. Your first attack of each turn gains a +2
Thanators use their heightened state of adrenaline to status bonus to attack rolls. Additionally, you
enhance different aspects of their fighting styles. Your automatically succeed the flat check to Strike
subclass determines the advantages your adrenaline concealed creatures.
flow grants you as well as giving access to some of the At 11th level, you critically succeed on melee Strikes
Thanator feats. if you roll a 19 on the die as long as that result is a
success. This has no effect on a 19 if the result would be
Manifestation of Alacrity a failure.

You fully embrace the frenzy of combat and let it


Balanced Warrior ( Lvl 13 )
electrify you. While in Adrenaline Flow, your multiple Your Strikes always aim true, as if they had an unatural
attack penalty is -4 (-3 with an agile weapon) on your attraction to vital organs. While under the effect of
second attack of the turn instead of -5, and -8 (–6 with Adrenaline Homeostasis, your first successful melee
an agile weapon) on your third or subsequent attacks Strike each turn becomes a critical success instead.
of the turn, instead of -10.
If you have weapon specialization, your multiple
Manifestation of Magic
attack penalty while in Adrenaline Flow becomes -3 (-2
Your conversion of adrenaline into necromancy is
with an agile weapon) and -6 (-4 with an agile weapon)
more precise and deliberate than most Thanators. You
instead.
gain access to discipline spells, which are a type of
Adrenaline Surge ( Lvl 3 ) focus spell. You gain a focus pool of 1 Focus Point and
Building momentum, your weapons become deadlier you can use the Refocus activity. Manifestation spells
after each strike. Your Speed increases by 10 feet and can only be used while in Adrenaline Flow. You gain
your melee Strikes gain a circumstance bonus to the life share focus spell and become trained in primal
damage equal to the number of successful Strikes you spell attack rolls and spell DCs. Your spellcasting
made this turn. This damage is positive or negative, ability is Charisma. Whenever your proficiency rank
your choice. for your thanator class DC increases, so does your
proficiency in primal spell attack roll and spell DC.
At 11th level, the bonus to damage increases to 2 per
LIFE SHARE FOCUS 1 reaction, you can make a Strike as part of the reaction. ANCESTRIES
For the duration of adrenaline homeostasis, your
| | |
UNCOMMON AURA HEALING POSITIVE NECROMANCY | weapon damage die size with non-agile melee weapons CLASSES
THANATOR
increases by an additional step even though you
Cast � somatic
ARCHETYPES
normally cannot increase a damage die more than
Area 10-foot emanation
once. FEATS
Duration sustained up to 1 minute

Whenever you take damage from an enemy creature, your


allies in the area regain 2 hit points.
Thanator Feats ITEMS

Every level at which you gain a Thanator feat, select


Heightened (+2) Allies regain an additional 2 Hit Points.
one of the following feats. You must satisfy any
prerequisites before taking the feat.
Adrenaline Surge ( Lvl 3 )
The adrenaline surging through your veins fuels your DESTABILIZING STRIKE � FEAT 1
magic effortlessly. Once per turn, you can sustain a THANATOR
manifestation spell with the aura trait as a free action.
You break your opponent’s stance before striking. Make an
At 11th level, the emanation size of your Athletics check to Trip, Shove or Grapple. If it succeeds,
make a Strike against the same creature.
manifestation spells with the aura trait increases by
10 feet. INTIMIDATING POSTURE FEAT 1
If you have weapon specialization, when you use the THANATOR
Adrenaline Flow action, you can cast a manifestation
spell as a reaction. You still need to pay a focus point to Prerequisites Trained in Intimidation.
Cast the Spell. You gain the Intimidating Glare feat as a bonus feat. As
Balanced Warrior ( Lvl 13 ) soon as you meet the requirements for Scare to Death, you
gain it as a bonus feat and it has the surge trait for you.
Your balance becomes unparalleled. When you use the While you are in adrenaline flow, you gain a +1 status
Adrenaline Homeostasis reaction, you regain a focus bonus to Intimidation checks. When you are in adrenaline
surge, this bonus increases to +2.
point and you can cast a manifestation spell
immediately as a free action. LEG BREAKER � FEAT 1
Manifestation of Might THANATOR
You slow down your opponents to keep them within your
reach. Make a melee Strike against a creature. If the Strike
You crystalize adrenaline into raw strength. When in hits, the creature takes a –5 status penalty to its Speed for
Adrenaline flow, you can add your Constitution one minute.
modifier to melee damage rolls instead of your
Strength modifier and your melee Strikes deal an
STRIKE THE FEARFUL � FEAT 1
additional 3 damage. The additional damage is THANATOR
positive or negative damage, your choice. Striking fear into your foe’s heart, you hit them when they
If you have weapon specialization, your adrenaline are at their most vulnerable. Make an Intimidation check to
Demoralize then make a melee Strike. If the Intimidation
flow bonus damage increases to 6. check was a success, you gain a +1 circumstance bonus
Adrenaline Surge ( Lvl 3 ) to the Strike.

The necromantic energy within you extends to your TEMPERED SCARIFICATION FEAT 1
weapons, making them more dangerous. Your weapon THANATOR
damage die size with non-agile melee weapons
While most scarification is artistic or even ritualistic, you
increases by one step and they gain the forceful trait. instead embrace the disparate cacophony of your wounds,
At 11th level, your melee Strikes with non-agile letting them heal as deep cuts in your skin and letting it
become naturally toned. While unarmored, you gain a +2
melee weapons deal an additional weapon damage item bonus to AC with a dexterity modifier cap of +3, with
dice. no check or speed penalties, strength value, or armor
specialization effect.
Balanced Warrior ( Lvl 13 ) If you wear any armor, the effects of your scarification
Being on the edge of death makes you stronger than are suppressed. You may have both armor fundamental
ever. When you use the Adrenaline Homeostasis and property runes etched to your skin as part of your
scarification, granting their benefits as normal. You may Level 4
only have property runes that don’t require a certain type of
armor, and cannot etch runes that require you to—or allow
you to remove your armor. Runes etched onto your body
ADD SCAR � FEAT 4
are suppressed when you wear armor. THANATOR
Prerequisites Blood for Blood, Tempered Scarification
Level 2
Requirements You are benefiting from your scarification.
ADRENALINE DRAW � FEAT 2 Trigger You use Blood For Blood and take damage

THANATOR You add a scar to your collection, making it clear to your


foes you don't fear their pain. Make a Demoralise attempt
Trigger You use Adrenaline Flow against the triggering creature with the visual trait instead
of the auditory and linguistic traits.
Your body reacts instinctively to the rush of battle. You
Special If you have Reckless Opening or Embrace the
Interact to draw a weapon.
Pain, you may use Add Scar when you take damage due to
using either of those reactions.
BEHIND ME! � FEAT 2
THANATOR BREAK THROUGH � FEAT 4
Trigger An enemy creature you can see targets an adjacent |
SURGE THANATOR
ally with a Strike. Prerequisites manifestation of might
You take the hits so your allies don’t have to. You become You deliver a powerful breaking through your enemie’s
the target of the attack instead of the triggering ally even defenses. Make a melee Strike. The Strike treats hardness
if you are not a valid target for the triggering Strike, such and resistances to physical damage as your level lower.
as if you are beyond the attacker’s reach.
COME HITHER! � FEAT 4
INTENTIONAL OPENING � FEAT 2
| |
EMOTION MENTAL THANATOR
| |
EMOTION MENTAL THANATOR
You make yourself an enticing target. Make an Intimidation
Frequency Once per turn check against the Will DC of an enemy creature within 30
feet. On a success, the creature must use its reaction to
You taunt an enemy to create an opportunity. Make an Stride towards you. The creature can maneuver around
Intimidation check against the Will DC of a creature who obstacles in order to get to you. If there is an
can reach you. On a success, the creature must use its insurmountable obstacle between you and the creature,
reaction to make a Strike against you and becomes flat- such as a wall or a cliff, this action has no effect. This
footed to you until the end of your turn. If you critically counts as forced movement. Regardless of the result, the
succeed, the creature becomes flat-footed to everyone creature is immune to Come Hither! for 24 hours.
until the beginning of your next turn.
DOUBLE TAP � FEAT 4
MORBID ASSESSMENT FEAT 2
|
SURGE THANATOR
THANATOR Prerequisites manifestation of alacrity
You become trained in Necromancy Lore. You can Recall Frequency once per round
Knowledge using your Necromancy Lore modifier to
determine how close to death a creature is. Your GM The momentum of your strike allows you to make a second
determines how to convey the information (how many hit one. Make a melee Strike. If it hits, make a second melee
points the creature has, or that it “will fall with one more Strike. Your multiple attack penalty applies normally.
blow,” etc), but it should be more precise than the
information gathered at a glance. Additionally, on a critical PROJECTED ADRENALINE � FEAT 4
success, you learn if the creature is under the effects of
any necromancy effects and if it has regeneration or fast THANATOR
healing as well as the rate at which those will heal it.
Make a ranged Strike with a thrown weapon. It counts as a
melee Strike for the purpose of adrenaline flow, adrenaline
SNAP OUT OF IT! � FEAT 2 surge, and Balanced Warrior.
|
MENTAL THANATOR
RECKLESS OPENING � FEAT 4
You scare your friends straight, helping them stay
composed in battle. Make an Intimidation check against |
SURGE THANATOR
the Will DC of an ally within 30 feet of you that has the
frightened condition. On a success, your ally reduces their Trigger An enemy creature within reach would miss you with
frightened condition by 1, or by 2 on a critical success. a Strike.

You lean into your foe's attack rather than avoiding it,
taking them by surprise. The Strike becomes a success
instead of a failure. The creature is flat footed until the end You willingly take the hit, making a deadly blow into a flesh ANCESTRIES
of your next turn. wound. The creature doesn’t roll for the attack, and it is
automatically a success. CLASSES
UNBIASED AFFINITY FEAT 4
FATAL MISTAKE FEAT 6 ARCHETYPES
THANATOR
You blend positive and negative energy as if they were one
|
SURGE THANATOR
FEATS
and the same. You can be healed by both positive or Prerequisites manifestation of focus
negative energy, but you are susceptible to both positive ITEMS
and negative damage as if you were both living and You use the opening created by your foe’s attack. When
undead. If an effect would both heal you and deal damage you use the Blood for Blood reaction, it gains the status
to you, like a three action heal or harm spell, you are only bonus to attack roll of your Adrenaline Flow, as if it was
affected by the healing part of the effect. your first attack of the turn.

WAVES OF HURT FEAT 4 IMPOSING SCARS FEAT 6


THANATOR | |
EMOTION MENTAL THANATOR VISUAL |
Prerequisites manifestation of magic Prerequisites Tempered Scarification

You gain the waves of hurt focus spell. Increase the Your body is a tapestry of your combat experience acting
number of Focus Points in your focus pool by 1. as a warning to foes who dare approach. While benefiting
from your scarification, creatures within 15 feet that see
WAVES OF HURT FOCUS 2 you clearly cannot reduce their frightened value below 1. If
you are in adrenaline surge, they cannot reduce their
| | |
UNCOMMON AURA NECROMANCY NEGATIVE SURGE | frightened value below 2 instead.
THANATOR PAINFUL MAGIC FEAT 6
Cast � verbal, somatic THANATOR
Area 15-foot emanation
Duration sustained up to 1 minute Prerequisites manifestation of magic

Whenever you take damage from an enemy creature, enemy Whenever you use the Blood for Blood reaction, you can
creatures within the area take 2 points of negative or positive Sustain a discipline Spell as a free action once until the
damage. You choose the type of damage Wave of Hurt deals end of your next turn.
whenever you Cast the Spell.
TERRIFYING RESILIENCE � FEAT 6
Heightened (+1) The damage increases by 1.
THANATOR

Level 6 Prerequisites Expert in Intimidation


Trigger You use the Adrenaline Homeostasis reaction
BRUTAL RETRIBUTION FEAT 6
Your resilience strikes fear in the heart of your enemies.
|
SURGE THANATOR Make an Intimidation check to Demoralize against the
creature which triggered Adrenaline Homeostasis.
Prerequisites manifestation of might
VERSATILE MANIFESTATION FEAT 6
When you use the Blood for Blood reaction, it deals an
additional weapon damage die. THANATOR
Choose a second thanator manifestation. When you enter
CLOSE THE GAP FEAT 6 adrenaline flow, you gain the benefit of either one of your
|
SURGE THANATOR manifestations, your choice. You cannot change
manifestation until you exit adrenaline flow.
Prerequisites manifestation of alacrity
Level 8
You can use the Blood for Blood reaction with the
following trigger: “A creature within Striding distance deals ACCELERATED FRENZY FEAT 8
damage to you.” When you do so, you can Stride up to your
speed before making the Strike. THANATOR

EMBRACE THE PAIN � FEAT 6 Prerequisites manifestation of alacrity

|
SURGE THANATOR While you are in Adrenaline Surge, you gain a 10—foot
Trigger A creature you can see targets you with a spell attack status bonus to your Speed. If you have a Climb, Fly,
roll or a Strike. Burrow, or Swim speed, it benefits from the status bonus
as well.
Frequency Once per minute
COME AT ME! � FEAT 8 against a living or undead enemy creature. On a hit, the
creature becomes bound to you. Whenever you lose hit
| | |
AUDITORY EMOTION MENTAL THANATOR LINGUISTIC | points, the creature loses half as many hit points.
Whenever you would regain hit points, you regain only half
Prerequisites Expert in Intimidation of them and the creature regains as many hit points.
You attempt an Intimidation check against the Will DC of a
creature within 30 feet of you. Regardless of the outcome, Level 10
the creature is immune to this effect for 24 hours.
FEROCIOUS WILL � FEAT 10
Critical Success The creature becomes obsessed with you. It
must use all the actions of its for the next minute to either THANATOR
move toward you, make a Strike against you, or Cast a Spell
with you as a target. The creature may use other actions at Trigger You use the Adrenaline Homeostasis reaction
the GM’s discretion, so long as they facilitate this Requirements The triggering creature is within reach
aggression against you (such as drawing or using items
that will harm you, keep them in the fight longer, or The surprise to see you still standing leaves your opponent
interacting with doors to chase you). The creature can defenseless for a moment. Make a melee Strike against
attempt a new saving throw against your intimidation DC at the triggering creature.
the end of every turn to shake off the obsession. If it
becomes impossible for the creature to maintain its GUARD BREAK � FEAT 10
assault on you, for example if it cannot physically reach
you, or does not know where you are, the effect ends | |
PRESS SURGE THANATOR
immediately.
Success The creature is enraged by your provocation. As a Prerequisites manifestation of might
critical success, except they are only affected for 1 round.
Failure As a success, but the duration is only for the first You deal a powerful blow to your enemy, emptying their
action or activity on the creature’s turn. lungs and shaking them under the weight of the strike.
Critical Failure The creature is unaffected. Make a melee Strike against a creature. On a hit, it
becomes clumsy 1 until the beginning of your next turn. On
MANUFACTURED CRITICAL � FEAT 8 a critical hit, it becomes clumsy 2 until the beginning of
your next turn and clumsy 1 for 1 minute.
|
SURGE THANATOR
SECOND WIND � FEAT 10
Prerequisites manifestation of focus
| |
NECROMANCY SURGE THANATOR
You maximize the efficiency of your weapon in a precise
and decisive blow. Make a melee Strike. On a hit, apply the Frequency Once per day
critical specialization effects of the weapon used for the
Strike. You gain a number of temporary Hit Points equal to half
your maximum Hit Points until the end of your next turn.
SURGING REVIVAL � FEAT 8 You become drained 1.

| |
EMOTION MENTAL NECROMANCY THANATOR | STUN WITH FEAR � FEAT 10
Frequency Once per day | |
OPEN SURGE THANATOR
Trigger You succeed a recovery check.
Your presence is frightening enough that it can leave your
foes unable to act. Make an Intimidation check against the
Your will to fight goes beyond your consciousness. You
Will DC of a creature within 30 feet of you. On a success,
recover a number of hit points equal to your level plus your
the creature becomes stunned 1, and stunned 2 on a
Constitution modifier.
critical success. Regardless of the outcome, the creature
becomes immune to Stun With Fear for 24 hours.
TILL DO US DEATH PART FEAT 8
THANATOR ADRENALINE REFOCUS FEAT 10
Prerequisites manifestation of magic THANATOR

Prerequisites manifestation of magic


You gain the till death do us part focus spell. Increase the
number of Focus Points in your focus pool by 1.
When you enter Adrenaline Surge for the first time during
an encounter, you gain a Focus Point.
TILL DEATH DO US PART FOCUS 4
| |
UNCOMMON NECROMANCY SURGE THANATOR | Level 12
Cast � verbal, somatic
Range touch EYE OF THE STORM � FEAT 12
Duration sustained up to 1 minute THANATOR

You connect your life force to your foe’s. Make a Strike Prerequisites Intentional Opening
Target up to three creatures who can reach you. Each you critically hit a creature, it becomes clumsy 1 and ANCESTRIES
creature must attempt a Will saving throw against your enfeebled 1 until the end of your next turn.
Intimidation DC. On a failure, it must use its reaction to CLASSES
make a Strike against you and become flat-footed until the MOTIVATIONAL YAP FEAT 12
end of your turn. Make a Strike against each creature who ARCHETYPES
failed their saving throw, up to a maximum of 3. Apply your THANATOR
multiple attack penalty as normal. FEATS
Prerequisites Snap out of it!
FEARSOME PRESENCE FEAT 12 ITEMS
When you use the Snap out of it! action, you can use the
| | |
AURA EMOTION MENTAL THANATOR following result instead. If the source of the condition is a
magical effect, attempt a counteract check as part of the
Prerequisites master in Intimidation. action. Your counteract level for this attempt is equal to
half your level rounded up, and you use the result of your
The sight of your resilience is terrifying to your enemies. Intimidation check for the counteract check.
When an enemy enters or begins their turn within 10 feet Critical Success The creature loses all of the following
of you while you are in Adrenaline Surge, they must conditions : confused, controlled, fascinated, frightened
succeed a Will save against your Intimidation DC or be and paralyzed.
frightened 1 (or frightened 2 on a critical failure). Apply the Success As success, but the creature loses only one of the
same effects as Demoralize based on the results of their conditions. If they are affected by more than one eligible
save. Regardless of the outcome, they become immune to condition, they choose which one.
fearsome presence for 24 hours. Failure The creature is unaffected.
Critical Failure The creature becomes stunned 1.
NECROMANTIC INJURY � FEAT 12
|
SURGE THANATOR Level 14
Prerequisites manifestation of might LEG CHOPPER FEAT 14
You deliver a powerful blow in an attempt to wound your THANATOR
opponent. Make a melee Strike. If the Strike hits, it also
deals 4 persistent negative damage or positive damage Prerequisites Leg Breaker
(your choice) per weapon damage die.
When you use the Leg Breaker action, the creature’s Speed
RESIDUAL DAMAGE � FEAT 12 is reduced by half instead of the –5 status penalty.

|
SURGE THANATOR CRITICAL SURGE FEAT 14
Frequency Once per hour |
SURGE THANATOR
Prerequisites manifestation of alacrity
Prerequisites manifestation of focus
Your attacks leave a little residual necromantic energy
behind, which you unleash all at once. Each creature that When death is near, you rip and tear the ligaments of your
you damaged with a Strike this turn takes 4 points of foes. When you critically hit a creature with a melee Strike,
positive or negative damage (your choice) for each of your it halves its Speeds until the start of your next turn.
Strikes that dealt damage to it. At 15th level, the damage
increases to 8. INVIGORATING BREATH FEAT 14
SHATTER DEFENSES � FEAT 12 THANATOR

|
SURGE THANATOR Prerequisites Surging Revival

Prerequisites Break Through Your will to fight has grown beyond consciousness.
Whenever you succeed on a recovery check and lose the
Make a melee Strike. On a hit, the target’s hardness and dying condition, you recover a number of Hit Points equal
resistances are reduced by half your level until the end of to your Constitution score plus your level.
your next turn. This effect is not cumulative, nor can it be
combined with any other effect reducing hardness or TERRIFYING RESILIENCE, GREATER FEAT 14
resistances. Effects ignoring hardness and resistances
work normally against the target. THANATOR

Prerequisites Terrifying Resilience


SURGICAL PRECISION FEAT 12
THANATOR Seeing you take a blow that would kill others is a chilling
sight for your enemies to behold. When using the Terrifying
Prerequisites manifestation of focus Resilience action, compare the result of your Intimidation
check against the Will DC of each enemy creature who can
The precision of your strikes leaves lasting damage. When see you within 30 feet.
ONE MORE � FEAT 14 AURA OF IMMORTALITY FOCUS 9
|
SURGE THANATOR | | |
UNCOMMON AURA SURGE THANATOR
Prerequisites manifestation of alacrity Cast � verbal, somatic
Frequency Once per hour Trigger You use the Adrenaline Homeostasis reaction
Trigger You hit a creature you have already hit and damaged Area 15-foot emanation
with a Strike this turn. Duration sustained up to 2 round

Make a Strike against the same creature. Your multiple Your perfect energy balance spreads to your allies. While
attack penalty applies normally. Aura of Immortality is active, allies within the area cannot
lose or gain any hit points, including temporary hit points.
Level 16
CENTER OF ATTENTION FEAT 16 INSTINCTIVE EDGE FEAT 18
| |
AUDITORY EMOTION MENTAL THANATOR | THANATOR

Prerequisites Come at Me! You can use Adrenaline Homeostasis as a free action once
per day.
Felling your opponents one by one is not enough anymore:
it’s time to take them all on at once. When you use the PERFECTED MANIFESTATION FEAT 18
Come at Me! action, it affects every enemy creature within
THANATOR
30 feet.
Prerequisites Versatile Manifestation
DEATH STARE � FEAT 16
Whenever you enter adrenaline flow and choose a
THANATOR
manifestation, you also gain the adrenaline flow benefits
Prerequisites Intimidating Posture, Scare to Death of your other manifestation. You do not gain the adrenaline
Trigger You use the Adrenaline Homeostasis reaction surge and adrenaline homeostasis benefits.

The adrenaline filling your veins terrifies your foes. You can SECOND LIFE � FEAT 18
attempt a Scare to Death action against the creature which
triggered Adrenaline Homeostasis. THANATOR
Frequency Once per day
FOCUSED HOMEOSTASIS FEAT 16 Requirements You are in Adrenaline Homeostasis
|
SURGE THANATOR
You immediately lose the effects of Adrenaline
Prerequisites manifestation of magic Homeostasis and regain a number of hit points equal to
half your number of maximum Hit Points.
When you use the Adrenaline Homeostasis reaction, you
gain a Focus Point. Level 20
NECROMANTIC IMMERSION FEAT 16 ADRENALINE STATE FEAT 20
THANATOR THANATOR

Prerequisites Unbiased Affinity While you are in adrenaline flow, you gain the benefits of
your manifestation’s adrenaline surge as well even if your
The constant flow of necromantic energy flowing through Hit Points are higher than half your maximum Hit Points.
your body has made you completely immune to its
dangers. You become immune to positive and negative BLOODBATH FEAT 20
damage.
THANATOR

Level 18 At the start of each enemy's turn, you gain an extra


reaction you can use only during that turn to perform Blood
AURA OF IMMORTALITY FEAT 18 for Blood.

THANATOR NATURAL HOMEOSTASIS FEAT 20


Prerequisites manifestation of magic THANATOR
When you use the Adrenaline Homeostasis reaction, your
You gain the aura of immortality focus spell. Increase the
wounded value does not increase.
number of Focus Points in your focus pool by 1.
Shaman Multiclass MASTER SHAMAN SPELLCASTING FEAT 18 ANCESTRIES
ARCHETYPE
SHAMAN DEDICATION FEAT 2 CLASSES
Prerequisites Expert Shaman Spellcasting, legendary in
| |
ARCHETYPE DEDICATION MULTICLASS Nature ARCHETYPES

Prerequisites Constitution 14 You gain the master bounded spellcasting benefits. FEATS
ITEMS
You gain access to the lost arts of vitamancy and limited
magic of shamans. You gain the Vital Heal vitamancy Thanator Multiclass
action (page 21) and a spell repertoire with two common
cantrips from the primal spell list. You gain access to the THANATOR DEDICATION FEAT 2
Cast a Spell activity. You're trained in spell attack rolls and
spell DCs for primal spells. Your key spellcasting ability for | |
ARCHETYPE DEDICATION MULTICLASS
shaman archetype spells is Constitution, and they are
primal shaman spells. You become trained in Nature if you Prerequisites Constitution 14
were already trained in Nature, you instead become trained
in a skill of your choice. You have a natural ability to materialize adrenaline,
Special You cannot select another dedication feat pushing on when others would perish. You gain the
until you have gained two other feats from the Shaman Diehard general feat. You become trained in thanator class
multiclass archetype. DC and Athletics or Intimidation if you are already trained
in both Athletics and Intimidation, you become trained in a
BASIC SHAMANISM FEAT 4 skill of your choice.
Special You cannot select another dedication feat
ARCHETYPE until you have gained two other feats from the Thanator
multiclass archetype.
Prerequisites Shaman Dedication

You gain a 1st- or 2nd-level shaman feat of your choice.

ADVANCED SHAMANISM FEAT 6


ARCHETYPE

Prerequisites Basic Shamanism

You gain one shaman feat. For the purpose of meeting its
prerequisites, your shaman level is equal to half your
character level.
Special You can select this feat more than once. Each
time you select it, you gain another shaman feat.

BASIC SHAMAN SPELLCASTING FEAT 6


ARCHETYPE

Prerequisites Shaman Dedication

You gain the basic bounded spellcasting benefits.

SHAMAN EMBLEM FEAT 8


ARCHETYPE

Prerequisites Basic Shaman Spellcasting

Choose a shaman emblem. You gain the associated


vitamancy action and you add the associated spell to your
repertoire. You are considered as having the emblem
for all purposes, but you don’t gain any of the other
abilities it grants.

EXPERT SHAMAN SPELLCASTING FEAT 12


ARCHETYPE

Prerequisites Basic Shaman Spellcasting, master in Nature

You gain the expert bounded spellcasting benefits.


BASIC THANATOR TRAINING FEAT 4 BLOODY REPRISAL FEAT 6
ARCHETYPE ARCHETYPE

Prerequisites Thanator Dedication Prerequisites Thanator Dedication

You gain a 1st- or 2nd-level thanator feat of your choice. Embracing the thanator philosophy, you are willing to take
a hit to create an opening. You gain the Blood For Blood
ADVANCED THANATOR TRAINING FEAT 6 reaction (page 34).

ARCHETYPE SURGING ADRENALINE FEAT 8


Prerequisites Basic Thanator Training ARCHETYPE

You gain one thanator feat. For the purpose of meeting its Prerequisites Thanator Dedication
prerequisites, your thanator level is equal to half your
character level. You must have the adrenaline surge class You unlock the potential of your adrenaline. You gain the
feature to select a feat with the surge trait. adrenaline flow and adrenaline surge thanator class
Special You can select this feat more than once. Each features and choose a thanator manifestation. You meet
time you select it, you gain another Thanator feat. prerequisites of having that manifestation when choosing
feats. You must make this choice when you gain this feat
and cannot change it later. While in the adrenaline flow
stance, you gain one of the following benefits determined
by your choice of manifestation. You gain no other benefits
listed in your manifestation.
Manifestation of Alacrity While in Adrenaline Flow, your
multiple attack penalty with agile weapons -3 on your
second attack of the turn instead of -4, and –6 on your
third or subsequent attacks of the turn, instead of -8.
Manifestation of Focus Your melee Strikes gain the deadly
d6 trait, unless they have a greater deadly die already.
The damage dealt from this granted deadly trait is
positive or negative damage, which you choose
upon dealing damage.
Manifestation of Magic You gain access to the life
share manifestation focus spell (page 37) and
gain a focus pool of 1 Focus Point.
Manifestation spells can only be cast while in
Adrenaline Flow. You become trained in
primal spell attack rolls and spell DCs. Your
spellcasting ability is Charisma.
Manifestation of Might While in adrenaline
flow you may add your Constitution
modifier instead of your Strength
modifier on melee damage
rolls.

STASIS ADEPT FEAT 10


ARCHETYPE

Prerequisites Thanator Dedication

You gain the Adrenaline Homeostasis reaction (page 35).


You are only able to remain in homeostasis for 1 round and
cannot extend its duration, regardless of your level.

BLOOD-BRINGER FEAT 20
ARCHETYPE

Prerequisites Bloody Reprisal

At the start of each of your turns when you regain your


actions, you gain an additional reaction that can be used
only for the Blood For Blood reaction.
Alchemist Research Fields Perpetual Perfection (17th Level) ANCESTRIES
Choose two common 11th-level or lower snacks. CLASSES
Chef Research Field These snacks still grant their benefits but do not
satisfy hunger. ARCHETYPES
Nothing can compare to the feeling of enjoying a FEATS
hearty meal. You've taken it upon yourself to master New Alchemist Feats
the culinary arts and provide yourself and those ITEMS
around you a feast every day. From meats to spices, HOME-COOKED MEAL FEAT1
you're a true genius when it comes to food. ALCHEMIST
In addition to the research fields in the Core Whenever you provide a meal during daily preparations,
Rulebook, you can select the Chef research field to you and your allies also recover a number of hit points
equal to twice the meal's item level. Additionally, you may
perfect recipes that tantalize the taste buds and
roll Crafting instead of Diplomacy to Make an Impression
possess near-magical properties. The chef field grants on a creature if you provide a snack or a meal for them.
the following benefits.
HUNGER PANGS � FEAT 4
Research Field (1st Level)
| |
ALCHEMIST MANIPULATE OLFACTORY VISUAL |
You start with the formulas for two common 1st-level
Requirements You are holding an item with the snack trait.
items with the meal or snack traits in your recipe book,
in addition to your other formulas. You can produce You show off your delicious snack by waving it around and
items with the meal trait during your wafting its aroma toward a creature within 30 feet. The
daily preparations using advanced alchemy, even if creature must attempt a Will saving throw against your
Class DC to resist the temptations. If the creature cannot
they do not possess the alchemical trait, and items with eat food, it is immune to this effect.
the snack trait are always treated as alchemical items
Critical Success The target ignores your food and nothing
for you. Whenever you provide a meal during happens.
daily preparations using advanced alchemy, anyone Success The target is fascinated by your food until the
who consumes the meal receives temporary Hit start of your next turn or until you drop the food.
Points equal to your level plus your Intelligence Failure Your snack looks so appetizing that they struggle
modifier. These temporary Hit Points last until they to think of anything else. They are stupefied 1 and
fascinated by the snack until the start of your next turn.
are depleted or until your next daily preparation,
Critical Failure The target can't resist anymore and must
whichever comes first. spend its next turn attempting to get to your snack. They
will not willingly move into any space that would cause
Field Discovery (5th Level) them harm and will attempt to Disarm you of your food if
they get close enough. They are also stupefied 1 and
When using advanced alchemy to make snacks during fascinated with your snack until the start of your next
your daily preparations, you can expend one batch of turn. If their fascinated condition ends for any reason,
reagents to create three snacks in any combination, all other effects end as well.
instead of just two of the same snack.
POISON MIXOLOGIST FEAT 4
Perpetual Infusions (7th Level) ALCHEMIST
Choose two common 1st-level snacks. These snacks Prerequisite Toxicologist research field
still grant their benefits but do not satisfy hunger.
Your digestible poisons are near untraceable and you apply
Perpetual Potency (11th Level): them with subtle perfection. Ingested poisons you create
gain a +2 circumstance bonus to your DC to counteract
Choose two common 5th-level or lower snacks. These attempts against them.
snacks still grant their benefits but do not satisfy Additionally, you may attempt the Steal action—using
hunger. Crafting instead of Thievery—to attempt to apply poison to
non-magical, non-alchemical food or drink instead of
Greater Field Discovery (13th Level): attempting to take an object, and has the following
success and failure effects.
Whenever you provide a meal during daily
Success Onlookers do not realize you are mixing in a
preparations, you and your allies now receive twice as poison and assume it’s an ingredient such as a dressing,
many temporary hit points. Additionally, all snacks condiment, or mixer.
created using infused reagents grant temporary hit Failure Onlookers realize you are doing something
points equal to their item level when used. suspicious with the meal.
Barbarian Instincts temporary Hit Points from your rage, and you do not
take the -1 AC penalty from raging.

Stone Instinct Specialization Ability (7th Level)


Increase the additional damage from Rage from 2 to 4
Your rage imbues you with the power of
and gain a +1 status bonus to AC while raging. If you
the underground. Through a deep kinship with the
have greater weapon specialization, instead increase
rock and stone underneath your feet, you utilize this
the additional damage from Rage to 8 and the status
power to protect yourself as you plow through
bonus to AC to +2.
opposition, unimpeded. For you, the Quaking Stomp
barbarian feat has a prerequisite of 16th level instead
Raging Resistance (9th Level)
of 20th level.
You do not gain the effects of the Raging Resistance
Anathema barbarian class feature. Instead, so long as you’re
raging, you gain the effects of a 6th level stoneskin
If you end your turn on a surface that isn’t solid
spell except it does not have a duration and lasts until
ground, you lose access to all of your stone instinct
you stop raging. This is a magical effect with the
powers until you end a turn on solid ground.
abjuration trait, using your class DC as the spell DC. At
Additionally, if you’re ever in an environment with
15th level, you gain the benefits of a 8th-level stoneskin
little to no rock (such as being on a boat) you lose
spell instead.
access to all stone instinct’s benefits. Willingly
choosing to spend time away from the earth is
anathema to you.
New Barbarian Feats
DISRUPTING STOMP � FEAT 6
Instinct Ability
When you rage, a thin | |
BARBARIAN PRIMAL RAGE EVOCATION|
layer of stone covers Prerequisites Stone Instinct
you, acting as a second
You stomp the ground with the force of a small
skin. You gain twice
earthquake. All creatures currently sustaining spells within
the normal a 15 foot emanation must make a Fortitude saving throw
amount of against your class DC. If they fail,
their spell immediately ends. If you
also have the Impressive
Landing barbarian feat, you
may add the effect of
Disrupting Stomp to the
Impressive Landing
reaction.

IRONSKIN � FEAT 12
| |
BARBARIAN PRIMAL RAGE
ABJURATION
Prerequisites Stone Instinct
Trigger An enemy hits you with an attack or you
fail a saving throw against a spell or effect.

Requirements You haven’t used this reaction since


you last raged.

You brace yourself against the impending impact.


Triple your physical resistance against the triggering
attack, spell, or effect.
Bard Muses PRIMAL EXPANSION FEAT 2 ANCESTRIES
BARD
CLASSES
Demise Muse Prerequisites wild muse
ARCHETYPES
All things end, and that’s what makes them beautiful. Your connection to nature gives you access to simple
primal spells. Add two additional cantrips from the primal FEATS
Your muse might be death itself or the journey toward
spell list to your repertoire as occult spells.
it. It might be aging, the coming of winter, or a ITEMS
crushing sense of ennui. On the other hand, your muse WILD PERFORMANCE FEAT 2
might be the subversion of death: hope, struggle, or a
BARD
clinging to life that twists your very nature and keeps
you trapped in a state of liminality. If your muse is a Prerequisites wild muse
creature, it might be a spirit, a psychopomp, or an
You can rely on your ability as a performer to communicate
undead. You gain the Danse Macabre feat and add
with nature and wildlife. You can use Performance instead
animate dead to your spell repertoire. of Nature to Command an Animal and instead of Survival
to Sense Direction. You also gain either Bonded Animal or
DANSE MACABRE FEAT 1 Train Animal as a bonus skill feat (your choice) and can
use Performance instead of Nature when using either of
| |
BARD METAMAGIC NECROMANCY those feats. You can use your proficiency rank in
Performance to meet the requirements of skill feats that
Prerequisites demise muse
require a particular rank in Nature or Survival.
Your composition crosses the veil and reaches the
departed like a call to the grave. Once per turn, when you GRIM ACCOMPANIMENT � FEAT 4
Cast or Sustain a composition spell, you can Sustain
animate dead as a free action. | | |
BARD CONCENTRATE METAMAGIC NECROMANCY
Prerequisites demise muse
Wild Muse Requirements You have line of effect to a mostly intact
corpse or a willing undead within 100 feet.
As a bard, your performances have a direct connection You direct the deceased so even they can sing or dance. If
with the creatures of the land. You are attuned to the the next action you use is to Cast a Spell that is an
music of nature and the songs on the wind. When you emanation or has a range, the spell uses the corpse or
undead creature as its origin point.
play, wildlife listens. You gain the Wild Call feat and
you add the summon animal spell to your repertoire as NATURE’S REPOSE FEAT 4
an occult spell.
BARD
WILD CALL � FEAT 1 Prerequisites wild muse
BARD Frequency once per day

Prerequisites wild muse You spend 10 minutes playing music that resonates
with nature, to help you and your allies focus, and energize
You call out to nature to aid you in battle. Cast the summon their bodies. Anyone listening to the ballad for its
animal spell. As part of the cast, you can cast a one action full duration gains temporary hit points equal to half your
composition cantrip you know as a free action. The level. In addition, you and your allies gain a +2 status
composition only affects the creatures summoned by your bonus to Perception and Survival checks while the melody
summon animal spell. is playing.

New Bard Feats NATURE’S TEMPO FEAT 6


BARD
FUNERAL MARCH � FEAT 2
Prerequisites wild muse
| |
BARD METAMAGIC NECROMANCY
Prerequisites demise muse The tempo of nature might seem unpredictable and
Trigger You cast animate dead chaotic to most, but to your ears it is a perfectly crafted
melody. You learn the nature’s tempo composition cantrip.
As you sing or dance, the dead arise and follow your lead
like marchers in a black parade. You Cast a one action
Composition Spell.
NATURE’S TEMPO CANTRIP 3 BEAST’S ACCELERANDO FOCUS 4
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UNCOMMON BARD COMPOSITION EMOTION | | |
UNCOMMON BARD COMPOSITION CONJURATION|
|
ENCHANTMENT MENTAL TRANSMUTATION
Cast � verbal Cast � verbal
Area 30-foot emanation Area 30-foot emanation
Duration 1 round Duration sustained up to 4 rounds

Allies within the area gain a +5–foot status bonus to their All allied minions with the animal trait gains the elite
speeds for 1 round, while your foes gain a -5–foot status adjustment.
penalty to their speeds.
UNSETTLING BEAST FEAT 10
Heightened (7th) The bonus and penalty both increase
to 10 feet. BARD

Prerequisites wild muse


RAPTUROUS FINALE � FEAT 6
BARD You learn the unsettling beast composition spell, which
gives the animals around you an unsettling aura.
Prerequisites demise muse
Requirements One of your composition spells is currently UNSETTLING BEAST FOCUS 5
in effect.
Trigger A creature you can see dies. | |
UNCOMMON BARD COMPOSITION EMOTION |
Frequency Once per day |
ENCHANTMENT MENTAL
Cast � verbal
Where others see a tragedy, you find bliss and jubilation.
Your composition instantly ends, and you or one ally within Area 30-foot emanation
60 feet recover 1 Focus Point. Duration 1 minute

REQUIEM OF FIRE AND STEEL FEAT 6 All allied minions with the animal trait gain an Unsettling
Aura. The aura is a 5-foot emanation. Foes within the aura
BARD are frightened 1 and considered flat-footed to the animal.
They can't reduce their frightened value below 1 while they
Prerequisites demise muse remain in the aura.

The hymn of a destroyed nation a war march from a lost OVERRULE DEATH FEAT 14
battle the incomplete masterpiece of a defunct
troubadour. You use the artistry of the long gone to BARD
empower your allies against spiritual threats. You learn the
requiem of fire and steel composition cantrip. Prerequisites demise muse

REQUIEM OF FIRE AND STEEL CANTRIP 3 Death can be as poetic as it is primal for you, it is a strophe
that never ends. You gain a +2 status bonus to saves
| | |
UNCOMMON BARD CANTRIP NECROMANCY against haunts, psychopomps, spirits, undead, and death
effects and a negative resistance equal to your level.
Cast � verbal
Area 60 feet emanation HYMN OF GLORIOUS PERSEVERANCE FEAT 16
Duration 1 round
BARD
You play a song of unfinished business in order to bring an
end to the restless. You and all allies in the area gain the Prerequisites demise muse
benefits of the ghost touch property rune on weapon attacks
and unarmed strikes. As long as you keep playing, death will not come. You
gain the hymn of glorious perseverance composition
Heightened (6th) You and your allies’ spells also gain the spell. Increase the number of Focus Points in your focus
benefits of the ghost touch property rune. pool by 1.

BEAST’S ACCELERANDO FEAT 8 HYMN OF GLORIOUS PERSEVERANCE FOCUS 8


BARD | |
UNCOMMON BARD COMPOSITION HEALING |
Prerequisites wild muse NECROMANCY
Cast � verbal
You learn the beast’s accelerando composition spell, which
fills your natural allies with magical might. Range 60 feet
Trigger An allied creature within 60 feet would be reduced
to 0 Hit Points or dies.
Duration Sustained up to 1 minute. Drive champion’s reaction and the heart pulse ANCESTRIES
devotion spell.
As long as you keep singing, bodies will not fall. If the CLASSES
creature was reduced to zero hit points, it recovers 1 Hit After the tenets of companionship, add the
Point and gains 50 temporary Hit Points if the creature following tenet: ARCHETYPES
died, it comes back to life with 50 hit points and the
undead trait. Either way, it cannot benefit from any healing • You must be an example for your allies to better FEATS
effects until your composition ends. When the themselves.
composition ends, or when the creature reaches 0 hit ITEMS
points again, it goes back to dying or becomes a corpse
again, depending on its status prior to the spell. Instructor Cause
You are determined to share your knowledge
Champion Causes & Tenets with your peers, putting your teachings at the
service of the greater good. You gain the
Tenets of Companionship Learning Experience champion’s reaction and the
heart pulse devotion spell.
While the Core Rulebook establishes the rules for After the tenets of companionship, add the
champions of good, and the Advanced Player’s Guide following tenet:
establishes their opposite in the champions of evil,
• You must teach your allies how to tackle
there are champions that do not gain their divine
problems they don’t know how to face.
power from a god, but from a devotion to their allies.
These champions exemplify the driving powers of
Paramour Cause
rivalry, tutelage, and love, bettering themselves not for
a god but for those they keep dear to their heart. A You are both a lover and fighter, and to you, there is no
champion that follows the tenets of companionship is cause more noble than fighting for love. You gain the
not bound to the tenets of good or evil, even if their Consoling Comfort champion’s reaction and the heart
alignment would overlap with one of them. pulse devotion spell.

Unlike a champion of good or evil, a champion After the tenets of companionship, add the
following the tenets of companionship does not choose following tenet:
a deity, does not become trained in their deity’s divine • You must comfort your allies through defeat and
skill, and does not have access to their deity’s favored celebrate them through victory.
weapon if it is uncommon. Instead, a champion
following the tenets of companionship becomes HEART PULSE FOCUS 1
trained in one skill that at least one of their allies is | |
UNCOMMON CHAMPION ENCHANTMENT
trained in, and chooses either one culture that one of
Cast � somatic
their allies is from or one organization that one of their
Range touch; Targets 1 willing creature
allies belongs to. They gain access to uncommon items
Duration 3 rounds
as if they were from that culture or a member of that
organization. If such a champion follows a deity, they You pour some of your heart’s drive into your companion. The
can still select feats that reference said deity so long as target gains fast healing 2. At the start of every turn, you can
choose to lose up to 2 hit points to heal the target for an
they meet the prerequisites, such as Deity’s Domain. equivalent amount.
All champions devoted to companionship must
Heightened (+1) the fast healing increases by 2 and the
follow the following tenets.
maximum number of hit points you can lose to heal the
• You must never intentionally cause harm to target increases by 2.
an ally.
• You must never put the desires of a neutral party
Champion’s Reactions
or enemy over an ally’s needs.
The special reactions for companionship causes are
detailed below.
Challenger Cause
You are driven to push your allies past their failures, CONSOLING COMFORT �
reminding them to grit their teeth, rub some dirt in it, CHAMPION
and live to fight another day. You gain the Intensify
Trigger An ally within 15 feet would take mental damage or
fail a saving throw against a mental effect.
You console your ally through their struggles. If the trigger feet gain resistance to mental damage equal to 1 + half
was taking mental damage, the triggering ally gains your level and a +1 status bonus to saves against
resistance to mental damage equal to 2 + your level
against the triggering damage. If the trigger was failing a mental effects for 1 round.
saving throw against a mental effect, the triggering ally Intensify Drive All of your allies within 15 feet
gains a +2 status bonus to the triggering saving throw,
which can turn a failure into a success. gain resistance to positive and negative damage equal
to 1 + half your level and a +1 status bonus to saves
INTENSIFY DRIVE � against death and incapacitation effects for 1 round.
CHAMPION Learning Experience All of your allies within 15
feet gain resistance to physical damage equal to 1 + half
Trigger An ally within 15 feet fails (but not critically fails) an
attack roll or saving throw. your level for 1 round.

You use your passion to remind your ally of what’s worth


fighting for. The triggering ally can add a +2 status bonus
New Champion Feats
to the triggering check, potentially turning a failure into a
success. You may spend a Focus Point as part of this ADEPT LESSON FEAT 1
reaction to allow them to roll the check again instead,
CHAMPION
taking the better of their two results, this effect has the
fortune trait. Prerequisites instructor cause
LEARNING EXPERIENCE � Your lessons serve many purposes. When you use the
Learning Experience reaction, choose one skill you’re
CHAMPION
trained in. The status bonus from Learning Experience also
Trigger An ally within 15 feet fails an attack roll or saving applies to checks made with that skill.
throw.
COMPOUND CONSOLATION FEAT 1
You let your ally’s mistakes flow into a lesson on what not
to do. The triggering ally gains a +1 status bonus to attack CHAMPION
rolls and saving throws until the end of their next turn.
Prerequisites paramour cause

Divine Ally (3rd) The soothing effect of your comfort knows no bounds.
When you use Consoling Comfort with “An ally within 15
feet would take mental damage” as a trigger, the triggering
If you are a champion following the tenets of
ally gains a +1 status bonus to saving throws against
companionship and choose a blade ally, you can mental effects for 1 round when you use Consoling
choose the following property runes: cunning, Comfort with “An ally within 15 feet would fail a saving
returning, or shifting. throw against a mental effect” as a trigger, the triggering
ally gains resistance to mental damage equal to 1 + half
your level for 1 round. Both these additional benefits apply
Divine Smite 9th after the triggering event is resolved.

Your champion’s reaction improves as follows. INTENSIFY ODDS FEAT 1


Consoling Comfort The triggering ally gains CHAMPION
temporary hit points equal to half your level that last Prerequisites challenger cause
for 1 round.
When you spend a focus point to allow your ally to re-roll
Intensify Drive The triggering ally gains
their failed attack roll or saving throw, they may also add a
temporary hit points equal to half your level that last +1 status bonus to their re-roll. At 7th level, this bonus
for 1 round. increases to +2.
Learning Experience The triggering ally gains
STEED’S REACTION FEAT 4
temporary hit points equal to half your level that last
for 1 round. CHAMPION

Prerequisites steed divine ally, champion’s reaction


Exalt 11th
The divine bond with your steed allows it to react with the
powers of your faith. For the purposes of calculating the
Your champion’s reaction improves as follows when
range for your champion's reaction you can treat your
you gain the exalt class feature at 11th level. steed divine ally as the point of origin so long as it is within
15 feet of you. If the reaction would allow you to Strike,
Consoling Comfort All of your allies within 15
your mount Strikes instead.
Cleric Doctrines Second Doctrine (3rd) ANCESTRIES
Your proficiency rank for Fortitude saves increases to CLASSES
Crusader expert.
ARCHETYPES
You are the arm of your deity's church, fighting for
Third Doctrine (7th)
FEATS
their edicts, defending their holy places and punishing Your proficiency ranks for divine spell attack rolls and
those who go against their beliefs. spell DCs increase to expert. ITEMS

First Doctrine (1st) Fourth Doctrine (11th)


You are trained in light and medium armor, and you You gain expert proficiency with your deity’s favored
have expert proficiency in Fortitude saves. You gain weapon and unarmed attacks. When you critically
the Sacred Strike cleric feat. succeed at an attack roll using your deity’s favored
weapon, you apply the weapon’s critical specialization
Second Doctrine (3rd) effect use your divine spell DC if necessary.
You become trained in martial weapons. Fifth Doctrine (15th)
Third Doctrine (7th) Your proficiency ranks for divine spell attack rolls and
spell DCs increase to master.
Your proficiency ranks for divine spell attack rolls and
spell DCs increase to expert. Final Doctrine (19th)
Your proficiency ranks for divine spell attack rolls and
Fourth Doctrine (11th)
spell DCs increase to legendary.
You gain expert proficiency with your deity's favored
weapon and unarmed attacks. New Cleric Feats
Fifth Doctrine (15th) DIVINE INSIGHT � FEAT 1
Your proficiency rank for Fortitude saves increases to |
CLERIC CONCENTRATE FORTUNE|
master. When you roll a success at a Fortitude save,
Trigger You fail or critically fail a Recall Knowledge check
you get a critical success instead. using Religion or the Divine Skill of your deity.
Frequency Once per hour
Final Doctrine (19th)
Your deity whispers in your ear some knowledge that lies
Your proficiency ranks for divine spell attack rolls and
within you that you thought you had forgotten. Reroll the
spell DCs increase to master. Recall Knowledge check and use the new result.

Theologian HEALING GESTURE FEAT 1


CLERIC
You have dedicated your time to study every
Prerequisites healing font
manuscript and divine writing about your deity as well
as its attributes and perfections. You have discovered Divine power flows through you quickly to heal the wounds
how to get the most out of your Divine Font. of your allies. You gain the healing gesture focus spell.
Increase the amount of focus points in your pool by 1.
First Doctrine (1st) HEALING GESTURE FOCUS 1
The time you have spent in the exhaustive study of
religions has given you knowledge that none of your | | |
UNCOMMON CLERIC HEALING NECROMANCY POSITIVE |
fellow clerics have gained. You gain the Student of the Cast � somatic
Canon skill feat and the Divine Insight feat. Each time Trigger You or an ally takes damage
you obtain a new doctrine, you gain a skill feat related Range 60 feet; Targets the triggering creature
to Religion or to the Divine Skill of your deity. You gain
With a quick gesture you fill the target with healing energy.
the Harmful Hands cleric feat if you chose the Harmful The target regains 4 Hit Points. The target may also attempt
Font as your Divine Font, or the Healing Hands cleric a DC 11 flat check immediately to end a single persistent
feat if you chose the Healing Font. damage effect they are suffering from.

Heightened (+1) Increase the healing by 4.


SACRED STRIKE � FEAT 1 GUIDING HEALING � FEAT 2
CLERIC | |
CLERIC CONCENTRATE METAMAGIC
Prerequisites Crusader or Warpriest Doctrine Prerequisites healing font
Requirements You are wielding your deity’s favored
weapon. When focused, your healing grants divine inspiration to
Cost Expend a harm or heal spell. your allies. If your next action is to cast the one- or two-
action version of heal the target of the spell also gains a
You channel the power of your deity through your weapon. +1 status bonus to AC, saves, and attack rolls until the end
You make a Strike using your Divine spell attack roll of your next turn.
modifier. Your Strike deals damage of an alignment type
that matches one of your deity’s alignment components PRAYER FOR AID FEAT 2
instead of its normal weapon damage type. This attack
gains the trait corresponding to the chosen alignment. CLERIC

Special If you have the Channel Smite feat, you When you prepare to Aid an ally, you may pray to your deity
may use your spell attack roll modifier on to guide their hand. When you later use the Aid reaction
Channel Smite as well. you may roll Religion instead of the normal skill check.
Aiding in this manner adds the auditory, divine, and
enchantment traits to your Aid reaction and the action
used to prepare to Aid. You automatically critically fail
to Aid creatures that actively commit anathema to
your deity or to Aid actions that your deity would
consider anathema.

GUARDBREAK � FEAT 4
|
CLERIC PRESS

Requirements you are wielding a shield

Raising your shield high to blindside your


opponent, you create an opportunity to
strike true. Your next melee strike treats
the target as flat-footed.

DIVINE STRIKE � FEAT 10


| |
CLERIC METAMAGIC NECROMANCY
Prerequisites Channel Smite or Sacred
Strike, expert with your deity’s favored
weapon
Requirements You are wielding your
deity's favored weapon
Frequency Once per day

You channel a divine spell into your deity’s


favored weapon to deliver a combined
divine attack. You Cast a Spell that takes 1 or
2 actions to cast and requires a spell attack
roll using one of your Cleric spell slots. The
effects of the spell don't occur immediately but are
imbued into your attack instead. Make a Strike with the
required weapon. Your spell is coupled with your attack,
using your attack roll result to determine the effects of
both the Strike and the spell.

DIVINE CERTITUDE FEAT 12


CLERIC

Prerequisites Divine Insight

Your extensive study of your canon is rewarded by the


divine. When you roll a Recall Knowledge check using
Religion or the Divine Skill of your deity, you treat failures
as successes.
Druid Orders creatures within the area must attempt a basic Reflex save
1d6 bludgeoning and 1d6 piercing damage as vines and roots
ANCESTRIES
surround and assault them. Creatures who critically fail their CLASSES
Growth Order saving throw also become restrained by the vines until the
end of your next turn. ARCHETYPES
You strive to return nature to its purest form. Nature, Heightened (+2) The bludgeoning and piercing damage FEATS
in turn, grants you the ability to close wounds, heal increase by 1d6 each.
poisons, and restore your surroundings to wilderness. ITEMS
WILD SPEAKER FEAT 4
You are trained in Medicine. You also gain the
Natural Symbiosis druid feat. You gain the rampant DRUID
growth order spell, and you increase the number of Prerequisite Animal or Wild Order
Focus Points in your focus pool by 1. Causing needless
death and decay of the natural world or allowing such You constantly have the effects of speak with animals as a
deeds to go unpunished is anathema to your order. 2nd-level innate primal spell. You gain a +2 circumstance
bonus to Diplomacy checks to Make a Request of animals
This does not prevent you from defending yourself while this spell is active.
against aggressive flora or fauna.
ACCELERATE GROWTH FEAT 8
RAMPANT GROWTH FOCUS 1 DRUID
| |
UNCOMMON CONJURATION DRUID PLANT | Prerequisites growth order
Cast � somatic, verbal
Area 15-foot emanation Healing through growth, you cause wounds to mend faster.
You gain the accelerate growth order spell. Increase the
Duration 3 rounds
number of Focus Points in your focus pool by 1.
Calling upon the primal power of growth, you invigorate your
allies' natural healing. You and all allies within range gain Fast ACCELERATE GROWTH FOCUS 4
Healing 2 for the duration of the spell.
| | |
UNCOMMON DRUID HEALING NECROMANCY POSITIVE |
Heightened (+1) The Fast Healing increases by 2 Cast �
Range touch; Targets 1 willing living creature
New Druid Feats Duration 1 minute

NATURAL SYMBIOSIS FEAT 1 Whenever the target would regain hit points from any source,
they regain 4 additional hit points. The target also reduces the
DRUID DC to remove persistent damage from 15 to 11.

Prerequisites growth order Heightened (+1) Increase the additional hit points
gained by 1
Just like you take care of nature, nature takes care of you.
You may use Nature instead of Survival when you roll to RAPID SHAPE FEAT 8
Track, Cover Tracks, and to Subsist in the wilderness.
Additionally, you gain the tanglefoot cantrip as a primal DRUID
innate spell.
Prerequisite You can cast wild shape
RESTORE NATURE FEAT 4
You take the form of a beast with phenomenal speed.
DRUID
Once per day when you cast wild shape you may do so as
Prerequisites growth order a single action instead of the normal two actions.

You wield natural growth as a weapon. You gain the restore AS MUTABLE AS NATURE � FEAT 12
nature order spell. Increase the number of focus points in
DRUID
your focus pool by 1.
Prerequisite wild shape
RESTORE NATURE FOCUS 2 Requirements You are currently under the effects of wild
shape which has an original duration of 1 minute
| |
UNCOMMON CONJURATION DRUID PLANT |
Cast � somatic, verbal Your shape is as mutable as nature itself, able to shift and
change at a moment's notice. You change your form to
Range 120 feet; Area 20-foot burst another that you have access to. When you use this action
you reduce the duration of wild shape by 1 round.
You swiftly call upon nature to reclaim a portion of land. All
Gunslinger Ways who can hear the shot must attempt a Fortitude saving
throw the DC for this save is equal to the attack roll of the
Strike.Critical Success The creature is unaffected.
Way of the Screaming Gun Success The creature is deafened for 1 round.
Failure The creature is deafened for 1 minute and
Gunshots are music to your ears and you use your confused for 1 round.
firearm as an instrument just as much as a deadly Critical Failure The creature is deafened for 1 minute and
confused for 1 minute. It can attempt a new saving
weapon.
throw at the start of its turn to shake off the confusion.
Slinger’s Reload Screaming Reload

Deeds Initial Opening Scream Advanced Ringing


New Gunslinger Feats
Shot Greater Screeching Cry CONTINUOUS SCREAM � FEAT 6
Way Skill Intimidation GUNSLINGER

Slinger’s Reload Prerequisites way of the screaming gun


Requirements You are wielding a loaded firearm or crossbow
SCREAMING RELOAD �
The sound of your weapon going off can leave a lasting
GUNSLINGER impact on your targets. Make a Strike against a frightened
creature. On a success, the target cannot reduce their
You yell at a creature to stay away as you reload your frightened condition below 1 on their next turn. On a
weapon. You make an Intimidation check to Demoralize critical success, the creature’s frightened condition also
against a creature within 30 feet of you. You then Interact increases by 1.
to reload.
WARNING SCREECH FEAT 14
Initial Deed
GUNSLINGER
OPENING SCREAM � Prerequisites way of the screaming gun, Warning Shot
GUNSLINGER
Your warning shots are so loud they can silence an entire
Requirements You have not made a Strike with a firearm or a crowd. When you use the Warning Shot action, you can
crossbow since you rolled initiative. compare the result of your Demoralize check against each
creature within 30 feet who can hear the shot instead of a
Your opening shots scare even the most seasoned single creature.
combatants. Make a ranged Strike with a firearm or a
crossbow in addition to the normal effect of the Strike,
compare the attack roll against the Will DC of the creature.
On a success, the creature is frightened 1, or frightened 2
on a critical success.

Advanced Deed 9th


RINGING SHOT �
GUNSLINGER

Requirements You are wielding a firearm or crossbow

Your shot leaves a loud ringing sound in the ear of its


target. Make a ranged Strike with a firearm or a
crossbow. It deals sonic damage instead of its normal
damage type. In addition, if your Strike is a critical
success, the target is deafened until the start
of your next turn.

Greater Deed 15th


SCREECHING CRY �
GUNSLINGER
You let your weapon make as much sound as
possible, causing chaos on the battlefield. Make a Strike
with a firearm or a crossbow. Every creature with 30 feet
New Inventor Feats Your explosions go on and on, blasting the percussive
sounds of combat and mishap. When you choose to
ANCESTRIES
Explode and fail the unstable flat check you can have the
ELEMENTAL OVERDRIVE FEAT 2 explosion repeat. When you do so at the start of each of
CLASSES
your turns your innovations explodes again, dealing 2d6 ARCHETYPES
INVENTOR less damage than the previous explosion; this effect lasts
Prerequisites Variable Core until the damage is reduced to 2d6 or less. FEATS
After discovering the effectiveness of the adjustments you WE SEE YOU � FEAT 8 ITEMS
have made to your innovation, you apply the same changes
to your body gizmos. During your daily preparations, select
|
INVENTOR MODIFICATION
acid, cold, electricity or fire. While you are in overdrive, the Prerequisites construct innovation
additional damage you inflict is of the chosen type. Frequency Once per hour

OBSCURING SMOKE � FEAT 2 Your innovation anchors itself to the ground and begins to
emit an echolocation pulse. It becomes immobilized and
|
INVENTOR MANIPULATE invisible objects and creatures within a 20-foot emanation
The internal gears of your innovation begin to create small appear as blurred figures, becoming concealed instead of
combustions inside, producing a thick black smoke. All at invisible. It takes one action for the construct to free itself
once, you release the smoke in a cloud that covers a 10- and regain mobility, ending the effect. If the construct
foot emanation around your innovation. Every creature takes any damage, the effect ends immediately and your
within the cloud becomes concealed and treats creatures construct regains mobility.
outside the cloud as concealed. Unstable Function Your innovation's sensors are
Unstable Function You push your innovation to its supercharged to increase their accuracy. Add the unstable
limits by accelerating its inner gears, overheating it. The trait to We See You. As part of this activity, you can use the
inside of your innovation begins to release a large amount Seek action as a free action.
of smoke. Add the unstable trait to Obscuring Smoke. The Special If your innovation is a minion, it can take
area increases to a 20-foot emanation. these actions rather than you.
Special If your innovation is a minion, it can take this
action rather than you. COME CLOSER! � FEAT 10
POWER SURGE � FEAT 4 INVENTOR

Prerequisites armor or construct innovation


|
INVENTOR FLOURISH OPEN |
Prerequisites Overdrive You implemented a core to your innovation capable of
Requirements You are currently in overdrive.
spinning fast enough to generate its own gravity field.
You accelerate your body's mechanisms to propel you Creatures within 15 feet of you must attempt a Reflex
towards your foe in a straight line.. Stride twice, ignoring save against your class DC.
difficult terrain. If during your movement, you move
through the space of a foe, you can make an Athletics Critical Success The creature is unaffected.
check to Shove it. Success The creature is pulled 5 feet towards you.
Failure The creature is pulled to a space adjacent to you.
ELECTROSTATIC WAVE � FEAT 6 Critical Failure As failure, but the creature is also flat-
| |
INVENTOR MANIPULATE UNSTABLE footed against your next melee Strike before the end of
your next turn.
Your innovation overloads itself with static energy, pulling
living creatures towards you. Creatures within a 5-foot Special If your innovation is a minion, it can take this
emanation must attempt a Fortitude save against your action rather than you.
class DC.
REACTOR CORE � FEAT 12
Critical Success The creature is unaffected.
Success The creature’s Speed is reduced by 10 feet. INVENTOR
Failure The creature becomes slowed 1 for 1 round. Prerequisites Overdrive
Critical Failure The creature becomes slowed 2 for 1 round Requirements You are currently in overdrive
and slowed 1 for 1 minute. Frequency Once per day
Special If your innovation is a minion, it can take this Trigger You would be reduced to 0 Hit Points but not
action rather than you. immediately killed

DETONATION SYMPHONY FEAT 8 You integrated an energy-storing core to your design to


prepare for worst case scenarios. You avoid being
INVENTOR knocked out and restore 4d8 Hit Points.
Prerequisites you can use the Explode action
Investigator Methodology Failure You do not learn anything about the spellcasting
ability of the creature
Critical Failure You learn about two spells the
Inventors leverage the creativity of their inventions to creature does not have prepared or that aren’t in
achieve otherwise unattainable prowess. Here are a its repertoire.
few additional options to add to your inventor.
TRICKY ANALYSIS FEAT 8
Eldritch Methodology INVESTIGATOR

Prerequisites trained in Arcana, Nature, Occultism, or


You leverage mystic arts to help your investigations Religion
and specialize in detecting the unavoidable traces of
magic left on crime scenes. You are trained in Arcana Your knowledge of magical artifice grants you insights of
how to use them. You gain the Trick Magic Item skill feat.
or Occultism, your choice, and you gain the wizard
In addition, when you Devise a Stratagem, you may
multiclass dedication if you chose Arcana or the choose a magic item you're wearing or holding instead of
psychic multiclass dedication feat if you chose a creature. When you roll for your Stratagem, you may use
Occultism you do not need to meet the level the result of the roll to use Trick Magic Item as a free
action on the chosen item.
prerequisites for these dedications, but you must meet
Once you attempt a Stratagem on a magic item, you
all other prerequisites. When you use the Devise a
may not do so on that item again until your next daily
Stratagem action, you can make the substitution for a preparations.
spell attack roll from a Cantrip instead of a Strike.
ELDRITCH CALCULATION FEAT 10
New Investigator Feats INVESTIGATOR

STRATEGIC CASTING FEAT 4 Prerequisites The more you know

INVESTIGATOR Knowledge of the casting abilities of your foes allow you


to prepare for what’s to come. You gain a +2 circumstance
Prerequisites eldritch methodology, basic spellcasting bonus to AC and saving throws against spells you have
benefits learned about using The More You Know.

Your situational awareness and read of the battlefield


allow you to conserve the few spells at your disposal for
the most opportune moment. You can use the Devise a
Stratagem action with spells which have the attack trait
these spells must be cast from a spell slot granted by your
Eldritch Methodology multiclass.

ANALYZE WONDERS FEAT 6


INVESTIGATOR
Your knowledge of magic extends to the identification of
objects and their potential uses or dangers. Whenever
you use your methodology chosen skill to Identify Magic
or Recall Knowledge about an item with the magical
trait, you treat your degree of success as one higher.

THE MORE YOU KNOW � FEAT 8


INVESTIGATOR

Trigger You deal precision damage from your Strategic


Strike class feature to a creature that can cast spells.

Being this close to your opponent, you can feel the


relent of magic surrounding them. The GM rolls a
secret Recall Knowledge about the triggering creature
for you. On a success, instead of the usual results, you
can learn about spells the creature can cast.
Critical Success You learn about three spells the creature
has prepared or in its repertoire.
Success As critical success, but you only learn about two
spells
Magus Hybrid Studies Goliath’s Bane ANCESTRIES
CLASSES
Crimson Torrent You know how to hold your ground, keeping spell and
sling ready and refusing to budge against the mightiest ARCHETYPES
UNCOMMON foes. When you use Spellstrike, you can make a ranged
Strike with a sling, as long as the target is within the
FEATS
The art of blood magic—a rare form of vitamancy—is
first range increment of your sling. You can deliver the ITEMS
as old as folklore and as dangerous as any fiendish
spell even if its range is shorter than the range
pact. Although most who meddle with it end up lost in
increment of your sling. When you enter Arcane
dark paths, those who can seize the strength of their
Cascade and at the start of each of your turns while
bodies and minds to endure its implications may end
you're in that stance, if you have taken no actions with
up finding more power within themselves that
the move trait since the start of your last turn, the
others could barely aspire to have. As a magus of the
range increment of slings you wield increases by 10
crimson torrent, you have learned to employ your
feet and they gain the deadly d10 trait.
blade as a conduit between your own life force and that
of your enemies. Conflux Spell pushback

While in Arcane Cascade, whenever you hit a Studious Spell (7th) dispel magic
creature with a piercing or slashing melee weapon, you Studious Spell (11th) slow
recover an amount of Hit Points equal to half your level
Studious Spell (13th) stoneskin
(rounded up). Additionally, while in Arcane Cascade,
you can use crimson torrent actions with the PUSHBACK FOCUS 1
Vitamancy trait.
|
UNCOMMON DIVINATION MAGUS |
Conflux Spell injuring strike
Cast � somatic
Studious Spell (7th) death knell Area 15-foot cone
Studious Spell (11th) life connectionSoM Requirements You are wielding a sling

Studious Spell (13th) morass of agesDA Make a ranged Strike with a sling against a creature within
your first range increment. If the Strike hits, every creature
INJURING STRIKE FOCUS 1 within a 15 foot cone must succeed a Fortitude saving
throw against your spell DC. The cone must include the
|
UNCOMMON NECROMANCY MAGUS | target of the Strike, originate from a square adjacent to it,
and face away from you.
Cast � verbal; Requirements You are wielding a piercing
or slashing melee weapon.

With a single hit, you doom your enemy to lose its vitality
continuously. Make a melee Strike with the required weapon.
If it hits, it deals an additional 3 points of persistent bleed or
negative damage (your choice). If it critically hits, the DC to
end the persistent damage increases to 17.

Heightened (+1) The damage increases by 1.

VITAMANCY
Vitamancy actions are a special type of
action reserved to practitioners of this lost
art. To use an action with the vitamancy
trait (page 20), you must spend a number of
Hit Points determined by your level. As a
magus your vitamancy actions have the
arcane trait. See the full rules on vitamancy
on pages 20 and 21.
Critical Success The creature is unaffected HOLD THE LINE � FEAT 4
Success The creature is pushed back 5 feet
Failure The creature is pushed back 10 feet
|
MAGUS OPEN

Critical Failure The creature is pushed back 10 feet and Prerequisites goliath's bane hybrid study,
falls prone Requirements You are in Arcane Cascade and you have taken
no action with the move trait since the beginning of your
last turn.
New Magus Feats
Make a Strike with a sling against a creature within your
BLOOD-FUELED FOCUS � FEAT 4 first range increment. On a hit, the creature is pushed back
5 feet, or 10 feet on a critical hit.
| |
MAGUS METAMAGIC VITAMANCY
Prerequisites crimson torrent hybrid study GIANT KILLER FEAT 6
Requirements You have 0 Focus Points. MAGUS

When you’ve exhausted your reservoir of magic, you can Prerequisites goliath's bane hybrid study, spellstrike
still exercise your power by paying with your life. If your
next action is to Cast a conflux spell, you don’t need to pay Nothing invigorates you like striking down a foe with a well
a Focus Point to cast it. You cannot use Blood-Fueled placed blow. When you are in Arcane Cascade and you
Focus again until you have gained a Focus Point, such as critically hit a creature that is Large or larger with a sling,
with the Refocus action. you recharge your Spellstrike.

GEODE SPELLSTRIKE � FEAT 4 VITAL CASCADE � FEAT 8


MAGUS |
MAGUS VITAMANCY
Prerequisites goliath's bane hybrid study, Spellstrike Prerequisites crimson torrent hybrid study
Requirements You are in Arcane Cascade stance and your Requirements You Cast a Spell or make a Spellstrike
Spellstrike is charged.
You use the opportunity of your spell casting to enter your
Your sling stones might not seem like much, but they stance, expending some life force to accelerate the
contain magical potential. Make a Spellstrike with a sling. process. You enter Arcane Cascade.
Foes adjacent to the target take splash damage equal to 2
plus the bonus damage granted by Arcane Cascade. The
damage type is the same as your Arcane Cascade CRUENTUS SURGE � FEAT 10
damage if the spell already deals splash
damage of the same type, | |
MAGUS METAMAGIC VITAMANCY
combine the damage together
Prerequisites crimson torrent hybrid study, injuring strike
before applying weaknesses
conflux spell
or resistances.
You can expel necromantic energy through your weapon to
expand its reach into a wide slash or a deep thrust.
If your next action is to Cast injuring strike, you can
compare the Strike against the AC of every
creature within the area if you are wielding a
Piercing weapon, the area is a 15-foot line, if you
are wielding a Slashing weapon, the area is a 10-foot cone.
If your weapon has the Versatile P or Versatile S traits,
you choose the area type.

GROUNDED GUMPTION FEAT 10


MAGUS

Prerequisites goliath's bane hybrid study

Your drive to succeed keeps you sturdy. When you end your
turn in Arcane Cascade and have not taken an action with
the move trait since the start of your turn, you gain
temporary hit points equal to 2 + your Intelligence
modifier and a +2 circumstance bonus to your checks
and DCs against effects that would move you against
your will or inflict the controlled or prone condition.
Monk Feats Duration 1 minute ANCESTRIES
You throw your shadow into an unoccupied space up to 20 CLASSES
Shadow Boxing Stance feet away. You can make shadow punch Strikes as though
you were occupying the space of your shadow. If a ARCHETYPES
creature would enter the space occupied by your shadow,
Shadow boxing is one of the core pillars of martial arts your shadow retreats and this effect ends. FEATS
training. But some monks have mastered the art to a
whole new level. Their shadow boxing is so effective it FLURRY OF SHADOWS FEAT 10 ITEMS
can deal some very real damage, and their actual
MONK
shadow is just as much a threat as they are.
Requirements Shadow Boxing Initiate
SHADOW BOXING INITIATE FEAT 4
Attacks with your shadow suffer no resistance, allowing
MONK you to incorporate more attacks into each combo.
Whenever you use Flurry of Blows while in shadow boxing
Prerequisites Ki spells stance, you can make three shadow punch Strikes against
a single target instead of two unarmed strikes. If more
Your shadow becomes an extension of your fists. You gain than one Strike hits, combine their damage for the purpose
the shadow boxing stance ki spell. Increase the number of of resistances and weaknesses.
Focus Points in your focus pool by 1. While entering
the stance is a ki spell, the shadow punch Strikes it grants FLANKING SHADOW FEAT 12
are not.
MONK
SHADOW BOXING STANCE FOCUS 2 Prerequisites Casting Shadow
| | |
UNCOMMON EVOCATION MONK SHADOW STANCE | Your shadow is just as dangerous as you are, and you can
Cast � somatic deliver blows from both body and silhouette indistinctly.
Duration until you leave the stance Whenever you use the Casting Shadows action, you are
threatening the space your shadow occupies as well as
You adopt the stance of shadow boxing. You can make your own.
shadow punch Strikes. These deal 1d6 mental damage are
in the brawling group and have the unarmed, grapple, reach SHADOW SWAP FEAT 14
and finesse trait. You must have a shadow to use
the shadow boxing stance, meaning you cannot be in MONK
total darkness.
Prerequisites Casting Shadows
THROAT PUNCH � FEAT 4 You gain the shadow swap ki spell.
|
FLOURISH MONK
You know that a silent foe is one who can call for neither SHADOW SWAP FOCUS 7
aid nor magic. Make a Strike against a creature in your
reach. If you hit the creature it cannot speak above a
|
MONK TELEPORTATION
whisper. It must succeed a DC 5 flat check (DC 15 on a Cast � somatic
critical hit) or lose any action that requires speech before Requirements Your shadow is in a different space than yours.
the end of your next turn.
Your connection to your shadow is unparalleled. You swap
CASTING SHADOW FEAT 8 spaces with your shadow. If this would bring another
creature with you—even if you are carrying it in an
MONK extradimensional container—the effect fails and the action
is wasted.
Prerequisites Shadow Boxing Initiate

You can project your shadow away from you, extending the UNHINDERED FLURRY FEAT 20
reach of your shadow boxing. You gain the casting shadow MONK
ki spell.
Your attacks flurry has quickened to the point that it seems
all your attacks hit simultaneously. Whenever you use
CASTING SHADOW FOCUS 4 Flurry of Blows, all attacks are made using your current
MONK multiple attack penalty. All Strikes made during your Flurry
of Blows only count as one attack when calculating your
Cast � somatic multiple attack penalty. Additionally, before each unarmed
Requirements You are in shadow boxing stance Strike you make during your Flurry of Blows, you may Step
as a free action.
Range 20 feet
Oracle Mysteries often for comfort around you.
Minor Curse You engage upon the path to catastrophe.
Catastrophe Mystery Each time you take a certain action, consult the
catastrophe table for the result. If two actions would
come into conflict with each other, you choose which is
You have been cursed to be the cause of the next implemented.
apocalypse. This might be the effect of a punishment Moderate Curse You can choose an additional damage
type as your catastrophe damage. You gain resistance
by the gods, a reward for your faithful worship of a to this new damage type and whenever you would deal
destructive deity or simply undeserved misfortune. catastrophe damage, you can split the damage between
But one thing is certain, everywhere you go, you leave both types however you see fit. Your mystery
weaknesses increase to 4. You also gain the effects
catastrophe in your wake.
listed under moderate curse on the
How you perceive your destiny is up to you. You catastrophe table.
might be desperate to contain the catastrophe within Major Curse You can choose a third damage type for your
catastrophe damage and the weaknesses increase to 8.
you as best you can, or you might see it as a necessary
You also gain the effects listed under major curse on the
evil for the greater good, eager to allow a new world to catastrophe table.
rise from the ashes.
Mystery Benefit You are shielded from the destruction you Creation Mystery
cause. Choose one damage type among the following:
acid, bludgeoning, cold, electricity, fire, sonic or The spark of creation is something many divine beings
negative; this type is your catastrophe damage type. You
gain resistance equal to half your level (minimum 1) share, and you are one such spark run amok. Whether
to that damage type and weakness 2 to every other your power comes from a god of crafts and creations,
listed type. from interplanar constructs, astral inspiration, or
Trained Skill Intimidation spirits of master crafters matters none; you are a
Granted Cantrip warp step maker in your own right, you create. You must create!
Revelation Spells initial: commence the catastrophe; Mystery Benefit Everything you make is more substantial,
advanced: inevitable catastrophe; greater: unleash illusions you create are quasi-real. The DC to identify
catastrophe your illusions purely through interacting with them
Related Domains destruction, nightmares increases by 2. This does not affect the DC when a
creature actively uses Seek against your illusions.
Curse of the Apocalypse Anything you create that has a hardness, whether
permanent or temporary, through Crafting or magic,
It may not be by your hand that the world will end, but increases its Hardness by 1, its BT by 2 and its HP by 4.
you are a herald of what is to come should things end Trained Skill Crafting
not with a whisper, but with a bang. Omens of dire Granted Cantrip prestidigitation
circumstance seem to follow you everywhere, clouds Revelation Spells Initial: creator’s mark; advanced: shed
that look like skulls, silent ravens perched, watching, tool; greater: masterworks
milk sours and the earth seems to rumble a little to Related Domains change, creation

Catastrophe Table

Action Minor Curse Moderate Curse Major Curse


Move Each time you use an action with the Each time you use an action with Spaces you move
move trait, you treat your movement as the move trait, spaces you move through are now greater
difficult terrain. through become difficult terrain difficult terrain.
for 1 minute.

Deal damage When you roll damage against an object Whenever you deal damage to a The additional damage
or creature, you lose a number of hit creature or an object, you deal an from your curse
points equal to the number of damage extra damage die. The extra becomes two dice
dice rolled. This happens only once per damage is the same type as your instead.
effect, even if multiple creatures or catastrophe damage and the
objects are damaged. same die size as the highest die
size rolled.

Inflict a When you inflict a condition with a value Conditions with a value you The DC for the flat
condition with to a creature, roll a DC 10 flat check. On inflict to a creature increase check is reduced to 5
a value a failure, you gain the same condition their value by 1. instead of 10.
with the same value. If you inflict a
condition on multiple creatures, use the
greatest value you inflicted.
Curse of the Creator change it? Is it the jealousy, wrath, or simply the humor of ANCESTRIES
the gods which make you unheard and dismissed?
You are filled with the will and inspiration to create, Perhaps time itself fights your efforts, or is it just that CLASSES
but it can be utterly distracting at times. Acts of those who would hear you cannot bear the truth?
Regardless, the future is known; whether it is mutable or ARCHETYPES
creation around you gain a subtle sense of beauty, the not is for you to discover.
ringing of hammers becomes like a symphony of bells,
Mystery Benefit Your ability to divine the future is FEATS
pigments become more vivid, music flows around you pathological, infused into all of your divinations. When
in dancing color, and the written word becomes you Cast a Spell with the divination trait, you gain a tiny ITEMS
sharper and more evocative. However, everywhere you glimpse of what is to come. Until the end of your next
turn, your next skill check, saving throw, or attack roll
look, you see unfinished schemata, unlabeled gains a +1 circumstance bonus. This is a divination and
measurements, and other stimuli that give you only the prediction effect.
barest hint as to how everything is made. Trained Skill Deception
Minor Curse The schemata, musical colors, and other Granted Cantrip read the airSoM
stimuli become overwhelming, overlaying and Revelation Spells Initial: sense futures; advanced: fraying
overlapping themselves. You are fascinated by these fate; greater: sunder the weave
schemata, though this condition does not end when you Related Domains fate, time
or your allies are threatened. However, you can spend an
action to focus on the Schemata for a specific object,
creature, or effect. That target becomes the subject of Curse of the Wolf’s Tongue
your fascinated condition until the end of your next turn. Despite your best efforts, you find it difficult to
If the target is hidden or you are unsure of their location,
you can Seek as part of this action without the penalty convince people of the things you have gleaned from
from fascinated. If you are harmed by a creature or other the future. Regardless of the significance of your
effect, you can make them the subject of your insight, your words feel weightless to most, wreathing
fascination as a free action.
you in an air of absurdity if not outright deception.
Moderate Curse The schemata become more
comprehensive, you gain a +2 status bonus on Minor Curse Your curse stabs at your words, bittering
Intelligence and Wisdom skill checks against the them to others. You suffer a -2 status penalty to
subject of your fascination. If you roll a 19 on an attack Diplomacy checks and to any attempt to Aid others
roll against the subject of your fascination, and the where your words play any role. All creatures
result is a success, you get a critical success instead. automatically assume you are lying about the result of
The status penalty to Perception and skill checks from any divination you perform or information you obtain via
the fascinated condition becomes –3. magical means and must attempt a Sense Motive check
Major Curse The status penalty from the fascinated against your spellcasting DC in order to realize you are
condition becomes –4. The schemata of larger objects telling the truth. If you are attempting to deceive them,
begin to teeter on the boundary between real and they must Sense Motive against your Deception DC as
perceived. Whenever you Cast a Spell that takes at least normal. At the GM’s discretion, allies who have spent an
2 actions to cast, you tip the balance, bringing your extended period of time with you (usually around a
vision into reality. Within the range of the spell you week) gain a +4 circumstance bonus to Sense Motive
cause a wall to extend from a solid surface adjacent to against your spellcasting DC and may do so as a
one target of the spell or the area of effect if there were reaction when you inform them of the result of your
no targets. This wall is 5 feet wide per spell level, 5 feet divinations.
tall, 1 inch thick, and made of the same material as the Moderate Curse The status penalty becomes -3, and
surface it sprung from. Its hardness is determined by creatures attempting to Sense your Motive take a -2
the material it is made of (GM’s discretion). Each 5-foot circumstance penalty to do so. When you gain the
section has 5 HP per spell level, or 2 per spell level if the circumstance bonus to your next skill check, attack roll,
spell was a cantrip. The wall lasts 1 round per spell level or saving throw from your mystery, willing allies who
or 1 round if the spell was a cantrip. You can shape the qualify as familiar for your minor curse in a 30-foot
wall's path, placing each 5-foot section of the wall on the emanation also gain the +1 circumstance bonus to
border between squares. The wall doesn't need to stand their next qualifying roll. This is a divination and
vertically, so you can use it to form a bridge or set of prediction effect.
stairs, for example. You must conjure the wall in an Major Curse The status penalty becomes -4, your senses
unbroken open space so its edges don't pass through and your mind become overwhelmed by the collision of
any creatures or objects, you can spend an additional 5 the future and present, causing you to become stupefied
feet of wall to increase the height of a section of the wall 2 and dazzled. You automatically succeed on any flat
by 5 feet. checks to cast a divination spell or target a creature with
a divination spell. The circumstance bonus from your
Prophetic Mystery mystery benefit applies to all your checks and DCs until
the end of your next turn, though your allies still only
receive it on the first skill check, attack roll, or saving
The future is something even deities struggle to perceive throw they make before the end of their next turn. When
with any clarity. By some twist of fate, you can rival the you grant a status or circumstance bonus from a
frequency of their attempts, if not their accuracy, though at divination effect, increase the bonus by 1.
what cost? Is the future worth knowing if you cannot
New Oracle Feats You foresee the future and determine some action a
creature will take, forcing fate to unravel around it if it
MEMORIZE SCHEMATA FEAT 1 defies the future.
Critical Success The future is clouded and grants you no
ORACLE useful information.
Prerequisites creation mystery Success The creature’s controller must state an action it
intends to take, such as “I will Strike at Doreni with my
You can remember with utter detail any formula you take shortsword” and must commit that action before the
the time to learn. You do not need a formula book to end of its next turn. The creature may state a 2- or 3-
remember formulas, they are all stored in your mind. You action activity instead of a single action. If it is unable or
can spend time looking at available formulas on sale, in unwilling to perform the action before the duration ends
libraries, or in other accessible places; this works as if you for any reason, it is filled with the sense that its path has
were using Earn Income of your level (or lower if you been inexorably changed and becomes frightened 1 until
choose) with Crafting, except instead of gaining money, it uses an action with the concentrate traits to realign
you learn the formulas for free if your earned income itself with its fated path and end the condition.
equals or exceeds the formula’s cost. Failure As a success, but if the creature does not perform
the proclaimed action or activity, it becomes frightened
SHARE CURSE FEAT 16 1 and stupefied 1 until it realigns itself.
Critical Failure As failure, except the creature must state two
ORACLE actions or activity it intends to take and needs two actions
You learn to unleash your curse on others if only to remove the conditions instead of a single single action.
temporarily. You gain the share curse revelation spell.
Increase the number of points in your Focus Pool by 1. Heightened (7th) Instead of affecting a single target, the
spell affects all enemies within a 30-foot emanation.
Revelation Spells INEVITABLE CATASTROPHE FOCUS 3
Revelation spells are focus spells specifically used by | |
UNCOMMON ABJURATION CURSEBOUND ORACLE |
oracles. Casting any of your revelation spells costs you Cast � somatic; Trigger A creature targets you with
1 Focus Point. a Strike
Saving Throw Will
CREATOR’S MARK FOCUS 1
You punish those who try to stop the apocalypse. The
| |
UNCOMMON CURSEBOUND ENCHANTMENT ORACLE | triggering creature must attempt a Will saving throw.
Cast � somatic Critical Success The triggering creature is unaffected.
Range touch; Targets one unattended non-consumable Success The creature takes a -1 status penalty to the
item or a non-consumable item held or worn by you Strike.
or an ally. Failure The creature takes a -1 status penalty to the Strike.
Duration sustained up to 1 minute. If the Strike is a success, the triggering creature takes 5
damage of your catastrophe damage’s type.
You imbue the item with the passion of the creator, or your Critical Failure As failure, but the status penalty becomes -2
own if the creator was lacking. The personal mark of the and the damage dealt becomes 10.
creator emblazons across the item. You grant the item a
+1 status bonus to certain rolls or DCs depending on what Heightened (+1) The damage dealt by a failure increases
kind of item it is. by 1 and by 2 for a critical failure.
• Weapon The status bonus applies to attack and
damage rolls. MASTERWORKS FOCUS 6
• Armor The bonus applies to AC and Save DCs. | | |
UNCOMMON CURSEBOUND ORACLE TRANSMUTATION
• Worn or Held Item The bonus applies to any checks or
DCs to which the item grants an item bonus or are Cast � verbal
required for—such as Medicine checks to Treat Area 10-foot emanation
Wounds for healers tools. Duration sustained up to 1 minute
Heightened (+4) The status bonus increases by 1. Allies within range have all of their equipment unlock the
potential of master craft-work. Any check or DC they have that
FRAYING FATE FOCUS 3 benefits from an item bonus from a non-consumable item
grants them a +1 status bonus to the same use and purpose.
| |
UNCOMMON CURSEBOUND DIVINATION EMOTION |
| |
MENTAL ORACLE PREDICTION SECRET | Heightened 8th The emanation increases to 20 feet
Cast � somatic, verbal Heightened 10th As 8th and the duration becomes
1 minute
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration 1 round
SENSE FUTURES FOCUS 1 Sustain A Spell as part of performing an exploration or ANCESTRIES
downtime activity using the tool.
| |
UNCOMMON CURSEBOUND DIVINATION ORACLE | CLASSES
PREDICTION START THE APOCALYPSE FOCUS 1
ARCHETYPES
Cast � somatic, verbal | |
UNCOMMON CURSEBOUND EVOCATION ORACLE |
Range 30 feet Cast � somatic FEATS
Duration Sustained up to 1 minute. Area 30-foot emanation
ITEMS
Duration sustained up to 1 minute
You project your senses moments ahead. When this spell
is cast and when you Sustain this Spell, you may Seek as if
You begin the apocalypse, causing catastrophe to follow
you were in any space within the range of the spell. If the
you. When you cast this spell and each time you sustain
position you Seek from would automatically reveal
the spell, choose one of the following effects.
unnoticed, undetected, or hidden creatures, they become
hidden to you after your Seek concludes. • Creatures within the area take damage equal to the
spell’s level. The damage type is the same as your
While sustaining this spell during exploration, for its
catastrophe damage.
duration you may Search while Sustaining the Spell. You take
half as long as usual to Search a given area. This means that • Creatures within the area must attempt a Will saving
while exploring, you double the Speed you can move while throw or become frightened 1 on a failure or
ensuring you’ve Searched an area before walking into it (up to frightened 2 on a critical failure.
half your Speed). If you use an exploration activity other than
Search, the spell ends. SUNDER THE WEAVE FOCUS 6
Heightened (3rd) The spell’s duration becomes sustained. | |
UNCOMMON ABJURATION CURSEBOUND ORACLE |
Heightened (8th) The spell’s duration becomes 10 minutes Cast � somatic, verbal
and does not require Sustaining. You gain the effects of Range 30 feet
the spell anytime you Seek for the duration. While
exploring, you are always considered to be Searching for You spit at the flow of time and rend possibility with your
the duration and may perform other exploration words. You attempt a counteract check against all effects
activities at the same time without ending the spell, with the divination or time trait within range, rolling once
though you do not gain the speed benefit of the spell and comparing the result to each effect. Successful
when doing so. Counteract checks end the effect permanently; failed
checks suppress the effect for 1 round, after which it
SHARE CURSE FOCUS 8 returns if it is a permanent effect or has any remaining
duration. Artifacts or magic of similar power are immune
| | |
UNCOMMON CURSEBOUND ORACLE TRANSMUTATION
to this effect.
Cast � verbal
Area 30-foot emanation UNLEASH CATASTROPHE FOCUS 6
Duration sustained up to 1 minute | |
UNCOMMON CURSEBOUND EVOCATION ORACLE |
You shred off a portion of your accursed power, pushing Cast � somatic, verbal
it upon your enemies. Foes within range must attempt Area 60-foot emanation
a Will save. Duration sustained up to 1 minute; Saving Throw varies
Critical Success The creature is unaffected.
Success The creature suffers the effects of your minor You unleash catastrophe everywhere, leaving desolation
curse for 1 round. and ruin in its place. Whenever you Cast and Sustain the
spell select one of the following events:
Failure As a success, except the duration is the duration
of the spell. • Destruction Creatures within the emanation must
attempt a basic Reflex saving throw or take
Critical Failure As a failure, but they also suffer penalties
6d6 damage of the same type as your
caused by conditions your major curse grants.
catastrophe damage.
SHED TOOL FOCUS 3 • Ruin Creatures within the emanation must succeed a
Fortitude saving throw or have their Speed reduced by
| |
UNCOMMON CONJURATION CURSEBOUND ORACLE | half (rounded up to the nearest 5-foot amount) until
the beginning of your next turn. If the creature
Cast � somatic, verbal critically fails, their Speed becomes 5 feet and they
Range touch can no longer Step for the same duration. This effect
Duration sustained up to 1 hour also applies to Swim, Burrow, and Fly speeds.
• Horror Creatures within the area must succeed a Will
You produce a non-consumable item with a level equal or saving throw or become frightened 1 or frightened 2
lower to shed tool’s spell level so long as you know the in case of a critical failure.
formula for the item. The item disappears when the spell
ends. If the item is a tool, such as healers tools, you can Heightened (+1) Increase the amount of damage by 1d6
and the emanation by 10 feet.
Ranger Hunter’s Edges wax appears in an unoccupied space within 10 feet of
you. This effigy creates an area of eeriness in a
20-foot emanation, which has the abjuration, aura,
Wilding Edge and primal traits.

You have a potent connection to the land, and its As long as both you and your prey are within the
primal power is yours to wield. You can cast primal aura of your effigy, your prey gains weakness against
spells using the Cast a Spell activity, and you can the first successful Strike of your turn and you gain
supply material, somatic, and verbal components resistance against physical damage it deals to you
when casting spells. Because of your bond to the land, equal to half your level (minimum 1). Additionally, the
you can replace material components with somatic first time each turn your prey rolls for a saving throw
components, so you don't need to use a material against one of your warden spells while in the aura of
component pouch. You're trained in spell attack rolls your effigy, it must roll twice and take the worst result.
and spell DCs for primal spells whenever your This is a misfortune effect.
proficiency in ranger class DC increases, your Your effigy lasts until combat ends, until your
proficiency in primal spell attack rolls and DCs hunted prey dies, until you stop hunting your prey,
increases to the same proficiency rank. Your key until you have no prey within 30 feet of it or until it is
spellcasting ability for these spells is Wisdom, and they destroyed, whichever comes first. Your effigy has an AC
are primal ranger spells. equal to yours, a Hardness equal to half your level, and
You prepare spells from the common spells on a number of Hit Points equal to four times your level.
the primal spell list, or from other primal spells you It cannot be repaired, and if destroyed, you cannot
gain access to. Each day during your daily invoke another effigy until you spend 10 minutes in
preparations, you can prepare a number of spells as communion with your entity.
seen on Table A–3: Shaman Spells Per Day (page 23).
Masterful Hunter Upgrade Level 17
If you select the ranger’s Animal Companion or
The weakness of your prey while within the aura
Warden’s Boon feats, or any other effect that would
applies to all your Strikes and you gain resistance
grant your hunter’s edge to a creature besides yourself,
against all types of damage your prey deals to you.
that effect instead establishes the affected creature as a
primal conduit for the appropriate duration.
Whenever you Cast a Spell, you can cause the spell
New Ranger Feats
effect to originate from either yourself or one of your IMPALING THROW � FEAT 1
primal conduits within 30 feet, calculating range and
cover from their space instead of your own a spell cast |
FLOURISH RANGER
through a primal conduit must include your hunted Requirements You are wielding a weapon from the dart,
prey in its area or among its targets. polearm, or spear weapon group with the Thrown trait.

Masterful Hunter Upgrade You know a spear in the flank of your quarry is an easy
quarry to take down. Make a ranged strike against your
Your magic is enmeshed with your instincts, and prey with the required weapon. If you hit the creature the
you are in constant motion. Whenever you Cast a Spell weapon stays inside them instead of dropping to the
ground. As long as they leave the weapon in they are
of a tradition with which you have master proficiency clumsy 1. Removing the weapon requires a single Interact
in spell attacks and DCs, if that spell targets your action requiring either a Athletics or Medicine skill check
hunted prey or includes your hunted prey in its area, against your class DC.
once the Spell is resolved, you may immediately Stride Special You can use Impaling Throw with
improvised weapons that are determined to be
as part of the action. appropriate, or when throwing weapons without the thrown
trait within the dart, spear, or polarm groups, but you suffer
Warding Edge a -2 item penalty as normal for improvised weapons.

SPONTANEOUS IMMOLATION FEAT 4


You’re under the protection of an entity from the
natural world, one you can’t see but only feel, always RANGER
watching, whispering … lurking. Prerequisites warden spells
When you use the Hunt Prey action, a Medium-
You’ve learned an ancient practice to appease the spirits
sized effigy of your prey made of dry wood, cloth, or of nature. You gain the spontaneous immolation warden
spell. Increase the number of Focus Points in your focus lasts until the creature succeeds its saving throw two ANCESTRIES
pool by 1. consecutive nights, or critically succeeds the save.
Critical Failure As failure, but the effect does not dissipate CLASSES
if the creature critically succeeds its saving throw.
SPONTANEOUS IMMOLATION FOCUS 2 ARCHETYPES
| |
UNCOMMON EVOCATION FIRE RANGER | PRIMEVAL WILDING FEAT 8 FEATS
Cast � verbal, somatic
RANGER ITEMS
Range 30 feet; Targets 1 hunted prey
Prerequisites able to cast primal spells using spell slots
Saving Throw Basic Will
You’ve deepened your wilding, allowing you to prepare
You offer your prey in sacrifice to the flesh-consuming power certain basic magics in addition to your more potent
of the flames. Your hunted prey takes 2d4 persistent fire spells. You gain two special 2nd-level primal spell slots
damage. each day, refered to as your primeval spell slots, which can
be used only to prepare jump, resist energy, spider climb, or
Heightened (+1) The persistent fire damage increases by water breathing.
2d4.
HARROWING APPARITION FEAT 12
IMPALED TAKEDOWN � FEAT 4 |
UNCOMMON RANGER

Prerequisites warden spells


|
FLOURISH RANGER

Requirements You are adjacent to your hunted prey; they have You gain the harrowing apparition warden spell. Increase
an embedded weapon inside such as a javelin or thrown the number of Focus Points in your focus pool by 1.+
spear and you have a free hand or your most recent action
was a successful melee Strike with a piercing weapon.
HARROWING APPARITION FOCUS 6
You can handle speared creatures with ease. Taking a hold
of the required weapon if necessary, you attempt to Shove | | |
CONJURATION EMOTION FEAR MENTAL PRIMAL |
or Trip the adjacent hunted prey. For the purposes of this
RANGER
attack you may add any item bonus granted to the weapon
via proficiency runes to the check. On a success the Cast � somatic, verbal
creature is considered flat-footed to your next strike and Requirements You have a hunted prey
they’re clumsy 2 until the weapon is removed.
Area 20-foot emanation centered on a hunted prey
HAUNTED HUNT FEAT 8 Duration 1 minute

RANGER Dreadful chanting fills the mind, the air goes still, vines
overgrow, and the shadows start moving on their own.
Prerequisites warden spells Every creature within the emanation must attempt a Will
save. Additionally, the area becomes difficult terrain for the
You use the darker side of your connection with nature duration of the spell.
to torment your prey. You gain the haunted hunt
warden spell. Increase the number of Focus Points in your Critical Success The creature is unaffected
focus pool by 1. Success The creature becomes frightened 1.
Failure The creature becomes frightened 2 and stupefied 1
for one round.
HAUNTED HUNT FOCUS 4 Critical Failure As a failure, except the creature becomes
stupefied 1 for one minute and cannot reduce its
|
UNCOMMON CONJURATION RANGER | frightened value below 1 for as long as it is stupefied.
Cast � verbal, somatic
Range 30 feet; Targets 1 hunted prey you have seen at least
once POTENT PRIMEVAL WILDING FEAT 12
You call forth the spirits of nature to prey on your target on RANGER
your behalf. The target must attempt a Will saving throw or Prerequisites Primeval Wilding
become haunted. If the target stops being your haunted
prey, the spirits abandon their hunt and the effect ends.
Your wilding continues to deepen, strengthening your
Critical Success The creature is unaffected. access to nature’s bounty. Your primeval spell slots
Success The creature becomes stupefied 1. increase to 3rd level, increasing again to 4th level at
when you reach 14th level. In addition to your other
Failure The creature becomes stupefied 1 and its nights options, you can prepare haste and wall of wind as
become haunted. It must succeed a Will save against primeval spells. At 14th level, you can also prepare fly and
the spell’s DC every night or awaken fatigued. This effect freedom of movement as primeval spells.
Rogue Rackets New Rogue Feats
SHARED INSIGHT � FEAT 2
Stalker Racket
|
AUDITORY MANIPULATE ROGUE|
You slip through the shadows without a sound. You Prerequisites Streetwise Racket
make your move quickly and quietly before anyone has Trigger You succesfully Seek a hidden or undetected
a chance to notice you. Cutting throats and stabbing creature or hazard, or successfully Sense Motive
against a creature
backs are your specialties, and you're not afraid to use
them. When you see a creature intend harm to your allies, you can
Whenever you are in magical darkness, darkness or give them advanced warning. Allies that can see and hear
you are not flat-footed against the next attack the
low-light area, you can attempt a Stealth check to Hide triggering creature or hazard makes creature before the
even if you have no cover available to you. You are still end of your next turn.
observed by creatures with darkvision when you hide
this way.
SILENT ABDUCTION � FEAT 2
You gain no skill training from the Stalker’s Racket ROGUE

instead, whenever you deal an additional 1d6 precision Prerequisites Stalker Racket
damage from sneak attack when Striking a creature Requirements You are hidden from your target.
you are hidden from. Additionally, you can select the
You strike deftly, muffling the sounds of your target. Make
Spring from the Shadows rogue feat at 8th-level, a melee Strike against a creature from which you are
instead of the normal 12th-level prerequisite. hidden. On a hit, you can drag the target up to 5 feet in any
direction and it becomes hidden, using your stealth DC,
Streetwise Racket until the end of your next turn. Additionally, the creature
cannot make any sound, preventing creatures from
noticing it using hearing alone, cannot use actions with the
You know knowledge is power and none so much as auditory trait and cannot use sonic attacks or cast spells
which include a verbal component for as long as it remains
that which is unexpected for you to know. Quick and
hidden this way.
informed observation and the ability to keep your own
intentions close are your best tools. VANISH � FEAT 4
Whenever you succeed in a Sense Motive against a ROGUE
creature or succeed a Seek check against a hidden or Prerequisites Stalker Racket
undetected creature, you gain a +2 circumstance Trigger An adjacent creature critically fails a melee Strike
bonus to Seek, Sense Motive, and Deception checks against you.
against that creature or hazard until the end of your
You capitalize on your opponent’s fumble to make your
next turn. For as long as you benefit
escape. Make a Step. If you end your movement in an area
from this circumstance bonus, where you can Hide, you may Hide as a free action.
you cannot be flat footed to
this creature or hazard. If you QUICK DEBRIEF FEAT 8
have identified a threat using ROGUE
Sense Motive or Seek, you
Prerequisites Shared Insight
gain the benefit of Surprise
Attack against them even if When you use Shared Insight, you also Point Out the
you rolled Perception for triggering creature or hazard.
your initiative.
OBSCURING STRIKE FEAT 10
You are trained in
ROGUE
Society and Deception, you
can choose Wisdom as your Prerequisites Stalker Racket
key ability score.
Your debilitations aim to impair your target’s visual sense.
Add the following debilitations to the list you can choose
from when you use Debilitating Strike:
• The target suffers a -2 status penalty to Perception
checks.
• The target becomes dazzled.
Sorcerer Bloodlines adjustment at the time from this spell, replacing the
previous one if a new one is acquired.
ANCESTRIES
• Your eyes are augmented to see the unseen. You gain CLASSES
Construct Bloodline darkvision, and invisible enemies become concealed
to you instead of undetected. ARCHETYPES
Within you flows the essence of constructs. Perhaps • Your arms become mechanical in nature, extending
through magnets and pneumatic pistons. Their reach FEATS
your ancestors had a close tie to the constructs of the
increases to 20 feet you may only use this extra reach
planes or you might play host to astral thoughtforms. to deliver touch spells, or to move items of light bulk. ITEMS
Spell List arcane • Your calves turn to spring filled steel. You gain a +10
status bonus to your speed, and gain a +1
Bloodline Skills Arcana, Crafting circumstance bonus on checks to High Jump and
Long Jump.
Granted Spells cantrip: shield 1st: mage armor 2nd:
telekinetic maneuver 3rd: haste 4th: creation 5th: Heightened (5th) Add the following option to the list of
telekinetic haul 6th: repulsion 7th: true target magitechnical adjustment available:
• You grow mechanical wings, or gain jet or anti-gravity
Bloodline Spells initial: calculated probability propulsion. You gain a fly speed equal to your move
advanced: arcane modification greater: construct speed.
heart Heightened (7th) You choose two magitechnical
adjustment to benefit from instead of one.
Blood Magic Your connection to constructs allow you
to make and unmake their defenses easily. You gain CONSTRUCT HEART FOCUS 6
Hardness equal to the level of the spell for 1 round or
the target’s Hardness is reduced by the spell’s level for
|
UNCOMMON TRANSMUTATION SORCERER|
1 round. This Hardness reduces any damage you take Cast � verbal
by an amount equal to the Hardness. Trigger You would be reduced to 0 hit points but not
immediately killed.
CALCULATED PROBABILITY FOCUS 1 The constructed essence within you surges forth,
| |
UNCOMMON DIVINATION FORTUNE SORCERER | changing the organic to the constructed. You avoid being
knocked out, regain a number of Hit Points equal to the
Cast � - � somatic, verbal spell level, and your wounded condition increases by 1.
Duration 1 minute; Targets 1 willing creature or 1 unwilling
creature (see description)
New Sorcerer Feats
You use your mechanical mind to make a set calculation,
reconfiguring probability to work in or against someone's CROSS-HERITAGE BLOODLINE FEAT 12
favor. Target a willing creature; for the spell's duration, it
may use the Recalibration reaction. Once it uses SORCERER
the Recalibration reaction, it becomes immune to
Prerequisites a bloodline that has multiple influence options
calculated probability for 1 hour.
to choose from (such as draconic, elemental, or genie)
Recalibration � Trigger You are about to roll a skill
check, saving throw or attack roll; Effect You do not roll Your bloodline is multifaceted and you have begun to
the triggering roll and treat it as if you rolled a 10 on the manifest another part of your heritage; perhaps you were
dice, adding all relevant modifiers to the result. descended from a pairing of dragons of different colors or
� You may choose an unwilling creature within 30 imbued with two elemental confluences instead of one.
feet instead and it must attempt a Will saving throw Choose a different influence option from your bloodline
to resist the effect. If the creature fails, you can use than the one you initially selected. You gain the following
the Recalibration reaction to affect one of their rolls options from the chosen influence, if it has the appropriate
instead. Whenever you do so, the spell ends and the effect:
creature becomes immune to it for 1 hour as • If the influence option changes the effects your
normal. The spell loses the fortune trait and gains bloodline spells or granted spells—such as changing
the misfortune trait when used in this way. damage type or spell area—or alters your blood magic
effect you may select either your initial or second
ARCANE MODIFICATION FOCUS 3 influence’s effects when you cast those spells or gain
your blood magic effect
| | |
UNCOMMON MORPH SORCERER TRANSMUTATION
• If the influence option has different granted spells or
Cast � somatic, verbal bloodline spells, you add those spells to your
Duration 1 minute repertoire or focus spells, as appropriate, in addition
to your initial influence’s. These count as bloodline
You augment your body with magitechnical adjustments. spells and trigger your blood magic effect when cast.
Choose one of the following effects when you cast the
spell. You can only benefit from one magitechnical
Summoner Eidolons Instrument of War
Your eidolon is a spirit of battle, and your bond has
New Eidolon - Aesir taught you much. Choose one weapon group. You are
trained in martial weapons of that weapon group. If
Your eidolon embodies battle and conflict, most likely you gain the simple weapon expertise class feature,
manifesting as an angel of battle or a chosen warrior in you become an expert in martial weapons of the
the conflicts of the gods. Most aesir eidolons are chosen weapon group. You gain the Advanced
humanoid in appearance with a commanding Weaponry summoner feat as a bonus feat, choosing
presence, adorned with weapons and insignia of battle. traits for each of your eidolon’s starting melee
Your connection to an aesir eidolon has similarly unarmed attacks these traits can be different for each
taught you much about combat, inclining you to fight unarmed attack. You can't retrain Advanced Weaponry
with similar zeal. into another feat.
Tradition Divine
Righteous Vindication
Traits Aesir, Monitor
Alignment must be chaotic neutral As a guardian angel of battle, your eidolon knows how
Home Plane Limbo to keep hordes at bay. You gain the Eidolon’s
Opportunity feat, and your eidolon deals 1 additional
Size Small or Medium damage per weapon damage die on a successful Strike
Suggested Attacks Unarmed attack shaped like a weapon made as part of the Eidolon’s Opportunity reaction. If
(bludgeoning, piercing, or slashing)
you already have this feat, you gain a level 6 or lower
Conqueror Aesir Str 18, Dex 12, Con 14, Int 10, Wis 10, Cha
14; +2 AC(+3 Dex cap) evolution feat of your choice.
Guardian Aesir Str 14, Dex 12, Con 16, Int 10, Wis 10, Cha
16; +3 AC (+2 Dex cap) Not Your Time
Skills Intimidation, Religion Your eidolon’s power for choosing what souls can
Senses darkvision continue to fight becomes readily apparent. Your
Languages One common language from your home region eidolon can cast breath of life once per day as an innate
Speed 25 feet divine spell.
Eidolon Abilities initial instrument of war
symbiosis righteous vindication trancendence
not your time
Swashbuckler Styles wielded scabbard it must be able to fit within the scabbard,
otherwise it falls at your feet instead.
ANCESTRIES
CLASSES
Duelist IMPAIRING THORN FEAT 2
SWASHBUCKLER ARCHETYPES
You control the battlefield with such grace and FEATS
Prerequisites Trained in Athletics
precision that those watching might mistake your
deadly flourishes as an orchestrated ballet. You are You have learned how to hobble both monsters and ITEMS
trained in Athletics. You gain the Disarming Flair pugilists, using locks and quick strikes to impair their
unarmed attacks. When you use the Disarm action, you
swashbuckler feat as a bonus feat and you gain
can attempt to disable an unarmed attack. You can use
panache whenever you successfully Disarm a foe. the following results on Disarm checks instead of the
Additionally, if you have a circumstance bonus to AC usual ones.
from Dueling Parry, Twin Parry or a weapon with the Critical Success Choose an unarmed attack. The target
parry trait and an enemy creature critically fails an can no longer Strike with the chosen attack until the end
of your next turn or until they use an Interact action,
attack against you, you gain panache.
whichever comes first.

Swashbuckler Feats Success The target takes a –2 circumstance penalty on


Strikes made with an unarmed attack of your choice
until the beginning of your next turn.
WALTZ OF ROSE & THORN � FEAT 1 Critical Failure You lose your balance and become flat-
footed until the start of your next turn.
|
STANCE SWASHBUCKLER

Requirements You are wielding an agile or finesse weapon


EXEMPLARY FINISHER � FEAT 4
from the knife or sword group in one hand and its scabbard |
FINISHER SWASHBUCKLER
in the other.
Requirements You have a hand free or are wielding a weapon
Deflecting blows with your sheath as you twist and strike with the disarm trait
with your blade, you gracefully dance to the tune of your
foe’s strikes, leaving them disarmed in more ways than You can twist an attack into a disarming flourish.
one. While in this stance, as long as you have a
circumstance bonus to your AC from Dueling Parry, Twin Strike a creature with a weapon that would apply your
Parry or the parry weapon trait, you also gain a +1 precise strike damage. Immediately afterwords you
circumstance bonus to Athletics checks to Disarm. may Disarm your target as a free action.
Additionally, any scabbard you wield becomes a martial
weapon in the club weapon group with the agile, disarm, TRAIL OF ROSES � FEAT 4
finesse, and parry traits that deals 1d4 Bludgeoning
damage. SWASHBUCKLER
Special Whenever you use the Interact action to draw Named after the trail of crimson droplets left by those wise
a one-handed weapon with a scabbard and you have a free enough to retreat, this technique can debilitate even the
hand, you may draw the scabbard as part of the action. most battle-hardened. Make a Strike against a creature. If
it deals your precise strike damage, the target also takes
LUNGING DISARM � FEAT 2 an equivalent amount of persistent bleed damage. If the
creature is suffering from a circumstance penalty on
SWASHBUCKLER
attack rolls due to a successful Disarm check, the penalty
Requirements You have a free hand or are wielding a melee lasts for as long as the creature takes the persistent bleed
weapon with the Disarm trait. damage from Trail of Roses.

You stretch your reach to make a foe drop their weapon. SCATTERED PETALS � FEAT 8
Make a Disarm attempt with a free hand or melee weapon
with the Disarm trait, increasing your reach by 5 feet for
|
FINISHER SWASHBUCKLER
this attempt. Requirements Your last action this turn was a Disarm on
which you critically succeeded and the disarmed weapon is
ROSE’S EMBRACE � FEAT 2 one with which you could add your precise strike damage.
SWASHBUCKLER Spinning in an elegant shower of sparks and steel, you use
Prerequisites Waltz Of Rose & Thorn your foe’s arsenal as your own. The disarmed weapon
gains the thrown 20 ft. trait and you can make a Strike with
Requirements You are in Waltz of Rose & Thorn stance
it if you make a ranged Strike throwing the weapon, it must
Trigger You critically succeed at a check to Disarm a knife, a be within its first range increment. When determining
one-handed sword, or a wand whether a target has cover from this attack, use the
position of the disarmed creature instead of your own. The
With swiftness and grace, you encase your foe’s weapon in Strike uses the same multiple attack penalty as the
your scabbard. You can sheath the Disarmed item into your required Disarm check.
Witch Patrons Heightened (4th) The emanation increases to 10 feet.
Heightened (8th) The emanation increases to 15 feet.

Obelisk New Lessons


Your patron has granted you a connection to one of its
artifacts of power an obelisk covered in shimmering, Lesson of Enigma
unreadable and ever changing runes.
You gain the paradox inception hex, and your familiar
Spell List arcane learns lose the path.
Patron Skill Arcana PARADOX INCEPTION FOCUS 1
Hex Cantrip summon obelisk
| |
UNCOMMON ENCHANTMENT HEX MENTAL WITCH| |
Granted Spell protector tree Cost � somatic
Range 30 feet; Targets 1 creature
SUMMON OBELISK CANTRIP 1
Saving Throw Will; Duration sustained up to 1 minute
| |
UNCOMMON CANTRIP CONJURATION HEX WITCH | |
You rack a creature's mind, causing them to see paradoxes
Cost � somatic wherever they look. The target must attempt a Will save.
Range 30 feet
Critical Success The target is unaffected.
Duration sustained up to 1 minute
Success The target takes 1 persistent mental damage.
You summon an obelisk into an empty space within range. Failure The target takes 1d4 persistent mental damage.
This obelisk has AC 10, Hardness 6, and 10 Hit Points, and is (The persistent damage automatically ends when the
immune to critical hits and precision damage. You share a spell ends.) Additionally, the target is stupefied 1 for as
strange connection to your obelisk allowing you to cast spells long as it’s taking persistent mental damage.
through it. If the obelisk is within range of the spell, you can Critical Failure The target takes 2d4 persistent mental
have it become the point of origin for your spell, calculating damage. (The persistent damage automatically ends when
range and cover from its space instead of yours. You can have the spell ends.) Additionally, the target is stupefied 2 for as
only one obelisk at any given time if you summon a second long as it’s taking persistent mental damage.
obelisk, the first is destroyed. If your obelisk is destroyed by
any means, you take damage equal to the spell’s level. You Heightened (+2) The persistent mental damage on a
can Dismiss this spell. success increases by 1, and the persistent mental
damage on a failure and critical failure increases by 2d4.
Heightened (+1) The hardness of the obelisk increases by
1 and its Hit Points increase by 10.
Lesson of Exaltation
Providence You gain the aggrandize hex, and your familiar learns
heroism.
Your patron is a source of safety and protection,
whether an icon, a holy site or a place of refuge. AGGRANDIZE FOCUS 3
Spell List divine | |
UNCOMMON HEX TRANSMUTATION WITCH |
Patron Skill Religion Cost � somatic
Hex Cantrip shelter of refuge Range 30 feet; Targets 1 ally
Duration sustained up to 1 minute
Granted Spell sanctuary
You channel the soul of a former legend into an ally,
SHELTER OF REFUGE CANTRIP 1 turning them into an incarnation of the fallen hero.
Whenever you cast or sustain this spell, the target gains a
| |
UNCOMMON ABJURATION CANTRIP HEX WITCH | | number of temporary Hit Points equal to the spell’s level
Cost � verbal and its frightened condition is reduced by 1. Additionally,
for as long as the creature is affected by the spell, it is not
Area 5-foot emanation
considered flat-footed by flanking creatures.
Duration sustained up to 1 minute
At any point during the spell’s duration, the creature can
You create a safe space for your allies. Whenever an ally ends use its reaction to reroll a failed saving throw or attack roll.
their turn within the emanation, they gain temporary Hit This a fortune effect and ends the spell immediately.
Points equal to the spell’s level that lasts for 1 round.
Whenever an ally within the area would take damage, you can Heightened (6th) The creature can no longer become flat-
attempt a DC 11 flat check. On a success, the damage is footed for any reason and can reroll a failed saving
reduced by twice the spell’s level as a reaction. throw or attack roll using a reaction twice before ending
the spell.
Lesson of Delirium Divine (consumable, divine) Your cup runneth over with ANCESTRIES
vital energies. You gain temporary hit points equal to the
You gain the double vision hex, and your familiar brewer’s level plus their Intelligence modifier. CLASSES
learns hallucination. Primal (consumable, primal) You are imbued with the
strength of the elements. You gain resistance equal to ARCHETYPES
DOUBLE VISION FOCUS 5 half the brewer’s level to acid, cold, electricity, fire, or
sonic damage, chosen when brewed. FEATS
| | |
UNCOMMON HEX ILLUSION VISUAL WITCH | Occult (consumable, occult) Your body becomes
Cost � verbal malleable and your organs shift out-of-place for a time. ITEMS
If you are critically hit, roll a DC 19 flat check, on a
Range 60 feet; Targets 1 creature
success the attack becomes a normal hit.
Saving Throw Will
WICKED LAUGHTER FEAT 8
You impede a creature’s ability to see, giving it double
vision. The creature becomes flat-footed and considers all WITCH
terrain as one degree of difficulty higher. Additionally, the
creature treats all other creatures as concealed. Prerequisites Cackle
Critical Success The creature is unaffected. Your cackling laughter terrifies all who can hear it. When
Success The creature is affected for 1 round. you cast cackle you may attempt to Demoralize each
Failure The creature is affected for 1 minute. At the end of enemy in a 30-foot emanation, rolling once and comparing
each turn, it can attempt a new Will saving throw to end it to the Will DC of each creature. You cannot utilize this
the effect. effect with non-auditory modifications such as those
granted by Intimidating Glare, but you do not suffer the
Critical Failure As failure, except the cannot attempt to
circumstance penalty against creatures that do not share
end the effect at the end of each turn.
a language with you.

New Witch Feats LIVE DELICIOUSLY FEAT 12


BIBBIDY � FEAT 2 |
UNCOMMON WITCH
Your patron has granted you boons to live comfortably
| |
AUDITORY CONCENTRATE METAMAGIC WITCH | within some reason. When you select this feat, choose a
domicile or item with the structure trait that you can claim
Prerequisites trained in Performance legitimate ownership of, or who’s owner has granted you
the right to live within.
Songs may bear the very words that unleash the power of
Once you have chosen this domicile or item, while you
your magic, calling attention to you as you cast. If your
live within it, you experience fine living conditions, are
next action is to cast a spell with a duration that can be
supplied with fine food and drink, may produce such food
Sustained, creatures within 30 feet that can hear you
for an additional number of creatures equal to your level,
become fascinated by you until the spell ends or until you
and chores are performed in your favor by three unseen
are unable or unwilling to continue singing while
servants as if by a successful unseen custodians ritual.
Sustaining the Spell. This does not prevent them from
You have a bottomless wardrobe of fine clothing for any
losing the fascinated condition normally, but the spell
occasion—which vanish at inopportune times when stolen
itself will not break their fascinated condition unless it
or attempting to be sold—and a mirror that allows you to
deals damage to them, even if it is otherwise threatening.
maintain and alter your appearance that may not leave the
If you are legendary in Performance, the fascinated
domicile. This mirror can allow you to prevent or reverse
condition does not end normally for the duration of the
the visual effects of aging, and even allow you to alter
spell while they remain within 30 feet of you.
minor elements of your appearance, such as hair color and
style, beauty marks, scars, and eye color, granting you a +4
STRANGE BREW FEAT 6 circumstance bonus to Impersonate when you use the
WITCH mirror as a disguise kit, but only to appear as a modified
version of yourself which is permanent until changed.
Prerequisites Cauldron
MAKE MY MONSTER GROW! � FEAT 14
You use your cauldron to make a foul tasting, but
surprisingly potent magical brew. Once per day, you may
CONCENTRATE WITCH|
spend at least 10 minutes to mix a batch of brew allowing Frequency once per day
up to 4 creatures to Interact to imbibe the brew while you Trigger You Sustain a Spell that summoned a minion, such as
remain at your cauldron or brewing station. The effect is summon animal
dependant on the casting tradition granted by your patron
and lasts for 1 hour, once you leave your cauldron, the brew Your patron pours magic into your summoned minion. You
becomes innert foul goop. may enlarge the minion summoned by the triggering
Arcane (arcane, consumable) This ephemeral mixture sustained spell to be Large or Huge, as if they had been the
strengthens your mind, enlightnening it to the secrets of target of a 2nd- or 4th-level enlarge until the spell that
the universe and fortifying it against manipulation. You summoned them ends. As normal this has no effect on
gain a +1 status bonus to Recall Knowledge checks and creatures that were are already the same size you choose
Will saving throws. or larger.
Wizard Arcane Theses SALUBRIOUS PREPARATION FEAT 2
|
ABJURATION ARCANE WIZARD |
Fundamentalist Preparation and replenishment of spells is in-of-itself a
magical act, and you can siphon some of that power into
UNCOMMON your body, bolstering yourself for the journey ahead. When
you prepare or recharge spells—such as during your daily
Most wizards learn the basics and move on with their preparations, if you use spell substitution, or when you
studies, but you took the extra time to master them. Refocus—You gain a number of temporary hit points equal
to the highest level spell you can cast. These temporary Hit
You’re able to cast the simplest spells to their full Points last until you prepare or recharge spells again.
potential. When it comes to basic cantrips, no other
spellcaster can match your skill and efficiency. SWIRLING ROBE � FEAT 2
You gain the Cantrip Expansion wizard feat. When | |
ARCANE ILLUSION WIZARD
you Cast a Spell that is a cantrip, if the next spell you
Requirements Your previous action was to Cast a Spell from
cast before the end of your next turn shares at least one your wizard spell slots and you are unarmored.
trait with the cantrip, increase the spell’s level by 1. If
the spell has the attack trait or does damage, it must Casting of magic often brings with it visual effects that you
use to obfuscate your presence. You gain the concealed
share at least two traits with the cantrip. This can not condition until the start of your next turn. As normal for
be used to increase the level of the spell beyond the concealed effects where your location is still obvious, you
highest level of spell that you can cast. can't use this concealment to Hide or Sneak. When your
proficiency in arcane spell attack rolls and spell DCs
Battlefield Application increases to legendary, the flat check DC increases to 11.
Special You cannot use Swirling Robe if the spell was
affected by a metamagic effect that would conceal the
You’ve long held the belief that although magic can be casting of the spell, such as Conceal Spell
purely academic, its place in practical applications
can’t be ignored. This has led you to develop
METAFOCUS FEAT 4
techniques to empower your spells in combat, allowing WIZARD
you to use metamagic to better enhance your attack Prerequisites a focus pool
spells quickly.
Through supreme focus you can apply metamagic effects
You gain Eschew Materials feat as a bonus 1st-level
within your cast. Once per turn, you may spend a Focus
feat. When you use a metamagic action with Point to use a single action with the metamagic trait as a
a spell that has the attack trait, you may reduce free action instead. You cannot use metafocus to modify a
the number of actions to cast the spell by 1 (to a spell that is already affected by a metamagic effect -or
that would be by the time it is Cast- and other effects
minimum of 2 actions, including the metamagic cannot otherwise modify your metamagic actions, such as
action). You cannot do this again until the next the battlefield application thesis.
time you refocus.
STEPPING SIGILS � FEAT 8
New Wizard Feats | |
MANIPULATE METAMAGIC TRANSMUTATION WIZARD |
Frequency Once per minute
ALMA MATER FEAT 2
WIZARD You turn the manifestations of your spells into physical
surfaces you can alight upon. If your next action is to cast
Prerequisites trained in Society or Academia Lore a spell that expends a spell slot, you are able to
effortlessly maintain its manifestations beneath your feet,
Your education has been more than just an enrichment of allowing you to walk on air as if it were solid ground for a
your mind, but also of your connections in academia. While number of rounds equal to half the spell's level (minimum
in a settlement that contains an academic center, such as 1 round). you can ascend or descend at a maximum of a
an academy or university, you may Gather Information 45-degree angle using this method. the glowing platforms
using Society or Academia Lore. Additionally, your beneath you betray your position, however, making you
connections grant you access to all but the most exclusive hidden to creatures that can see them if you were
of libraries within, and at the GM's discretion you may be otherwise undetected or unnoticed.
able to arrange meetings with important professors or
officials related to such academic centers. UNWEAVE � FEAT 8
| |
UNCOMMON ABJURATION ARCANE WIZARD |
Prerequisites Counterspell, Quick Recognition
Trigger You are targeted by or are in the area of a spell that for any reason, such as to reduce to charge cost to Cast a ANCESTRIES
you are aware of Spell from a magical staff. While you have unprepared
spell slots you may spend 10 minutes to prepare a spell CLASSES
You’ve learned it’s sometimes easier to weaken a spell into one of your unprepared spell slots, this activity has the
then to completely undo it. You may expend a prepared concentrate action and requires you to convene with your ARCHETYPES
spell of the same spell level as the triggering spell. If you spellbook, familiar, or other source of preparing spells that
do, you gain a +1 status bonus to any of the initial saving you have access to. If you are interrupted during such a FEATS
throws, skill checks, AC, or DC against it and the spell's preparation, the unprepared spell slot remains empty. You
level is reduced to its previous heightened increment. For can try again to fill the unprepared spell slot later, but you ITEMS
example, a 5th-level fireball would become a 4th-level one, must start the process over again.
but a 4th-level acid arrow would be reduced to 2nd level.
You cannot reduce a spell below its minimum level and if AGGRAVATED SPELL � FEAT 2
the spell was not heightened, this has no effect.
| | |
CONCENTRATE METAMAGIC PSYCHIC SORCERER WITCH |
SPELL RECLAMATION � FEAT 10 WIZARD

METAMAGIC WIZARD| The lasting damages of your spells intensify, surging


with power. If the next action you use it to Cast a Spell that
Before casting, you make preparations to ensure the spell can cause persistent damage, the flat check to recover
does not go to waste. If your next action is to Cast a Spell from that persistent damage gains the following critical
with the attack trait of 2 levels lower than your highest- failure effect.
level spell slot and the spell attack roll is a failure (but not
a critical failure) you can make a flat check DC 10. On a Critical Failure The condition does not end and you
success, the prepared spell and the spell slot are not take the persistent damage again, this damage
expended. is combined with the original for the sake of
weaknesses, resistances, and considering if the
FORTUNATE SPELL � FEAT 10 creature has taken damage.

|
FORTUNE METAMAGIC WIZARD | QUICK CANTRIP � FEAT 4
Prerequisites expert in Religion or Occultism | |
CONCENTRATE METAMAGIC WITCH WIZARD |
Frequency once per day,
Frequency once per day
You manipulate the forces of fate to aid your spells. If
You can hasten the casting of the simplest of spells. If
the next action you use is to Cast a Spell with the
your next action is to cast a cantrip that takes 2 actions to
attack trait, after making your spell attack roll you may
cast, you may cast it as one action instead.
reroll. You must use the second result. If you do not use
the reroll, this metamagic’s frequency is not expended.
This is a fortune effect.
MAGEHEART FEAT 4
| |
PSYCHIC SORCERER WITCH WIZARD |
DUAL METAMAGIC � FEAT 16
Your affinity for magical baubles extends beyond the
WIZARD ordinary. When you activate a spellheart to Cast a Spell
other than a cantrip, you use your spell attack and spell DC
Frequency once per day in place of the one given by the spellheart. Additionally,
Prerequisites You possess at least two feats with the you may you may Cast a Spell from the spellheart by
metamagic trait; master in Arcana expending a spell slot of the spell's level or higher, doing
so ignores, and does not affect, the frequency normally
Your command over metamagic has given you insight on associated with that activation.
how to cast spells with more than one in effect. If your next
action is to Cast a Spell of two actions or lower, you can QUICK IMPLEMENT � FEAT 4
apply two metamagic feats of one action to it. You still
need to meet the requirements of each metamagic action | | |
OPEN PSYCHIC SORCERER WITCH WIZARD |
as normal.
Requirements Your next action is to Cast a Spell from a wand
or a staff
New Feats – Multiple Classes
Whether staff or wand, you always have them at the ready.
PATIENT PREPARATION FEAT 1 You interact to draw a staff or a wand.

|
MAGUS WITCH WIZARD | COVERED CASTING � FEAT 6
Prerequisite You do not have the flexible spell preparation | |
PSYCHIC SORCERER WITCH WIZARD |
class feature
Requirements You are currently benefiting from the Take
You choose to withold some of your mental capacity for Cover action.
spells for the day. When you prepare spells, you may
choose any number of your spell slots to remain You can cast your spells from the safety of cover. You Cast
unprepared. Unprepared spell slots cannot be expended a Spell with a casting time of two or fewer actions, then
Take Cover.
Animal Companions
Most favor the company of traditional companions of
the likes of wolves or birds of prey. Some have found
themselves traveling with more exotic partners like
shadow hounds and arboreal creatures. But sometimes
life puts the most unexpected of allies on your path
rare creatures found within the confines of the world
who, given the right approach, can make for mighty
and loyal companions.

Abyssal Bison
RARE

Your companion is a flaming bison indigenous of the


abyss, bearing unusually large and menacing horns.
Size Medium
Melee � horns, Damage 1d8 piercing Augeppi
Str +3, Dex +1, Con +3, Int -4, Wis +1, Cha +0
Hit Points 8 UNCOMMON

Skill athletics Your animal companion is an adorable platypus-


Special mount pangolin hybrid that possesses great psychic abilities.
Speed 25 feet
Size Small
Support Benefit The flames on the abyssal bison intensify,
Melee � body, Damage 1d6 bludgeoning
creating a thick smoke for you to hide in. While riding
your abyssal bison, or when adjacent to it, your next Melee � claws (agile, finesse), Damage 1d4 slashing
melee Strike considers the target flat-footed. Str +2, Dex +3, Con +1, Int -4, Wis +2, Cha +0
Advanced Maneuver Fire Stomp Hit Points 4
Skill Arcana
FIRE STOMP � Senses low-light vision
The abyssal bison stomps the ground, cracking it open and Speed 15 feet, fly 15 feet
releasing abyssal flames. Creatures within 10 feet of the Special As long as you are within 20 feet of it, you and your
abyssal bison must succeed a Reflex saving throw or augeppi gains a +1 status bonus to all saves against
become flat-footed until the beginning of their next turn detection, revelation, and scrying divinations, and if you
and take 4 evil damage and 4 fire damage. On a critical roll a success on a save against such an effect, the
failure, they become prone instead of merely flat-footed. result is a critical success instead and is redirected to
This uses a trained DC and the abyssal bison’s the augeppi.
Constitution modifier, or an expert proficiency if it’s savage
or nimble. Support Benefit Your augeppi emits a low psychic drone,
impairing the reaction speed of those nearby. Until the
start of your next turn, any creature your augeppi
threatens can’t use reactions triggered by your actions
unless its level is higher than yours.
Advanced Maneuver Psychic Burst

PSYCHIC BURST �
MENTAL
The augeppi releases a psychic burst of energy. Choose
one creature within 30 feet of the augeppi. That creature
must attempt a Will save. This uses a trained DC using the
augeppi’s Charisma modifier or an expert DC if the augeppi
is specialised.
Success The creature is unaffected.
Failure The creature is dazzled for 1 round.
Critical Failure As failure, and the target is also stupefied
2 for 1 round.
Concordine
RARE

Your companion is a concordine, a canine creature


known for its disorienting bark and three
heads. Concordine’s have the beast trait instead of the
animal trait, but otherwise function as normal for an
animal companion.
Size Small
Melee � jaws (finesse), Damage 1d8 piercing
Str +2, Dex +3, Con +2, Int -4, Wis +0, Cha +1
Hit Points 6
Skill Intimidation
Senses low-light vision, scent (imprecise, 30 feet)
Speed 40 feet
Support Benefit The concordine barks rapidly at an
adjacent foe, throwing their senses into chaos. The
target must attempt a Fortitude save. On a failure, the
foe becomes clumsy 1 and stupefied 1 for 1 round. On a
critical failure, the foe is also stunned 1 for 1 round. This
Eye Horror
uses a trained DC using the concordine's Constitution
modifier or an expert DC if the concordine is specialized. RARE

Advanced Maneuver Sonic Bites Your companion is a large floating mouth with several
eyes protruding from its body.
SONIC BITES �
Size Small
AUDITORY
Melee � jaws (finesse), Damage 1d8 piercing
The concordine makes three Strikes—one for each head— Str +1, Dex +3, Con +2, Int -4, Wis +2, Cha -1
against a single target. These Strikes count toward the
Hit Points 6
concordine’s multiple attack penalty. If two Strikes
succeed, the target takes an additional 1d8 sonic damage Skill Survival
if all three Strikes hit, the target has sonic weakness equal Senses darkvision
to half your level until the end of your next turn. Speed 20 feet; Eye horrors ignore ground-based difficult,
greater difficult, and hazardous terrain
Special The eye horror can see in all directions
simultaneously, and therefore does not become flat-
footed soley due to creatures flanking it.
Support Benefit Like a spotlight, the eye horror reveals
those who try to hide. Until the start of your next turn,
each time you hit a creature within 30 feet of the eye
horror with a Strike, the creature cannot benefit from the
concealed condition or lesser cover until the end of your
next turn. If the eye horror is nimble or savage, invisible
creatures you strike become concealed instead of
hidden or undetected.
Advanced Maneuver Energy Spit

ENERGY SPIT �
The eye horror spits out a glob of amalgamated energy it
makes a ranged Strike that deals a base of 1d6 damage
with a range increment of 30 feet. The spit deals fire, cold,
electricity, or negative damage chosen at random by rolling
1d4 and gains the trait associated with that damage.
1 – fire
2 – cold
3 – electricity
4 – negative
Gurrudaemon Landstrider
RARE RARE

Your companion is a gurrudaemon, a vile daemon Your companion is a long legged beast, able to traverse
originating from another plane. A gurrudaemon the many terrains of the world quickly.
has the daemon and fiend traits, but it otherwise Size Large
functions normally as an animal companion. They are Melee � leg, Damage 1d8 bludgeoning
typically, although not exclusively, chosen by evil Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha +0
characters. Hit Points 8
Size Medium Skill Survival
Melee � foot Damage 1d8 bludgeoning Senses low-light vision
Melee � tentacle Damage 1d6 slashing Speed 40 feet
Str +3, Dex +2, Con +2, Int -4, Wis +0, Cha +1 Special mount
Hit Points 8 Weaknesses good 5 Stilted Movement Your Landstrider ignores non-magical
Skill Athletics difficult terrain.
Senses motion sense 60 feet, no vision Support Benefit Your landstrider uses its great legs to
protect you by either standing over you, blocking
Speed 30 feet, climb 10 feet incoming attacks or using its large body to absorb
Support Benefit Your gurrudaemon wraps his tentacles damage. Until the start of your next turn, as long as you
around your foes. Until the start of your next turn, each are within your landstrider’s reach, you are considered
time you hit a creature in your companion’s reach with a concealed.
Strike, the creature takes an additional 1d4 poison Advanced Maneuver Quickened Stride
damage from your gurrudaemon and becomes clumsy 1.
If the gurrudaemon is nimble or savage, the poison
damage increases to 2d4.
QUICKENED STRIDE �
Advanced Maneuver Dropkick The landstrider Strides twice and makes a leg Strike.

DROPKICK �
The gurrudaemon wraps its tentacles around its victim and
dropkicks it. It attempts an Athletics check to Grapple its
prey. If it succeeds, the gurrudaemon deals 12
bludgeoning damage to the grabbed creature the creature
must attempt a basic Fortitude save using your
gurrudaemon’s Constitution modifier and a trained
proficiency. If the gurrudaemon is nimble or savage, the
proficiency for the DC increases to expert. If the
gurrudaemon is a specialized animal companion, the
damage increases to 20.
Nightstalker Schmooze
RARE RARE

Your companion is a nightstalker, a nightmarish Your companion is a schmooze or slime just intelligent
bipedal creature that dwells in the dark and instills enough to follow your commands. A schmooze has the
terror in its victims. ooze trait inste ad of the animal trait, but it
Size Small otherwise functions normally as an animal companion.
Melee � jaws (finesse), Damage 1d6 piercing Size Small
Melee � claws (agile, finesse), Damage 1d4 slashing Melee � pseudopod, Damage 1d4 acid
Str +3, Dex +3, Con +1, Int -4, Wis +1, Cha +0 Str +3, Dex +0, Con +3, Int -4, Wis +0, Cha -4
Hit Points 6 Hit Points 12
Skill Stealth Immunities acid, critical hits, mental, precision
Senses darkvision Skill Stealth
Speed 30 feet Senses motion sense 60 feet (precise), no vision.
Special While in normal or bright light, the nightstalker Speed 20 feet, climb 10 feet, swim 10 feet
cannot interact with anything except you, use the Special The schmooze suffers a –10 penalty to AC but
Support action or its advanced maneuver. Additionally, gains an additional +3 hit points at every level.
creatures in normal or bright light except you cannot see
or interact with the nightstalker. Support Benefit The schmooze spits acid at your foes’
ankles when you create an opening. Until the start of
Support Benefit Your nightstalker empowers your attacks. your next turn, your Strikes that damage a creature that
Until the start of your next turn, if you hit and deal your schmooze threatens also deal 1d4 persistent acid
damage to a creature, the creature becomes frightened damage and the target suffers a 5-foot circumstance
1. penalty to its speeds until it removes the acid damage.
Advanced Maneuver Eyes in the dark If your schmooze is nimble or savage, the persistent
acid damage increases to 2d4 and the speed penalty
EYES IN THE DARK � increases to 10.
Advanced Maneuver Grasping Pseudopod
| |
EMOTION FEAR MENTAL VISUAL|
A creature within 30 feet must attempt a Will save against GRASPING PSEUDOPOD �
the nightstalker’s Charisma modifier and a trained DC. If it
is nimble or savage, the DC increases to expert proficiency. The schmooze makes a pseudopod Strike against a
Regardless of the outcome, the target becomes immune to creature. If the creature is smaller than the schmooze, it is
Eyes in the Dark for 1 hour. considered flat-footed to the attack. On a hit, if the
creature is no more the one size larger than the schmooze,
the target is automatically grabbed.
Critical Success The target is unaffected
Success The target is frightened 1 for 1 round
Failure The target is frightened 2
Critical Failure The target becomes frightened 2 and is
paralyzed for 1 round
Shambling Mount limitations to companion items regardless of their
shape.
UNCOMMON
• Traits: Swarm companions have the swarm
Your companion is a shambling mount, a close relative trait in addition to the animal trait. This allows
of the shambler grown to serve as a mount. them to occupy the same space as other
Size Large creatures, and must do so in order to use its
Melee � vine, Damage 1d6 bludgeoning Swarm Attack action.
Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha +0 • Immunities: As with all swarms, the
Hit Points 8 companion is immune to the grabbed, prone,
Skill Nature and restrained conditions. Unless otherwise
Senses darkvision specified, a swarm companion is immune to
Speed 30 feet mental effects that target a limited number of
Special mount creatures, but not to those that affect all
Support Benefit Your shambling mount extends its vine- creatures in an area.
like feet around your foe’s position, entangling its
footing. Until the start of your next turn, if you hit and • Resistances: Swarm companions have
deal damage to a creature in your shambling mount's resistance to piercing and slashing damage equal
reach, the first square the creature moves into after to half your level (minimum 1) and to
taking that damage is difficult terrain.
bludgeoning damage equal to half your level –2
Advanced Maneuver Entangling Vines
(minimum 0)
ENTANGLING VINES � • Weaknesses: Swarm companions have
The shambling mount makes a Strike with its vines weakness to area damage and splash damage
entangling the target in its plant matter. If the Strike hits, equal to half your level.
the target creature automatically becomes grabbed by the
shambling mount until the end of your next turn. • Ability Modifiers: A swarm companion begins
with base ability modifiers of Str -2, Dex +3, Con

Swarm Companions +2, Int -4, Wis +2, Cha +0.


• Attacks: Instead of one or more Strikes the
UNCOMMON companion will have a Swarm Attack action,
A swarm companion is a loyal swarm of insects or which deals the listed damage to any foes sharing
other Tiny creatures that you have under your control. the companion’s space. Creatures subject to
They follow your orders obediently, though your Swarm Attack must attempt a basic save listed
method of commanding them may be more unusual with the action (usually Reflex) using a trained
than for typical companions. Most swarm companions DC adding the companion’s Constitution
are uncommon, requiring obscure magics, natural modifier. Any time the companion gain a
affinity, or even advanced alchemical pheromones to modification to its unarmed attacks, such as by
even begin to tame them. You can have only one becoming mature or savage, it applies those
companion of any kind at a time. modifications to its Swarm Attack instead. If its
proficiency in unarmed attacks increases,
Apart from the
increase the proficiency of its Swarm Attack DC
following differences, a
instead.
swarm companion
functions as a • Mindless Companions: Some swarm
standard animal companions are mindless. The mindless trait
companion, makes them immune to all mental effects, as
including the normal. The only skills in which a mindless
companion is trained are Acrobatics and
Athletics, and it can't become trained in other
skills. Even if a mindless companion gains a
limited ability to act in combat without being
commanded, such as from the Mature Animal
Companion feat, it can repeat only the last
command it can't take a new action on its own. A
mindless companion can't take specializations Senses low-light vision, scent (precise 5-feet)
that would raise its Intelligence or grant it Speed 25 feet, Climb 25 feet.
benefits to skills other than Acrobatics or Special Your colony deals an additional 2 poison damage
Athletics, and it can't use or benefit from feats or to creatures that fail their save against its stings, 4 on a
critical failure.
other options for animal companions that
Support Benefit Your hive unnerves those they swarm
normally require a creature to have a mind, across, Until the start of your next turn, if you hit and
think, or make a decision. When in doubt, the deal damage to a creature in your colony’s space, the
GM determines what abilities a mindless creature becomes frightened 1.
companion can use. Advanced Maneuver Getting Everywhere

• Mountless: given their disincorporated nature, GETTING EVERYWHERE �


swarms cannot be ridden and cannot gain the
Your colony crawls up a creature in its space and uses its
mount special ability.
Swarm Attack, affecting only the selected creature, which
takes a -2 circumstance penalty to their save. If they fail,
Specialized Swarm Animal Companions they are sickened 1 (sickened 2 on a critical failure) and
cannot end the sickened condition while they share a
In addition to those normally chosen by swarm space with the colony.
companions can choose from the following
specializations. Hive
Devourer UNCOMMON

Your companion is a group of social flying insects, such


Your swarm is quick to devour foes. Increase the dice
as bees or wasps.
of Swarm Attack by one step (d4 to d6 or d6 to d8 for
example). Creatures that critically fail their save Size Small
against Swarm Attack also take persistent bleed Swarm Attack � stings, Saving Throw Reflex, Damage
damage equal to the number of damage dice of Swarm 1d4 piercing
Attack. Str -2, Dex +4, Con +2, Int -4, Wis +2, Cha +1
Hit Points 4
Engulfer Skill Survival
Senses low-light vision, scent (imprecise 30-feet)
Despite their size your swarm is very adept at engulfing
Speed 20 feet, fly 40 feet.
and binding their foes. Its proficiency ranks for
Special Your hive deals an additional 2 poison damage to
Athletics increase to expert (or master if it was already creatures that fail their save against its stings, 4 on a
expert from its type), and its Constitution modifier critical failure.
increases by 1. Your swarm companion can grapple Support Benefit Your hive pricks and stings at every
targets up to two sizes larger than itself. opportunity, Until the start of your next turn, your Strikes
that damage a creature in hive’s space also deal 1d6
Colony persistent poison damage. If your hive is nimble or
savage, the persistent poison damage increases to 2d6.
Advanced Maneuver Synchronized Signals
UNCOMMON

Your companion is a group of ground dwelling social


SYNCHRONIZED SIGNALS �
insects or bugs, such as ants or some species of spider. |
MOVE VISUAL

Size Small Your hive executes complex flight patterns, directing


Swarm Attack � fang or stinger, Saving Throw Reflex, attacks toward your foes. Foes sharing a space with the
Damage 1d4 piercing Hive are flat-footed until the start of your next turn.
Str -2, Dex +3, Con +3, Int -4, Wis +3, Cha +0
Hit Points 6 Warren
Skill Stealth
UNCOMMON

Your companion is a collection of rodents, such as


mice, rats, rabbits, or weasels.
Size medium
Swarm Attack � bites, Saving Throw Reflex,
Damage 1d6 piercing
Str -1, Dex +3, Con +3, Int -4, Wis +2, Cha +0
Hit Points 6
Bonded Beast Companions
Skill Survival UNCOMMON
Senses low-light vision, scent (imprecise 30-feet)
Some shamans bond themselves to a specialized beast
Speed 30 feet, climb 10 feet
companion, called a bonded beast. These bonded
Support Benefit Your warren tramples about your foe’s
beasts function quite similarly to other animal
feet, tripping them up, until the start of your next turn, if
you hit and deal damage to a target in your warren’s companions, but are more cunning and keen. While
space, they must succeed a Reflex save against the not as intelligent as most people, they have a greater
warrant’s Swarm Attack DC or fall prone. sense of self than other companions. They still lack a
Advanced Maneuver Biting and Scratching means of linguistic or manual communication beyond
BITING AND SCRATCHING � what a well-trained animal could usually provide. They
are still unable to use most abilities that require
Your warren roves, harming every foe in its path. The greater intelligence, such as Coerce or Decipher
warren Strides or Climbs, each enemy creature it passes
through is affected by its Swarm Attack. Each creature is Writing, but have other strengths that their heightened
affected only once even if it crosses paths with the warren intellect allows for.
multiple times.
Apart from the following differences, a bonded
SILVERDUST beast companion functions as an animal companion,
including the limitations to companion items
| |
RARE CONSTRUCT MINDLESS
regardless of the creature’s shape.
Your companion is made up of individually
• A bonded beast has the beast trait instead of the
imperceptible bits of silvery metal with unknown
animal trait.
origins that moves nearly like a fluid. Unlike other
companions, silverdust is a construct instead of an • A bonded beast has an Intelligence of -3. This
animal. However, due to its strange functions and allows it to know a single language shared by its
minute collective scale is not as resilient as other bonded character (usually Common) though it
constructs bearing only the immunities listed below. cannot speak any language.

Size small • If a bonded beast would for any reason require it


Swarm Attack � deconstruct (versatile P), Saving Throw to be Commanded with a skill check, you can use
Reflex, Damage 1d4 slashing Diplomacy in place of Nature.
Str -1, Dex +4, Con +2, Int -5, Wis +2, Cha +0
Special You may select a concordine (page 75)
Hit Points 4
instead of one of the following bonded beasts below,
Skill Survival
doing so adjusts it with the differences above. At the
Senses low-light vision
GM’s discretion you might select another animal
Speed 25 feet, swim 25 feet
companion and apply these alterations. Bonded beasts
Special mindless, Immune to death effects, healing,
necromancy, poison, and the doomed, drained, fatigued, cannot be selected as normal animal companions.
and sickened conditions.
Support Benefit Your silverdust alters the material of Bonded Beast Specializations
enemy extremities to hinder their movement. Until the
start of your next turn, if you hit and deal damage to a
creature in the silverdust’s space, that takes a –5-foot Bonded beast companions can choose from the
penalty to its speeds for 1 round. following specializations when they would gain one
Advanced Maneuver Construct Protocol instead of choosing from the normal list of animal
companion specializations.
CONSTRUCT PROTOCOL �
MANIPULATE Blood-bound
Your silverdust uses its Swarm Attack against a single Your companion’s bond links to your vitality directly,
creature or unattended object in its space, ignoring allowing you to trade vital energies. Once per day, your
half the hardness of any object with a hardness bonded beast can pay the cost of one of your vitamancy
lower than your level. It regains HP equal to the actions as long as it has the Hit Points to do so.
damage dealt. Additionally, as a free action whenever your
companion takes damage you may reduce your Hit
Points by any amount, up to the amount of damage
they would take or your remaining Hit Points, its reach as 10 feet greater for its support benefit.
whichever is lower. Your companion reduces the Advanced Maneuver Stony Gaze
damage they would take by the same amount you
reduced your Hit Points by. Its proficiency in Fortitude
STONY GAZE �
saves increases to legendary and it increases its |
ARCANE TRANSMUTATION VISUAL |
Constitution score by 1. Your basilisk gazes into the eyes of an adjacent creature
requiring it to attempt a Fortitude save. This uses a trained
Bone-bound DC using the basilisk’s Constitution modifier or an expert
DC if the basilisk is specialized. If a creature already
Your companion shares a bond deep in its bones, slowed by Stony Gaze critically fails its save, it becomes
which reverberates with your own bones or a symbolic petrified. This is an incapacitation effect.
trinket you keep. Signs of this bond appear on your Critical Success The creature is unaffected.
companion’s exterior as calcific armored plates. Your Success The creature is clumsy 1 for 1 round.
companion gains a +1 status bonus to AC and gains Failure The creature is clumsy 1 for 1 minute
resistance to slashing damage equal to half your level. Critical Failure The creature is clumsy 1 for 1 minute and
Creatures that start their turn grappled by a bone- slowed 1 for 1 minute. If the creature deals slashing or
piercing damage to your basilisk while adjacent to it, it
bound beast take 2d4 piercing damage and anyone
loses the slowed condition.
attempting to grapple a bone-bound beast takes 2d4
piercing damage for each attempt. It also increases its
Strength score by 1.
Chimera
Your companion is a strange amalgam of powerful
Spirit-bound
creatures, sporting large wings and the heads of a large
Your spirit intertwines with your companion’s, causing feline predator, a goat, and a chromatic dragon.
an unbreakable bond. Your companion increases its
Size medium
Wisdom modifier by 1, and becomes an expert in
Melee � claws (agile, finesse), Damage 1d4 slashing
Stealth (or master if it was already an expert from its
Melee � horns, Damage 1d8 piercing
type). As long as you and your companion are on the
Melee � jaws, Damage 1d6 piercing plus special
same plane, you always know the exact direction and
Str +3, Dex +2, Con +2, Int -3, Wis +1, Cha +0
distance to each other and you can command your
Hit Points 8
companion telepathically within 100-feet. If your
Skill Intimidation
companion dies, it returns to life when you regain your
Senses darkvision, scent (imprecise) 30 feet
companion, instead of being replaced.
Speed 25 feet, fly 40 feet

Basilisk Special A chimera’s jaws attack deals an additional 1d4


damage (or 2d4 damage if it is specialized) of a type
determined by the color of its dragon head with black
Your companion is a plodding reptile with eight legs causing acid, blue causing electricity, green causing
poison, red causing fire, and white causing cold
and magical eyes. Through training, nature, or design,
damage.
its gaze is weaker than most of its kin, leaving it less
Support Benefit Your chimera roars and exhales on your
lethal than more dangerous varieties. foes when it sees an opening. Until the end of your turn,
when you hit and damage a creature in your chimera’s
Size Small
reach it takes 1d4 persistent damage of the type
Melee � jaws, Damage 1d8 piercing determined by its dragon head. The persistent damage
Str +3, Dex +2, Con +2, Int -3, Wis +1, Cha +0 increases to 2d4 if it gains an advanced option, such as
Hit Points 6 savage or nimble.
Skill Survival Advanced Maneuver Chimeric Assault
Senses darkvision CHIMERIC ASSAULT �
Speed 20 feet
Special A basilisk can eat rock and stone it is able to Your chimera lashes out, making a horns, jaws and claws
swallow for nourishment. Strike against foes in any order. Its multiple attack penalty
applies as normal.
Support Benefit (arcane, transmutation, visual) Your
basilisk locks its eyes on your targets, causing them to
stiffen as their bodies partially petrify. Until the start of Hydra
your next turn, if you hit and damage a creature in your
basilisk’s reach, the creature becomes clumsy 1 until the
end of your next turn. If your basilisk has an advanced Your companion is a multi-headed hydra, a serpentine
option—such as nimble or savage—your basilisk treats being with a penchant for regeneration. Yours
SAPIENT COMPANIONS may lack some of the features of a wild hydra, but it is dangerous all
the same.
Bonded beasts have a heightened
sapience and sense of self, either Size medium
naturally or through the power of their Melee � jaws (agile, finesse), Damage 1d6 piercing
bond. This increased awareness and Str +2, Dex +3, Con +2, Int -3, Wis +1, Cha +0
Hit Points 8
intellect means they are more likely to
Skill Stealth
act on their own ideals. While mutual
Senses low-light vision, scent (imprecise) 30 feet
respect and the bond between a
Speed 25 feet, swim 25 feet
character and a bonded beast prevents
Special A hydra companion is not killed if its heads are removed, such as by the
them from acting against your interests effects of a vorpal rune, though if it has no heads remaining, it is blind,
in all but the most extreme deafened, cannot make jaws attacks, and loses its scent sense. Whenever
your hydra regains Hit Points it regrows one of its lost heads. A juvenile hydra
circumstances, they are otherwise a has 2 heads and it gains one additional head when it becomes mature,
personage, and have their own thoughts, advanced (such as nimble), and when it gains a specialization
desires, and aspirations, though they Support Benefit your hydra’s heads assail your foes from every direction. Until
the end of your turn, creatures you hit and damage are flat-footed until the
may be fairly simple. This is a perfect start of your next turn. When your hydra has 4 or more heads, you may choose
storytelling tool for players and GMs to knock them prone instead.
alike to allow the companion to help Advanced Maneuver Regenerate
shape the story further. However, the
REGENERATE �
intellect of the beast should be used with
respect as well, a bonded beast that Tapping into its regenerative properties your hydra revitalizes itself. It regains
Hit Points equal to your level.
refuses every command of the character
it is linked to, or harshly misaligned with
Matracore
them is disruptive to play. Generally such
a beast will only bond with someone it Your companion is a matracore, a smaller cousin of the manticore. With feline
already shares a lot in common with, features and wicked looking wings, the true terror of this creature comes from
the spines that line its fur and tail.
having little reason on most occasions to
Size small
oppose them.
Melee � claws (agile, finesse), Damage 1d4 slashing
Melee � jaws, Damage 1d8 piercing
Ranged � spike (range increment 20 feet), Damage 1d6 piercing
Str +3, Dex +2, Con +2, Int -3, Wis +1, Cha +0
Hit Points 6
Skill Intimidation
Senses darkvision, scent (imprecise) 30 feet
Speed 25 feet, fly 40 feet
Special A matracore has a limited number of spikes each day which regrow
while it rests, refreshing during your daily preparations. The matracore can
only use its spike ranged attack a number of times per day equal to 2 + your
level.
Support Benefit your matracore bristles the spines lining its body defending
you from nearby foes. Whenever a creature within your matracore’s reach
makes a Strike against you, it takes 1d4 piercing damage (basic Reflex
save). This damage increases to 2d4 if the matracore is advanced (such as
being nimble or savage). The save DC is trained and uses your matracore’s
Dexterity modifier, it becomes trained if the matracore is specialized.
Advanced Maneuver Pincushion

PINCUSHION �
Requirements The matracore has at least 2 of its spikes remaining.

Your matracore flings multiple spikes into a foe, attempting to pin them
down. It makes a spike Strike, if it succeeds, the target creature is
immobilized (using the same DC as its support benefit). Making this
attack consumes two of the matracore’s spikes for the day.
Chapter 3 - Archetypes
People have the most unsuspected talents, truly. I have met an elf who’s tattoo would morph at her whims, a bovian who can change the
make of weapons through a ring of his anvil, and a halfling who could grow the size of a mountain. And those are not even the strangest ones,
not by a stretch. The talent listed in this chapter are some of the most remarkable abilities I have had the chance to witness.
Anvil Ringer beginning of your next turn, your choice.

Heightened (4th) Whenever you use the Ring the Anvil


When the hammer strikes an anvil, a sound rings out. action, allies within 30-feet of you gain two of the
To many, this is just a noise—a sign of work in possible benefits instead of 1.
progress. It is the ring of metal on metal, as the raw
TOOLS OF THE TRADE FEAT 4
materials become armor, weapons, and many other
things. Others, however, hear the depth of the tone. ARCHETYPE
Either blessed by the divine forces of inspiration and Prerequisites Anvil Ringer Dedication
crafting or something more esoteric, Anvil Ringers
hear the deeper sound. They learn to hone this sound Wielding a hammer in battle is as natural to you as striking
an anvil. You become trained in the light hammer, maul,
to summon forth an ethereal anvil and project the
and warhammer. Whenever you gain a class feature that
perfections of their craft onto the equipment around grants you expert or greater proficiency in weapons, you
them. Anvil Ringers may do this in honor and prayer to also gain that proficiency rank in these weapons.
their gods, while others hear the call of the anvil and Additionally, when using your blacksmith’s tools as
improvised weapons, you don’t take the normal -2 penalty
can’t help but answer with a strike of their hammer. to attack rolls when using improvised weapons.
You seek to learn the secret arts of the Anvil Ringers, to
bring forth the sacred anvil, and to let it sound across METALLIC ECHO � FEAT 4
the fields of battle. | | | |
ARCHETYPE DIVINE MAGICAL OPEN TRANSMUTATION

ANVIL RINGER DEDICATION FEAT 2 Prerequisites Anvil Ringer Dedication


Requirements You are holding a chunk, ingot, or other item
|
ARCHETYPE DEDICATION made of a precious metal, such as cold iron or silver
Prerequisites trained in Crafting, Speciality Crafting Frequency once per minute
(Blacksmithing)
You strike the anvil, metal in hand, to empower your allies’
You have learned the most basic technique of the Anvil armor and weapons. You Ring the Anvil. Until the start of
Ringers, that of bringing forth an ethereal anvil for crafting your next turn, your allies’ armor and weapons are treated
and performing greater acts. You become an expert in as the type of metal you are holding for the purpose of
crafting and add up to four common formulas to your overcoming resistances and vulnerabilities. They gain no
crafting book and you gain the Let the Anvil Ring! focus further benefits of the material change.
spell. If you don’t already have one, you gain a focus pool
of 1 Focus Point, which you can regain using the Refocus RINGING DISARM � FEAT 4
activity to maintain your tools and weapons if you already
have a focus pool, increase the number of Focus Points in | |
ARCHETYPE MAGICAL TRANSMUTATION
your focus pool by 1. Your focus spells from the anvil Prerequisites Anvil Ringer Dedication
ringer archetype are divine spells and they use your Requirements You are wielding a weapon from the hammer
Crafting DC as spell DC. group and you are within reach of your ringer’s anvil.
Special You can’t select another dedication feat until
you have gained two other feats from the anvil ringer The sound of your hammer ringing out resonates with the
archetype. weapons of your enemies, making them hard to hold. Make
a Disarm attempt against a creature within 30-feet of you,
LET THE ANVIL RING! FOCUS 1 using your Crafting skill instead of Athletics. This Disarm
action gains the auditory trait.
|
UNCOMMON CONJURATION
Special If you are currently benefiting from Spirit Ring,
Cast � somatic you gain a +2 circumstance bonus to the check.
Area 30-foot emanation
ALIGNMENT RING FEAT 6
You summon forth a ringer’s anvil an ethereal anvil granted
to you by the crafting gods. The anvil appears in an | |
ARCHETYPE MAGICAL EVOCATION
adjacent square and remains until your next daily
preparation or until dismissed, whichever comes first. The Prerequisites Anvil Ringer Dedication
anvil has the same weight and density as a regular anvil,
and can be used for blacksmithing. Whenever you The extra-dimensional powers of the outer planes echo
summon the anvil, and for as long as it is summoned, you with the ringing sound of your anvil. When you Ring the
can use the Ring the Anvil action. Anvil, add the following to the benefits you can grant :
allies within 30-feet gain 1d4 bonus alignment damage.
Ring the Anvil � (transmutation) Requirements You are The alignment chosen cannot be more than one step
wielding a weapon from the hammer group and you are further than your own.
within reach of your ringer’s anvil; Effect Allies within 30-
feet gain a +1 status bonus to AC, a +1 status bonus to
attack rolls or a +3 status bonus to damage until the
ELEMENTAL RING FEAT 6 summon forge spirit focus spell. ANCESTRIES
| |
ARCHETYPE EVOCATION MAGICAL SUMMON FORGE SPIRIT FOCUS 9 CLASSES
Prerequisites Anvil Ringer Dedication | |
UNCOMMON CONJURATION EVOCATION INCARNATE | ARCHETYPES
You ring your anvil with elemental power. When you Ring Cast � focus, somatic, verbal
the Anvil, you can choose to grant 1d4 elemental bonus Range 100 feet FEATS
damage (acid, cold, electricity, or fire). Duration until the end of your next turn ITEMS
PROPERTY RESONATE � FEAT 8 You bring forth the mighty Spirit of the Forge to unleash its
fury against your enemies. It devastates with the heat of
|
ARCHETYPE FLOURISH molten metal as it emerges from the ground before
striking with a weapon forged in its primal embers. The
Prerequisites Anvil Ringer Dedication Forge Spirit occupies the space of a Huge creature. It has
Requirements You can Ring the Anvil and are holding a a Speed of 30 feet.
weapon with a property rune or a property runestone
Arrive (evocation, fire, transmutation) Stoke the
Your knowledge as a blacksmith meets with your abilities Coals! The Forge Spirit explodes up from the earth like a
as an anvil ringer to project runes onto the armor and volcanic eruption of molten metal. Creatures in a 30-feet
weapons of your allies. You Ring the Anvil. Creatures emanation take a 3d8 fire damage (basic Reflex save).
affected by it also gain the benefit of the property rune you Any creature that takes damage from this effect must
are holding, given they are wielding or wearing a valid host drop any metal items held or suffer an additional 3d8 fire
for the rune. Property runes limitation still apply normally damage and those wearing metal armor must attempt a
and in case of conflict, the host choses which runes to basic Fortitude save or take an additional 3d8 fire
suppress to receive the new rune, if they desire so. damage.
Depart (evocation, fire, transmutation) The Work is
Finished! From the depths of its embers, the Forge Spirit
ANVIL’S SPIRIT FEAT 10 raises a scorching smith’s hammer and brings it down,
ARCHETYPE causing a volcanic earthquake. The forge spirit strikes
the ground within 15 feet of it, creating a burst of molten
Prerequisites Anvil Ringer Dedication lava in a 20-feet emanation. Creatures within the
emanation take 5d8 fire damage (basic Reflex save) and
You gain the spirit ring focus spell. Increase the number of 5d8 bludgeoning damage the bludgeoning damage is
Focus Points in your focus pool by 1. treated as adamantine for the purpose of resistances
and weaknesses. Creatures who fail their Saving Throw
are also knocked Prone and the area of the burst
SPIRIT RING FOCUS 5 becomes difficult terrain for
1 minute.
| |
UNCOMMON METAMAGIC TRANSMUTATION
Cast � somatic
Area 60-foot emanation
Duration 1 round

If your next action is to Ring the Anvil, attempt a Crafting


check. The DC is usually a very hard DC for your level, but
the GM can assign a different DC based on circumstances.
Critical Success The status bonus to AC and attack rolls
from Ring the Anvil increases to +3 and the damage
bonus increases to 9.
Success The status bonus to AC and attack rolls from Ring
the Anvil increases to +3 and the damage bonus
increases to 6.
Failure Ring the Anvil provides only its normal bonus, but
you don’t spend the Focus Point for casting the spell.
Critical Failure As failure, but you still expend the focus
point for casting Spirit Ring.

LIGHT THE FORGE! FEAT 18


ARCHETYPE

Prerequisites Anvil Ringer Dedication, legendary in Crafting

A true example of Anvil Ringers, you have gained the ability


to summon forth the Spirit of the Forge. You gain the
Arsenal Mage ARSENAL BLAST FOCUS 1
| |
UNCOMMON ATTACK EVOCATION
Most workers of the arcane bring their spells to bear at
Cast � focus (grimoire, staff, or wand)
their fingertips, casting spells to astonish and amaze. Range 30 feet; Targets 1 creature or object
Although sometimes they may use a staff, a wand, or
even a grimoire, to them they are mere tools. To an You fire a bolt of force from an implement you are holding.
Arsenal Mage they are not just tools, but weapons of Make a spell attack roll. The bolt deals force damage equal to
1d6 plus your spellcasting modifier.
war to strike against their foes and conjure devastating
spells. Falling short of their more martially inclined Heightened (+1) The damage increases by 1d6.
associates, the Magus, an Arsenal Mage will still stand
side by side with their allies peppering their foes with ARCANE AEGIS � FEAT 4
spells while they use their “arsenal” to strike out at |
ARCHETYPE STANCE
those who would dare to strike them.
Prerequisites Arsenal Mage Dedication, ability to cast shield
Trained to stay in the thick of battle, Arsenal Mages
are trained in the use of armor and how to make use of Even the simplest of wards become another part of your
arsenal, taking up a stance to protect yourself. As a part of
their spells to keep them in the fight for longer. entering this stance you also cast shield. While in this
Leaning on their practice and training an Arsenal Arcane Aegis stance, your shield spell gains a duration of
Mage is a powerful sight to see as they stride across the 1 minute. If your shield would break from using the Shield
Block reaction, you can make a Shove against the
field of battle the combination of unique martial
triggering creature, using your spell attack roll instead of
training and arcane specialization. Whether with staff your Athletics.
or wand you raise them as weapons, and with every
new one acquired, another addition to your arsenal. In STAND OF THE EVOKER � FEAT 4
your hands they are truly a weapon perfected for both |
ARCHETYPE CONCENTRATE STANCE |
battle and magic.
Prerequisites Arsenal Mage Dedication
Additional Feats: 4th Raise a Tome (Secrets of Frequency Once per day
Magic), Spell Parry (Secrets of Magic); 6th Bespell Requirements You are wielding a wand or a staff you have
Weapon (Core Rulebook), Quick Implement (page 73); prepared.
8th Covered Casting (page 73), Knowledge is Power
Channeling the power of your magical implement, you take
(Secrets of Magic), Shielded Tome (Secrets of Magic), up a stance to let loose bolts of arcane energy. While in
Spell Penetration (Core Rulebook); 12th Stand of the Evoker, once per turn you can cast Arsenal
Overwhelming Energy (Core Rulebook) Blast without spending a focus point.

ARSENAL MAGE DEDICATION FEAT 2 CONSERVATION CANTRIP � FEAT 6


|
ARCHETYPE DEDICATION | |
ARCHETYPE CONCENTRATE METAMAGIC
Frequency once per day
Prerequisites ability to cast arcane spells
Prerequisites Arsenal Mage Dedication
Though a formidable caster in your own right, you've found Requirements Your previous action this turn was to
a home in the thick of battle. In addition you learn the Cast a Spell with the attack trait that missed but did not
Arsenal Blast focus spell. You gain a focus pool of 1 Focus critically miss.
Point that you can recover using the Refocus activity (Core
Rulebook). You can Refocus by practicing basic runes and Either through frustration or training, you have a follow up
magic with a staff, wand, or grimoire, like a warrior would prepared for your missed spells. If your next action is to
train with a weapon. Your Arsenal Mage focus spells are cast an arcane cantrip that takes 2 actions or fewer to
arcane spells. cast, reduce the number of actions to cast it by 1
You become trained in light armor. If you are at least (minimum 1 action). The cantrip must be of the same
13th level and you have a class feature that grants you school as the required spell.
expert proficiency in unarmored defense, you also become
an expert in light armor. FLOATING TOME � FEAT 6
Special You can't select another dedication feat until
ARCHETYPE
you have gained two other feats from the arsenal mage
archetype. Prerequisites Arsenal Mage Dedication, Recognize Spell

You cause a grimoire that you have prepared a spell from


to animate and float around you. Otherwise this still
functions the same as if you were holding or wielding it. As
long as you have a grimoire raised in this way, at the start You are a conduit between your implements, channeling ANCESTRIES
of each of your turns, you gain an additional reaction that the spells of your wand into your staff. While in this stance
you can use only to Recognize Spell. you may treat your staff as having any spell contained in a CLASSES
Special If you have the Raise a Tome feat, when you wand that you are also holding. Your staff must have
use this action you also use Raise a Tome. enough charges to cast the spell as usual, and you can not ARCHETYPES
Cast a Spell of a higher level than your staff already
GRIMOIRE’S RETORT � FEAT 6 possesses. FEATS
|
ARCHETYPE CONCENTRATE CRITICAL RECHARGE � FEAT 10 ITEMS
Prerequisites Arsenal Mage Dedication |
ARCHETYPE CONCENTRATE
Requirements Raise a Tome or Floating Tome
Prerequisites Stand of the Evoker
Trigger You have used Raise a Tome or Floating Tome with a
grimoire during your last turn and a foe within your reach Frequency Once per minute
critically fails a Strike against you. Requirements You are wielding a staff that you prepared
and that is missing charges.
Capitalizing on their clumsiness, you use the opportunity Trigger You critically hit with a Strike using a staff you have
to Disarm your opponent. You can attempt to Disarm the prepared or with a spell attack roll Cast from a staff.
triggering creature using a spell attack roll instead of an
Athletics check. If the Disarm critically succeeds, the When your blows ring the truest with your staff, you are
weapon is thrown 10 feet away from the creature in a able to siphon some of that power back into it. Your staff
random direction. regains a charge.
MINIMIZED FUMBLE � FEAT 8 ARCANE QUICKENING FEAT 12
| |
ARCHETYPE ARCANE CONCENTRATE ARCHETYPE
Prerequisites Arsenal Mage Dedication
Prerequisites Arsenal Mage Dedication
Requirements Your previous action this turn was to Cast a
Spell with the attack trait that missed but not critically Mobility is often the path to victory, a lesson you have
missed. taken to heart. You gain the arcane quickening focus spell.
You add 1 focus point to your pool.
You turn failures into opportunity, using the distraction of
your failed spell to succeed on the next. The first spell you
cast with the attack trait before the end of your next turn ARCANE QUICKENING FOCUS 6
gains a +1 status bonus to the spell attack roll.
|
UNCOMMON TRANSMUTATION
WAND AND STAFF � FEAT 10 Cast � somatic
|
ARCHETYPE STANCE Duration 2 rounds
Prerequisites Arsenal Mage Dedication Your magic empowers you to act faster. You become
Requirements You are holding a staff which you have quickened and can only use the extra action as part of casting
prepared and a wand. a Cantrip. In addition, for the duration of Arcane Quickening,
when you Cast a Spell it does not trigger reactions from
effects triggered by manipulate actions.

Heightened (+2) The duration increases by 1 round.

THE ARSENAL’S ONSLAUGHT � FEAT 18


|
ARCHETYPE CONCENTRATE
Prerequisites Arsenal Mage Dedication
Frequency Once per day.
Requirements You are in the Stand of the Evoker stance.

Bringing your entire arsenal to bear, you unleash it


upon your enemies in a devastating barrage of arcane
power. You cast Arsenal Blast up to three times, each
against a different target. Each casting of the spell
counts separately for your multiple attack penalty, but
the penalty doesn’t increase until you have finished
casting the last spell. When you finish casting the
last Arsenal Blast in this way, Stand of the
Evoker ends and you can not re-enter it until
you Refocus.
Blink Strider BLINK OUT! � FEAT 8
ARCHETYPE
Ever moving forces, Blink Striders control the
Prerequisites Blink Strider Dedication
battlefield by being everywhere at once. Moving in and Trigger A creature fails a Strike against you as part of a
out of the material plane, they operate swiftly and reaction triggered by a move action other than Blink.
efficiently, eliminating high priority targets.
Making use of your foe’s mistake, you seize the
BLINK STRIDER DEDICATION FEAT 2 opportunity to better position yourself; you Blink.

| |
RARE ARCHETYPE DEDICATION FORCEFUL TELEPORT � FEAT 10
Your connection with the Material Realm is unusually |
ARCHETYPE FLOURISH
fragile, and you can momentarily slip out of it. You gain the
Blink action. Prerequisites Blink Strider Dedication
Blink � (Arcane, Conjuration, Move, Teleportation) Stride Requirements You can Blink.
5 feet in any direction and then teleport up to 15 feet
within your line of sight. If you have another movement You push the limitations of your teleportation at the cost
type of at least half your Speed, you may use the of accuracy. Stride up to half your Speed and Blink up to
associated action instead of Striding. If you cannot twice your usual distance. You end your teleportation 5
move 5 feet first, or if you try to bring another creature feet away from your intended location in a random
with you, your Blink fails. direction. You must Stride at least 10 feet before Blinking
instead of the usual 5 feet.
For each two blink strider or blink striker archetype
feats you possess, your blink distance increases by 5 feet. TELEPORTING FLURRY � FEAT 18
You cannot Blink again until you have taken another action
with the move trait. | | |
ARCANE ARCHETYPE CONJURATION TELEPORTATION
Special You can’t select another dedication feat until Prerequisites Blink Strider Dedication
you have gained two other feats from the blink strider or
blink striker archetypes. Requirements You can Blink

ARCANIC ESCAPE FEAT 4 You teleport rapidly, striking as many creatures as you can.
Make a melee Strike against each creature within range of
ARCHETYPE your Blink, up to a maximum of three. This counts as three
attacks for the purposes of calculating your multiple
Prerequisites Blink Strider Dedication attack penalty, but your multiple attack penalty does not
increase until all the Strikes are resolved. You end this
Your loose connection to the Material Realm makes you action adjacent to one of the creatures against whom you
harder to restrain. Whenever you use the Escape action, made a Strike.
you can attempt an Arcana check instead. If you critically
succeed at an Arcana check to Escape, you teleport up to
10 feet in any direction instead of Striding. Blink Striker
BEHIND YOU � FEAT 6 BLINK STRIKER DEDICATION FEAT 4
|
ARCHETYPE FLOURISH |
ARCHETYPE DEDICATION
Prerequisites Blink Strider Dedication Prerequisites Blink Strider Dedication
Requirements You can Blink.
You leverage your unusual movements to enhance your
You rush your opponent and quickly appear behind them. martial prowess. Your Blink gets recharged when you use
Blink and make a Strike against a creature; the target is an action with the Attack trait in addition to actions with
flat-footed against this Strike. the Move trait.
Special You can’t select another dedication feat until
MAINTAINED MOMENTUM FEAT 6 you have gained two other feats from the blink strider or
the blink striker archetypes. You can select Blink Striker
ARCHETYPE Dedication even if you haven’t gained two other feats from
Prerequisites Blink Strider Dedication the blink strider archetype.

Your movements are efficient, calculated and never THROWN BLINK � FEAT 6
wasted. If your last action was an action with the move
trait, you can Blink without the necessary 5 feet running
|
ARCHETYPE FLOURISH
start. Prerequisites Blink Striker Dedication
Requirements You are wielding a weapon with the thrown
trait

You use the momentum of your weapon to guide your


teleportation rather than your own. Make a ranged Strike DIMENSIONAL VOLLEY � FEAT 18 ANCESTRIES
with a thrown weapon within its first range increment, or
within your Blink range, whichever is higher. If the Strike | | |
ARCANE ARCHETYPE CONJURATION TELEPORTATION
CLASSES
hits, you can Blink in a square adjacent to the creature,
Prerequisites Behind You
even if your Blink range wouldn’t normally not allow it. You ARCHETYPES
can choose to be wielding the thrown weapon at the end of Frequency once per hour
your Blink, otherwise it falls on the ground as normal. Requirements You are wielding a ranged weapon with a FEATS
reload of 0 and you can Blink
MOMENTUM THROW FEAT 8 ITEMS
You Blink and make a ranged Strike against a creature. You
ARCHETYPE can repeat this process up to five times. Apply your
multiple attack penalty normally. Each Strike treats its
Prerequisites Blink Striker Dedication target as flat-footed.
You use the momentum of your teleportation to add weight
to your throw. When using Thrown Blink, if the Strike is a
PORTAL FRENZY � FEAT 18
success, it deals an additional point of damage for every | | |
ARCANE ARCHETYPE CONJURATION TELEPORTATION
10 feet you teleport.
Prerequisites Two Places At Once
PORTAL PRECISION FEAT 8 Frequency once per minute
Requirements You can Blink
ARCHETYPE

Prerequisites Blink Striker Dedication Launching a frenzied assault of flickering attacks, you tear
into your foe from all sides. You Blink within reach of a
You find vulnerable points in the split second between creature and make a Strike against it. You can repeat this
arrival and awareness. If the first Strike you make after process up to three times, but all Strikes must be made
Blinking is against a flat-footed creature, it deals an against the same creature. This counts as three attacks
additional 3 points of precision damage. for the purposes of calculating your multiple attack
penalty, but your multiple attack penalty does not increase
until all the Strikes are resolved Until the beginning of your
REDIRECTING BLINK � FEAT 8 next turn, you qualify as a flanking partner for any creature
ARCHETYPE adjacent to the target of Portal Frenzy.

Prerequisites Blink Striker Dedication


Requirements A creature fails to Shove or Trip you, and you
can Blink.

You use the movement caused by your foe to


power your teleportation, taking them by
surprise. You Blink into the triggering
creature’s space, and the creature falls
prone in your previous space.

ELUSIVE STRIKER � FEAT 10


|
ARCHETYPE FLOURISH

Prerequisites Blink Striker Dedication

Make a Strike against a creature, Blink,


then make a Strike against a
second creature.

TWO PLACES AT ONCE FEAT 14


ARCHETYPE

Prerequisites Blink Striker Dedication

Blinking around your foe, you attack from all angles at


once. When you Blink, you still threaten as if you were in
the space you left for the purpose of flanking. This effect
lasts until the beginning of your next turn, and you can only
threaten from location at a time in addition to your current
location; if you Blink again, this applies to your new point
of origin instead.
Brawler Thrusting your foot forward like a spear, you stop your
opponent dead in its tracks. Make a melee unarmed Strike
against the triggering creature even if it is not within your
Whether you’re a tavern scrapper or an arena fighter, reach. If it hits, the creature ends its movement before
you have mastered hand to hand combat. You may entering the space. This Strike deals no damage.
favor fast hand combinations or rely on the destructive
force of a roundhouse kick. In any case, you know, LEAD HOOK � FEAT 6
hand to hand combat is a battle of attrition: slowly
chipping away at your foe until their will to fight, if not
|
ARCHETYPE PAYOUT

their strength, fades away. Prerequisites Brawler Dedication

You throw a tight circular hook to the head, rocking your


BRAWLER DEDICATION FEAT 2 target to its core. Make a melee unarmed Strike. If it hits,
the target must succeed at a Fortitude save against your
|
ARCHETYPE DEDICATION
class DC or become stunned 1.
You are a brawler, through and through. Your body is
conditioned to strike and your punches can break bones.
The damage die for your fist unarmed attacks becomes OVERWHELMING ASSAULT � FEAT 6
1d6 instead of 1d4 and your unarmed attacks now deal ARCHETYPE
lethal damage.
As a Brawler, you gain actions with the Setup and the Prerequisites Brawler Dedication
Payout trait. Actions with the Payout trait gain additional
benefits if your previous action had the Setup trait. The You unleash a fast combination of hands, each strike
Step and Feint actions gain the Setup trait for you and you setting up the next. Make three melee unarmed Strikes
gain the Jab action. against the same target. All three Strikes gain the
Step The Strike deals an additional damage dice. following failure condition:
Feint If the Strike inflicts a condition or a penalty with a Failure This attack does not count toward your multiple
duration, it lasts for an additional turn. attack penalty.
Jab � (setup) You snap a quick strike, focusing on
speed over power.Make an unarmed attack roll against SHOVEL HOOK � FEAT 6
the AC of a target within your unarmed reach. On a
success, they take 1d6 bludgeoning damage and your |
ARCHETYPE PAYOUT
next attack roll with the Payout trait gets a +1
circumstance bonus to hit. On a critical success, the Prerequisites Brawler Dedication
damage is doubled and your next payout attack roll gets
a +2 circumstance bonus instead. You throw a powerful hit to the body, digging for a vital
Special You can’t select another dedication feat until organ. Make a melee unarmed Strike. If it hits, the target
you have gained two other feats from the brawler must succeed a Fortitude save against your class DC or
archetype. become sickened 1 until the start of your next turn.

CHOP THE LEG � FEAT 4 ROUNDHOUSE � FEAT 8


|
ARCHETYPE PAYOUT |
ARCHETYPE PAYOUT

Prerequisites Brawler Prerequisites Brawler Dedication


Dedication
Thrusting your full weight into your leg, you unleash a
You deliver a devastating kick bone-shattering kick toward your opponent’s arm. Make a
to the thigh of melee unarmed Strike. If it hits, the target must succeed at
your opponent. Make a melee a Reflex saving throw or take a -1 status penalty to attack
unarmed Strike. If rolls until the beginning of your next turn.
it hits, the target takes a –5 foot
status penalty to its speed. If your
last action was an action with the UPPERCUT � FEAT 8
setup trait, the creature cannot Step
until the beginning of your next turn. |
ARCHETYPE PAYOUT

Prerequisites Brawler Dedication


TEEP � FEAT 4
A life of fighting has taught you that sometimes simplicity
ARCHETYPE is key. You throw a punch under your opponent’s chin.
Prerequisites Brawler Dedication Make a melee unarmed Strike. On a hit, the target must
Trigger A creature attempts to enter a succeed at a Will save against your class DC or become
space adjacent to you stupefied 1 until the beginning of your next turn.
Cursebreaker ANCESTRIES
CONSUMING CURSES
When the land is cursed, when such magical maladies run CLASSES
Some of the cursebreaker and curse eater
rampant through the population, or even when those
around you start to succumb to the curses that leave their feats have additional or varied effects if you ARCHETYPES
stains on their very being there is none better to be near are using the Consuming Curse system
than you. Not just a breaker of curses but a hunter of those found on page 113. These effects are listed as
FEATS
formed from them or those who would bestow them.
“Consuming Variant”. If you are not using ITEMS
Sometimes mistaken for a Werewolf or Vampire hunter you
know better, it's better to deal with the cause than to treat the consuming curse system, you can simply
the symptom. ignore these additions and use the
archetypes as intended.
CURSEBREAKER DEDICATION FEAT 4
|
ARCHETYPE DEDICATION

Prerequisites Trained in either Arcana, Nature, Occult, or You gain the Cleanse the Curse focus spell and a focus
Religion pool of 1 if you don’t already have one if you already have
a focus pool, it increases by 1. Your cursebreaker focus
You have a thorough working knowledge of curses and spells are occult spells when you gain this feat, you
how to deal with them. You become trained in Curse Lore become trained in occult spell attacks and spell DCs. Your
if already trained in Curse Lore, you become trained in key spellcasting ability for these spells is Charisma.
another Lore skill of your choice. You also gain the Pursue
a Lead action (Advanced Player’s Guide). You can only use CLEANSE THE CURSE FOCUS 3
Pursue a Lead to designate a creature that carries a curse
or an effect that has the curse trait. When you roll a NECROMANCY
success on a save against an effect with the curse trait,
you get a critical success instead. Cast � somatic, verbal
Range 30 feet
If you already have Pursue a Lead, you become an
expert in Survival and gain a +1 circumstance bonus to
identify the source of a curse via the use of Curse Lore. You cleanse a creature from the curse afflicting it. You
attempt to counteract one curse afflicting the target. Your
Special You can't select another dedication feat until counteract level for this attempt is equal to half your level
you have gained two other feats from the cursebreaker rounded up, and you can use a Curse Lore for the
archetype. counteract check.
CURSESENSE FEAT 8 Critical Success The curse is lifted from the creature.
Success The cursed is suppressed for an hour
ARCHETYPE
Critical Failure You must roll a saving throw or become
Prerequisites Cursebreaker Dedication affected by the curse you are attempting to counteract.
Consuming Curse If you cleanse a creature afflicted by a
You’ve developed a vague sense for curses and those consuming curse, the creature only loses one cursed fear,
afflicted by them, usually manifesting as a sense of unease as if it had succeeded at a Fight the Curse check. If you
or a prickling on the back of the neck. You gain the critically fail at the counteract check, you gain the
cursesense as an imprecise sense of 30 feet. This allows appropriate consuming dedication as a bonus feat.
you to sense the presence of cursed items and creatures
carrying a curse, though you can't distinguish between the Heightened (8th) You can cleanse the curse present on an
two. Creatures with the curse trait trying to disguise item instead of a creature.
themselves or otherwise hide its presence from you must
attempt a Deception check against your Perception DC. PURGE THE CURSE FEAT 8
KNOWLEDGE OF THE ACCURSED FEAT 6 |
ARCHETYPE FLOURISH

ARCHETYPE Prerequisites Cursebreaker Dedication

Prerequisites Cursebreaker Dedication You gain the Purge the Curse focus spell and a focus pool
of 1 if you don’t already have one if you already have a
Whenever you successfully Recall Knowledge about a focus pool, it increases by 1. Your cursebreaker focus
creature that can curse you, you learn about the curse it spells are occult spells when you gain this feat, you
can inflict in addition to any other information you would become trained in occult spell attacks and spell DCs. Your
gather from the Recall Knowledge check. key spellcasting ability for these spells is Charisma.

CLEANSE THE CURSE FEAT 6 PURGE THE CURSE FOCUS 4


|
ARCHETYPE FLOURISH NECROMANCY

Prerequisites Cursebreaker Dedication Cast � somatic, verbal


Sometimes a curse has gone too far to be reversed, and the saving throw to resist a curse and you already have
moral thing to do is to put its host out of its misery. Make a reached your limit, the oldest curse is replaced to make
Strike against a cursed creature or a creature which can curse room for the new one.
you with an ability. The Strike deals an additional 3d6 fire
Consuming Curse if you are afflicted by a consuming
damage this damage ignores fire resistances equal to the
curse, it counts as two curses for the purpose of the
spell level.
curse eater dedication. You cannot suppress the effect
of a consuming curse.
Heightened (+1) The damage increases by 1d6
Special You can't select another dedication feat until
you have gained two other feats from the curse eater
SUNDER CURSE � FEAT 8 archetype.

ARCHETYPE WILLING HOST FEAT 8


Prerequisites Cursebreaker Dedication ARCHETYPE

Curses in many ways are immaterial, that won’t Whenever you succeed at a saving throw
stop you from striking at it. Make a Strike. On a to resist a curse, you can choose to
hit you may attempt a counteract check become afflicted by the curse regardless.
against the DC of a curse currently afflicting If you do so, the effects of the curse
your target, or against the DC of a curse the are suppressed until your next
target can inflict. The effects of the curse are daily preparations.
suppressed or the creature can no longer
inflict the curse on other creatures. This CONSUME THE CURSE FEAT 8
lasts for 1 minute, or one hour in the event
of a critical success. Your |
ARCHETYPE EXPLORATION
counteract level for this attempt In an activity taking 10 minutes
is equal to half your level you take on the curse of another.
rounded up, and you use Attempt a counteract check
the result of your attack roll against the curse using half your
for the counteract check. level rounded up as your
Consuming Curse If you counteract level and a Religion or
are targeting a creature an Occultism check as your
afflicted with a counteract check.
consuming curse, the Consuming Curse if the person is
creature only loses afflicted by a consuming curse, the
one cursed feat, as if it had creature only loses one cursed fear, as if it
succeeded at a Fight the Curse had succeeded at a Fight the Curse check
check. and you gain the appropriate consuming
dedication as a bonus feat.
CURSE IMMUNITY FEAT 10
OBSESSION OF THE AFFLICTED FEAT 10
ARCHETYPE
ARCHETYPE
Prerequisites Cursebreaker Dedication
You gain a +1 status bonus to all your saving throws for
Your frequent exposures to curses have made you more each curse you currently possess (max +4). You do not
resilient to them. You gain a +2 circumstance bonus to benefit from this status bonus on saving throws against
saving throws made to resist curses. If you are master in curses, and you take an equivalent penalty instead.
the save, the bonus increases to +3, and if you are Consuming Curse if you are afflicted by a consuming
legendary, it increases to +4. curse, it counts as two curses for the purpose of
Obsession of the Afflicted.
Curse Eater OCCULT CONSTITUTION FEAT 10
CURSE EATER DEDICATION FEAT 6 ARCHETYPE
Sustaining all these curses and suppressing them has
|
RARE ARCHETYPE
granted you an impressive resilience. Increase your
Prerequisites expert in Religion or in Occultism maximum Hit Points by 2 for each curse you currently
possess. Additionally, whenever you roll to suppress your
“One man’s curse is another one’s blessing” takes a very curses during your daily preparation, you regain 5 Hit
literal turn for you. For each curse currently afflicting you, Points for each curse you successfully suppress.
you gain a +1 status bonus to damage rolls. During your Consuming Curse if you are afflicted by a consuming
daily preparation, roll the appropriate saving throw for curse, you regain 5 Hit Points during your daily
each curse afflicting you. On a success, the effects of the preparation, as if you had successfully suppressed it.
curse are suppressed for 1 day. You can only be afflicted
by a number of curses equal to half your level if you fail a
Haunt Collector condition (such as a fighter's bravery). ANCESTRIES
Your connection to your haunted implement is
CLASSES
Whether you’ve been able to do so since you were especially powerful, but your implement is jealously
young, or you awakened to the ability after obtaining a exclusive as well. You can never gain another ARCHETYPES
powerful haunted object, you are able to hear the implement. This means that you don’t gain second
whispers of the deceased just beyond the normal vocal implement at 5th level, second adept at 11th level,
FEATS
register. Spirits are everywhere, though their whispers or third implement at 15th level, and you cannot ITEMS
are just barely too distorted to fully understand. With gain more implements in any other way. Instead, you
your haunted implement, you manipulate and capture gain the following three features at the listed levels. If
spirits, gaining strange powers that even other your haunted implement is a lantern implement, you
thaumaturges can barely understand. apply its status bonus to all checks to detect and
As a haunt collector, you have a special implement disable haunts.
called a haunted implement, more powerful than other
implements but also far more temperamental, as it Haunted Power Level 5
has a spirit dwelling within it with a mind of its own.
The origin of your haunted implement is up to you. It Your haunted implement grants you additional power
could be a family heirloom, perhaps possessed by the and protection. Your implement’s spirit can attempt to
spirit of one of your ancestors, the last memento of help you on any skill check in which you are trained,
your twin who was taken from you at a young age by a not just on Esoteric Lore checks. While holding your
terrible disease, a talisman found in an ancient ruin haunted implement, you and allies within 20 gain a +1
lost to history, or simply an item a shifty-eyed circumstance bonus to all saving throws, as the spirit
merchant sold to you for a bargain price without protects all of you from harm. You also gain the
revealing its troubled past. You can come up with the Haunted Salvation reaction.
implement’s backstory on your own, you and the GM
HAUNTED SALVATION �
can work on it together, or you can even leave it
entirely as a mystery for the GM to reveal to you in due | | |
ABJURATION FORTUNE MAGICAL MANIPULATE
time. Whatever you choose, the spirit is never so fully THAUMATURGE
cooperative that it becomes part of your character or Cost 1 spirit wisp from your haunted implement
under your command. The spirit is an NPC, and so its Frequency once per 10 minutes
personality, and its decisions as to whether it chooses Requirements You are holding your haunted implement
to help you on a given skill check, are always up to the Trigger You fail (but don’t critically fail) a saving throw.
GM to decide.
The spirit within your haunted implement attempts to
Haunted Implement protect you from harm… though it doesn’t always succeed.
Reroll the saving throw and use the second result.

This class feature alters your implement class feature.


If you choose this class archetype, you must
Unearthly Implement Level 11
select Haunt Ingenuity as your 1st level class
Your haunted implement is particularly inviting to
feat and Haunt Collector Dedication as your 2nd-level
spirit wisps. During your daily preparations, and
class feat.
whenever you spend 10 minutes to find more wisps,
Rarity Uncommon you entice two wisps into your spirit dwelling instead
Prerequisites You must be a thaumaturge. of one. Additionally, when you use Haunted Salvation,
any allies within 20 feet of you who also failed (but
Haunt Collector Adjustments Your implement is
didn’t critically fail) the same saving throw can reroll
haunted by an unusual spirit. While holding your
their saving throw as well.
implement, any time you attempt an Esoteric Lore skill
check, the spirit might be willing to help. If so, the GM
can offer you a +1 circumstance bonus to the check, as
Otherworldly Implement Level 15
though the spirit were Aiding you. If you accept but fail Your haunted implement is incredibly inviting to spirit
the check, you are frightened 2 (frightened 4 on a wisps. During your daily preparations, and whenever you
critical failure). The initial frightened value can't be spend 10 minutes to find more wisps, you entice three
wisps into your spirit dwelling instead of two. Additionally,
reduced by effects that would reduce or prevent the you gain the Deploy Haunt action.
DEPLOY HAUNT � your collected spirits. You can spend one minute to expend
a spirit wisp to replicate the effects of an alarm or magic
| | |
MAGICAL MANIPULATE NECROMANCY THAUMATURGE mouth spell. If you spend a spirit remnant, you may cast
alarm heightened to 3rd level or include a ghostly image a
Cost 1 spirit remnant that came from a simple haunt
Large or smaller creature to deliver your message with
Requirements You are holding your haunted implement magic mouth. Doing so does not trap the wisp or remnant,
merely using their energies to create these effects.
You release a haunt you’ve collected in your haunted
implement to assail your foes. The simple haunt that GHOSTLY HELPERS � FEAT 6
became your spirit remnant triggers against a foe of your
choice within 20 feet, or centered around that foe if the ARCHETYPE
effect has an area. If the haunt applies immediately and
Prerequisites Haunt Collector Dedication
then is gone, it avoids harming you and your allies, even if
you would otherwise be in its area, but if the haunt creates Cost 1 spirit wisp or spirit remnant from your haunted
a lasting effect in the area, the haunt can’t help but affect implement.
you and your allies as well. For instance, a haunt that dealt Requirements You are holding your haunted implement.
negative damage in an area wouldn’t affect you and your
allies, but a haunt that created hazardous terrain, You summon up a helpful spirit from within your haunted
constricted the hallway’s area, or the like would affect implement, producing the effects of an unseen servant
everyone equally. The GM is the final arbiter as to whether spell which you can sustain as normal. If you spend a spirit
the haunt can avoid affecting you and your allies. remnant, you instead produce the effects of a persistent
servant spell. These unseen servants are undead and
Haunt Collector Feats spirits in addition to their other types.

HAUNTING SCENES FEAT 12


HAUNT COLLECTOR DEDICATION FEAT 2
ARCHETYPE
| |
ARCHETYPE CLASS DEDICATION
Prerequisites A Little Haunt of My Own
Prerequisites haunted implement
Your coaxing of spirits enables them to produce even
In addition to its other abilities, your haunted implement greater effects. When you spend a spirit wisp as a part of
becomes a spirit dwelling where you can collect, house, A Little Haunt of My Own you may spend 10 minutes to
and purify haunts and spirits beyond the powerful spirit produce the effects of illusory scene, which is heightened
that normally lives there. You gain the benefits of Exorcist to 6th level if you spend a spirit remnant. The illusory
Dedication and can take any of the feats from the exorcist creatures you create appear to senses that detect the
archetype requiring Exorcist Dedication as a prerequisite, presence of spirits or souls as if they were living or
except Enticing Dwelling. If you do, they are haunt collector undead, at your preference, the DC to disbelieve the
feats instead of exorcist feats for you. illusion is equal to your class DC.
Special You can't select another dedication feat until
you've gained two other feats from the haunt collector
SPIRIT’S DUALITY � FEAT 18
archetype. Any additional exorcist feats you take count ARCHETYPE
toward this requirement.
Prerequisites Haunt Collector Dedication, Spirit’s
RESONANT WISP � FEAT 4 Absolution, Spirit’s Anguish
Cost 1 spirit wisp or spirit remnant from your haunted
ARCHETYPE implement
Prerequisites Haunt Collector Dedication Requirements You are holding your haunted implement.
Cost 1 spirit wisp from your haunted implement
Requirements You are holding your haunted implement The powerful spirit that lives in your haunted implement
helps you unlock the true power of a lesser spirit, bringing
forth both absolution and anguish. The spirit wisp or
You disperse a wisp’s energies into the symbols you trace
remnant lets forth a transcendent cry as you purify it. This
as part of your Implement’s empowerment. For 1 minute,
deals sonic damage to all foes in a 60-foot emanation, with
your strikes that benefit from implement’s empowerment
a basic Will save against your class DC or spell DC,
also gain the effects of a ghost touch rune. Additionally,
whichever is higher. If you expend a spirit wisp, this deals
the spirit within your haunted implement will offer to Aid
1d4 sonic damage per level you have. If you expend a spirit
the next Strike you make against a foe within the duration.
remnant, this deals 1d6 sonic damage per level of the
A LITTLE HAUNT OF MY OWN FEAT 6 incorporeal undead or haunt from which you gained the
remnant. This part of Spirit’s Duality has the evocation and
ARCHETYPE sonic traits, as well as the trait for the tradition you chose
for Exorcist Dedication. You and all allies in the area gain
Prerequisites Haunt Collector Dedication half as many Hit Points as the amount of sonic damage
Cost 1 spirit wisp or spirit remnant from your haunted you rolled (before taking into account weaknesses,
implement resistances, immunities, saving throws, or the like). This
Requirements You are holding your haunted implement part of Spirit’s Duality has the healing, necromancy, and
positive traits, as well as the trait for the tradition you
You have learned to garner some other forms of aid from chose for Exorcist Dedication.
Ink Master seen or own the tattoo you are reverse-engineering
beforehand.
ANCESTRIES
CLASSES
The art and tradition of tattooing is steeped in history
RUNIC TATTOOS FEAT 8
and lore, encompassing many cultures. The ARCHETYPES
permanent marking of one’s body is not only ARCHETYPE
performed for decorative purposes but a significant act
FEATS
Prerequisites Ink Master Dedication, master in crafting
that can be potentially life altering. It can change how ITEMS
people see you, either with prejudice for doing You can now tattoo fundamental runes on people. The
effect of these runes do not extend to any worn armor or
something so permanent or respect as a sign of a
weapons weapon potency and striking runes only affect
cultural right of passage. With so much significance unarmed attacks and armor potency and resilient runes
placed on the results, and with mistakes often being only affect unarmored defenses. Additionally, you add all
permanent, a dedication to the art and constant fundamental runes to your formula book and they gain the
tattoo trait when you Craft them this way.
practice is a must. Despite all this, many take to the art
of tattooing, considering it an honor to inscribe their
POTENT RUNIC TATTOOS FEAT 10
art upon the most challenging of canvases.
ARCHETYPE
INK MASTER DEDICATION FEAT 2 Prerequisites Runic Tattoos
|
ARCHETYPE DEDICATION
You can now tattoo accessories and property runes on
Prerequisites trained in Crafting people the same way you craft property tattoos. You can
only property runes that would affect unarmed attacks,
You’re a specialist in the arts of tattoos, always refining unarmored defense or clothing. Additionally, you may add
your craft on yourself and others. You become trained in up to two formulas for common property or accessory
Tattoo Lore, or become an expert if you were already runes of your level or lower to your formula book.
trained, and you gain the Tattoo Artist skill feat. Whenever
you gain a Ink Master feat, you add a new common tattoo INVESTED IN THE ART FEAT 10
formula of your level or lower to your formula book.
Special You can’t select another dedication feat until ARCHETYPE
you’ve gained two other feats from the Ink Master or
Tattoo Mystic archetypes. Prerequisites Ink Master Dedication, master in Crafting

LIVING GALLERY FEAT 4 Having honed your skills, you’ve developed methods for
inscribing even more tattoos upon yourself. Select up to
ARCHETYPE four magical tattoos you have invested. They no longer
count towards your limit of invested items.
Prerequisites Ink Master Dedication, Fascinating
Performance, trained in Diplomacy ACCOMPLISHED ARTISAN FEAT 14
Your body is far more than just a canvas it is a living gallery ARCHETYPE
of fascinating artwork. You can use Crafting instead of
Diplomacy to Make an Impression and instead of Prerequisites Ink Master Dedication, master in Crafting
Performance when using Fascinating Performance. When
you do, these actions lose the auditory and linguistic trait You gain the Legendary Tattoo Artist skill feat, and you
and gain the visual trait. You can use your proficiency rank gain the increase to attack roll, DC and resistances on
in Crafting to meet the requirements of skill feats that tattoos of your level, rather than tattoo’s three levels lower
require a particular rank in Diplomacy, or Performance. than yours.
At the GM's discretion, you may be able to
substitute Diplomacy and Performance checks for Crafting
whenever applicable. GALLERY OF RENOWN FEAT 15
|
ARCHETYPE SKILL
ARTBOOK FEAT 4
Prerequisites legendary in Crafting, Walking Gallery
|
ARCHETYPE SKILL
Your reputation as a tattoo artist of phenomenal skill has
Prerequisites Ink Master Dedication, Specialty Crafting spread across the world. Anyone who succeeds a DC 10
(tattoos) Society check to Recall Knowledge has heard of you and
usually has an attitude toward you one step better than
Never far from your sketchbook, you’re always working on they normally would (circumstances may affect this, at the
new tattoo designs to add to your repertoire. You can use GM’s discretion). When you Earn Income with Crafting, the
downtime to invent a common formula for a magical tattoo level of customers available to you increases by 2 levels or
that you don’t know. This works exactly like reverse- more, determined by the GM.
engineering a formula, except you do not need to have
Iron Titan IRON TITAN STANCE � FEAT 6
| | |
ARCHETYPE POLYMORPH STANCE TRANSMUTATION
“Be as the hill, stand as the mountain” Prerequisites Iron Titan dedication
- Mikados the Iron Titan Requirements You are wearing heavy armor.
Named after Mikados the Iron Titan, a man of almost
impossible height and stature. He was known for You’ve learned to stand as tall as a hill, towering over
others. You gain the effects of enlarge for as long as you’re
wading into combat, clad in the heaviest armor he in the stance.
could find and a shield like a castle door. Although
a fearsome individual in his own right, what made his CURTAIN WALL � FEAT 6
enemies flee before him was his ability to grow to
the size of the tallest mountains. Going from a |
ARCHETYPE STANCE

“giant of a man” to literal giant-sizes. He would Prerequisites Iron Titan dedication


often hold armies back single-handedly, his shield Requirements You are wielding a tower shield.
becoming as unassailable as a fortress wall. Though he
You make yourself as unassailable as a castle wall. As a
is long gone, his legend remains, and there are those part of entering this stance you Raise a Shield. Creatures
who have decided to take on his mantle—to become an attempting to move through your threatened area treat it
Iron Titan. as difficult terrain. Additionally, creatures attempting to
Tumble Through squares you are occupying compare their
result to your Fortitude DC in place youf your Reflex DC so
IRON TITAN DEDICATION FEAT 2 long as your Fortitude DC is greater.
|
ARCHETYPE DEDICATION
TOWER SHIELDER � FEAT 8
Prerequisites Strength 14, trained in medium armor, Shield
Block ARCHETYPE
Prerequisites Iron Titan Dedication
Like the Iron Titan to which you aspire, heavy armor is no
hindrance to you. You become trained in heavy armor. Requirements You have a tower shield raised
Whenever you gain expert or greater proficiency in medium
armor, your proficiency in heavy armor increases as well. Though cumbersome to most, you can use the Tower
Additionally, you gain the Toughness general feat. Shield as easily as any lighter shield. You Take Cover
behind your raised tower shield.
Special You can’t select another dedication feat until
you have gained two other feats from the iron titan
archetype. STAND AS THE MOUNTAIN FEAT 12

TITANIC RESILIENCY FEAT 4


| |
ARCHETYPE POLYMORPH TRANSMUTATION

Prerequisites Iron Titan Stance


ARCHETYPE
As your power grows, so does your size. When using Iron
Prerequisites Iron Titan Dedication
Titan Stance, you can choose to gain the effects of a 4th
level enlarge spell for as long as you’re in the stance.
The power of the Iron Titan allows you to take more hits
than others. As long as you are wearing heavy armor, you
gain physical resistance 2 for each Iron Titan archetype IMMOVABLE OBJECT FEAT 16
feat you have. As you continue selecting archetype feats,
your resistance continues to increase. ARCHETYPE

Prerequisites Stand as the Mountain


HOLD THE LINE � FEAT 4
Like Mikados himself, no force can move you against your
ARCHETYPE will. As long as you are in Iron Titan Stance and have raised
Prerequisites Iron Titan Dedication your tower shield you become immune to forced
movement effects of actions, such as Shove or the
Trigger A creature within your reach uses a move action or
polearm critical specialization; and the prone condition
leaves a square during a move action it’s using.
given by actions such as Trip or the hammer critical
speciallization. All other effects of the action continue as
You hold the line, halting any foe who would attempt to get normal such as damage or other conditions.
past you. Attempt an Athletics check against the Fortitude
DC of the triggering creature. On a success their
movement stops. If you are Large size, you gain a
+1 circumstance bonus to this roll, increasing to +2 if
you are Huge.
Knights of Euphorta DRAINING STRIKE � FEAT 8 ANCESTRIES
|
ARCHETYPE VITAMANCY
CLASSES
While Knights of Euphorta and thanators find similar
Prerequisites Knights of Euphorta Dedication
roots in the source of their power, getting them ARCHETYPES
confused might put you on the wrong end of a Your weapon devours necromantic energy, draining its
blade. Knights of Euphorta train vigorously and victim of their precious life force. Make a Strike against a FEATS
consciously, studying the arts of vitamancy to mastery. creature. If the Strike hits, the creature becomes drained 1,
or drained 2 on a critical hit. ITEMS
They consider their natural counterparts, the
thanators, to be undisciplined and uneducated— DUAL INSTRUMENT FEAT 8
diamonds in the rough at best. Most thanators either
don’t know or don’t care about the existence of the
|
ARCHETYPE VITAMANCY

Knights of Euphorta, and the few who do openly Prerequisites Knights of Euphorta Dedication
ridicule them as pale replicas, which does nothing to
You have blended your Knight of Euphorta’s training with
alleviate the ancient feud between the two categories of your dual wielding style. Whenever you use the Instrument
martial vitamancy users. of Death action, if you are wielding two weapons–each in
a different hand—both weapons become Instruments of
To those in the know, this long-time feud is nothing Death.
but ironic, since the order of the Knights of Euphorta
was created by a thanator and a necromancer, LIFE-SEEKING STRIKE � FEAT 8
both convinced they could study and teach this |
ARCHETYPE VITAMANCY PRESS |
unusual manifestation of vitamancy to create death-
Prerequisites Knights of Euphorta Dedication
immuned warriors. The experiment proved a
Frequency Once per turn
moderate success, the creators of the Knights of
Requirements You damaged a creature with your Instrument
Euphorta having to resort to a compromise: of Death this turn
channeling the user’s life force into a weapon rather
than improving themselves. Knights of Euphorta You use the magnetic property of necromantic energy to
aim your follow up attack. Make a Strike against a living or
imbue their weapons as physical conduits for undead creature. The Strike gains a +2 status bonus to its
necromantic energy. Over time, the order steered away attack roll.
from their thanator origins and focused on perfecting
these instruments of death and their usage.
NECROMANTIC EMBOLISM � FEAT 8
Additional Feats: 6th Unbiased Affinity (page |
ARCHETYPE VITAMANCY

39); 10th Surging Revival (page 40); 16th Prerequisites Knights of Euphorta Dedication
Necromantic Immersion (page 42) Requirements You are wielding an Instrument of Death.

KNIGHTS OF EUPHORTA DEDICATION FEAT 6 You damage your foe's connection with their life force.
Make a Strike against a creature with your Instrument of
| |
UNCOMMON ARCHETYPE DEDICATION Death. If the Strike hits, for as long as the creature suffers
from the persistent damage caused by the Strike,
Prerequisites Constitution 14; trained in martial weapons whenever it would regain hit points from an effect with the
necromancy trait, it regains only half the number of hit
As a member of the Knights of Euphorta order, you can points (minimum 1).
now use vitamancy actions. You become trained in
necromancy lore and you gain the Instrument of Death LIFE CONDUIT FEAT 10
action. If an ability granted by the Knights of Euphorta
archetype requires a saving throw, it uses your class DC or ARCHETYPE
spell DC, whichever is higher. Knights of Euphorta abilities
dealing positive or negative damage gain the positive or Prerequisites Knights of Euphorta Dedication
negative traits, as appropriate.
Your Instrument of Death becomes a two way conduit,
Instrument of Death � (vitamancy) You infuse some of allowing you to heal yourself as you strike your foes.
your own life force into your weapon, making it an Whenever you deal damage to a creature with your
Instrument of Death. Choose positive or negative Instrument of Death, you regain 1 hit point for every
damage. Your Strikes with the Instrument of Death deal Knights of Euphorta feat you possess.
1d6 additional persistent damage of the chosen type.
This effect lasts for 1 minute. LIFE DRAIN � FEAT 10
Special You cannot select another dedication feat
until you have gained two other feats from the Knights of ARCHETYPE
Euphorta archetype. Prerequisites Knights of Euphorta Dedication
Trigger You reduce a living creature to 0 hit points or destroy
an undead creature with a Strike using your Instrument RUNES OF DEATH FEAT 10
of Death.
ARCHETYPE
As your enemy gasps for their last breath, you use this
moment of vulnerability to drain them of whatever life they Prerequisites Knights of Euphorta Dedication
have left. You regain a number of hit points equal to the
triggering creature's level plus your constitution modifier. When you use the Instrument of Death action, the affected
weapon gains the benefit of the bane, disrupting, ghost
POWERFUL INSTRUMENT � FEAT 10 touch, grievous, or wounding property rune (your choice)
for the duration of Instrument of Death. The weapon must
|
ARCHETYPE VITAMANCY be eligible to receive the rune, as if you were permanently
etching it onto the weapon.
Prerequisites Knights of Euphorta Dedication
If Instrument of Death would give a weapon more
property runes than its normal maximum, one of the
You channel a little more of your life essence into your existing property runes (you choose) is suppressed until
weapon to deliver a powerful blow. Make a Strike with your the effect ends. This works similarly for unarmed attacks
Instrument of Death. Its weapon damage die is increased affected by handwraps of mighty blows.
by 1 step.
IMPROVED INSTRUMENT OF DEATH FEAT 12
ARCHETYPE

Prerequisites Knights of Euphorta Dedication

Your Instrument of Death persistent damage increases by


1d6. If you are at least 18th level, it increases once more
to a total of 3d6 persistent damage.

DEATH COLLECTOR � FEAT 14


ARCHETYPE
Prerequisites Life Drain
Requirements You have not used a vitamancy action
this turn

You use the mark of your Instrument of Death


to harvest some life force for yourself. Up to
three creatures within 30 feet that are suffering
from persistent damage caused by your
Instrument of Death take damage equal to your
vitamancy cost (basic Fortitude save). The
damage is the same type as the persistent damage
they were taking, and the persistent damage ends
immediately. You regain a number of Hit Points
equal to half your level for each creature who takes
damage from Death Collector. You may not use
vitamancy actions until the end of your turn, and you
cannot use Death Collector again until after you have
used a vitamancy action.

DEATH STRIKE � FEAT 18


| |
ARCHETYPE INCAPACITATION VITAMANCY
Prerequisites Knights of Euphorta Dedication
Requirements you are wielding an Instrument of Death

Using your training as a Knights of Euphorta, you can sever


a foe’s lifeforce with a single strike. Make a Strike with an
Instrument of Death against a living or an undead creature.
This attack deals an additional 4d12 damage of the same
type as your Instrument of Death. The creature must then
attempt a Fortitude save, if it critically fails, it dies. This is
a death effect. If the target is undead and critically fails its
saving throw, it is destroyed instead. Regardless of the
result of their save, the creature is then immune to Death
Strike for 24 hours.
Sigil Master appropriate trait and deals energy damage corresponding
to your sigil instead of force damage.
ANCESTRIES
CLASSES
To most spellcasters, cantrips are nothing but basic METAMAGIC SIGIL FEAT 4
and simple spells. But you've learned how to make ARCHETYPES
more of them. By drawing magical sigils on the ground,
|
ARCHETYPE SIGIL

you can turn basic cantrips into complex and powerful Prerequisites Sigil Master Dedication, you know at least one FEATS
feat with the metamagic trait.
spells. ITEMS
You can create sigils that allow you to empower your spells
SIGIL MASTER DEDICATION FEAT 2 quickly. When you Apply Sigil, you may infuse the sigil with
ARCHETYPE a single metamagic feat of one action or less that you
know. Once per turn, when you Cast a Cantrip while
Prerequisites Trained in a spell casting tradition. standing in this space, you may add the benefits of the
chosen metamagic feat to it. The Cantrip must meet the
Your mastery of sigils has allowed you to enhance your requirements of the metamagic feat to gain its benefits.
cantrips. You gain the arcane knife Focus Cantrip and the
Apply Sigil action. In addition you learn a single feat with SIGIL OF PROTECTION FEAT 4
the sigil trait of 4th level or lower.
|
ABJURATION ARCHETYPE SIGIL |
APPLY SIGIL � Prerequisites Sigil Master Dedication
|
UNCOMMON CONCENTRATE INTERACT | Sigils of warding are made of defensive runes, keeping you
MAGICAL protected during your spellcasting. Whenever you Cast or
You apply a sigil that you know in the 5-foot space that you Sustain a Cantrip while standing on this sigil, it loses the
are occupying. You gain the benefits of this sigil so long as manipulate trait and you gain a +1 circumstance bonus to
you stay in this square. Any Applied Sigil fades after one your AC until the start of your next turn or until you move
minute. If you Apply a new Sigil, the previous one fades away from the sigil, whichever comes first.
immediately. You can only have one sigil effect active in a
single space at a time resolve any conflicting sigils by a CIRCLE OF POWER � FEAT 6
counteract check.
| |
ARCHETYPE CONCENTRATE MANIPULATE SIGIL |
ARCANE KNIFE CANTRIP 1 Prerequisites Sigil Master Dedication

| |
UNCOMMON CANTRIP EVOCATION FORCE | With a thought you expand out your sigil to cover a bigger
area. While you have a sigil active, you can increase its
Traditions arcane area to a 5-foot burst.
Cast � somatic
Duration sustained DETONATE SIGIL � FEAT 6
You conjure a small blade of arcane energy in your hand, |
ARCHETYPE EVOCATION SIGIL |
useful for carving sigils and your foes. Whenever you Cast the
Prerequisites Sigil Master Dedication
Spell and each time you Sustain the Spell, you can make a
melee spell attack with the Arcane Knife. On a hit, you deal
1d4 force damage plus your spellcasting modifier. As long as With a finger snap, you release the energy contained in
the Arcane Knife is conjured, you can make a melee spell your sigil in a blast of energy. Creatures within 5 feet of the
attack with it for one action. sigil must attempt a basic Reflex saving throw against your
spellcasting DC or take force damage equal to half your
level. Your sigil is destroyed in the process. If the
Heightened (+2) The damage increases by 1d4.
destroyed Sigil was an Elemental Sigil, it deals the
appropriate energy damage instead.
ELEMENTAL SIGIL FEAT 4
ROOTING RING FEAT 6
|
ARCHETYPE EVOCATION SIGIL |
Prerequisites Sigil Master Dedication
|
ARCHETYPE SIGIL

Prerequisites Sigil Master Dedication


Your sigils can be empowered with elemental energy.
When you Cast a Cantrip with the acid, cold, electricity, or This sigil causes entrapping forms, such as roots,
fire trait while standing on your sigil, it becomes charged tentacles, or chains to emanate from your cantrips.
with the associated energy type. Adjacent creatures that Whenever you Cast or Sustain a Cantrip while standing on
use actions with the attack trait against you must make a the sigil, creatures affected by it must attempt a Reflex
Reflex save against your spell DC or take energy damage saving throw against your Spell DC.
of the infused type equal to half your level.
Critical Success The creature becomes immune to the
Special Whenever you Cast or Sustain Arcane Knife Rooting Ring’s effects for 24 hours.
while standing on an Elemental Sigil, it gains the
Success The creature is unaffected.
Failure The creature immobilized for 1 round, as normal it SHARED SIGIL FEAT 10
may attempt to Escape against your spell DC.
Critical Failure As a failure, but the creature is immobilized ARCHETYPE
for 1 minute. Prerequisites Sigil Master Dedication
SEARING SIGIL FEAT 8 You can now extend the power of your sigils to assist your
allies. Allied creatures standing on one of your sigils gain
|
ARCHETYPE SIGIL
its benefits the same way you would.
Prerequisites Sigil Master Dedication
SWIFT SIGIL FEAT 10
This sigil causes your magic to gnaw at your foes. While
standing on the sigil, whenever you cast a damaging ARCHETYPE
cantrip and succeed the spell attack roll or the target fails
its save it takes persistent damage equal to half the spell’s Prerequisites Sigil Master Dedication
level of a type dealt by the cantrip.
Your magic pushes you forth, making up for some of the
SIGIL OF SLUGGISHNESS FEAT 8 time it took to cast. When you cast a cantrip while standing
on this sigil you gain a +10 foot circumstance bonus to
|
ARCHETYPE SIGIL your speeds until the end of your turn

Prerequisites Sigil Master Dedication DUAL SIGIL FEAT 10


This sigil infuses your cantrips with transmutation magic ARCHETYPE
that slows its targets. Whenever you Cast or Sustain
a Cantrip while standing on the sigil, creatures affected by Prerequisites Sigil Master Dedication, at least two feat with
it must attempt a Fortitude saving throw against the sigil trait
your Spell DC.
Critical Success The creature becomes immune to the You’ve learned to effortlessly maintain sigils. You can now
Sigil of Sluggishness for 24 hours. maintain two sigils at once. These sigils still cannot share
a space. If you Apply a new Sigil while you already have
Success The creature is unaffected. two sigils maintained, you choose which one fades and is
Failure The creature is slowed 1 for one round. replaced by the new one.
Critical Failure The creature is slowed 1 for 1
minute UNRELENTING SIGIL FEAT 10
|
ARCHETYPE SIGIL

Prerequisites Sigil Master Dedication

This sigil gives your magic a gnawing hunger to consume


your foes without reprieve. While standing in this sigil you
gain the Unrelenting Sigil reaction.
Unrelenting Sigil � (concentrate) Trigger You cause a
creature to take persistent damage with a cantrip you
cast; Effect You bind the magic to your foe. Until the
end of your next turn it does not receive a check to
end the triggering persistent damage at the end of
its turn. On subsequent turns you may spend an
action to sustain this effect until the end
of your next turn.

COMPLEX SIGIL FEAT 12


ARCHETYPE

Prerequisites Sigil Master Dedication, at least two


feats with the sigil trait

You’ve learned to weave complex sigils


together, embedding two effects into one. When
you use the Apply Sigil action, you can choose
the benefits of two sigils you know and apply
them to the same sigil.
Spellbreaker dedication increases to +2 against magic with the arcane
trait. This increases to a +3 status bonus if you are a
ANCESTRIES
master in Arcana. Additionally, your status bonus to saves CLASSES
Most spellbreakers feel a natural repulsion toward against magic also applies to your AC against spells with
magic that leads them to specialize in hunting down the attack trait, increased appropriately against arcane ARCHETYPES
effects.
spellcasters, often focusing on a specific tradition early
FEATS
in their careers. For instance, their seed of disgust DIVINE SPELLBREAKER FEAT 4
often blooms into a violent hatred visceral enough to ITEMS
ARCHETYPE
turn an ardent inquisitor who spends years hunting
down heretical clerics into a militant atheist who can’t Prerequisites Expert in Religion, Spellbreaker Dedication
stand the sight of any divine magic. Occultic
You have sworn to seek your own destiny regardless of
spellbreakers often become investigators of the what the gods have planned, and you refuse to kneel
supernatural, many of whom wind up defending the before them or their pawns. Your status bonus against
very nature of reality from eldritch forces that would magic granted by the Spellbreaker dedication increases to
+2 against effects with the divine trait. This increases to a
warp it beyond recognition. Primal spellbreakers range
+3 status bonus if you are a master in Religion.
from defenders of civilization to former primalists who Additionally, your status bonus to saves against magic
see their magic as a perversion of the natural world. also applies to damage rolls against creatures that can
Some spellbreakers however, are far less cast spells, increased appropriately against creatures who
can cast divine spells.
discriminating in their hatred and seek to annihilate
magic in every way imaginable. OCCULT SPELLBREAKER FEAT 4
Additional Feats: 8th Mage Hunter* ; 14th APG
ARCHETYPE
Sunder Spell*APG; 16th Sunder EnchantmentAPG
Prerequisites Expert in Occultism, Spellbreaker Dedication
*These feats do not require the superstition instinct
and lose the Rage trait As a sworn defender of reality, you have sharpened your
mind against the manipulative nature of occult
SPELLBREAKER DEDICATION FEAT 2 spellcasters. Your status bonus against magic granted by
the Spellbreaker dedication increases to +2 against
| |
RARE ARCHETYPE DEDICATION effects with the occult trait. This increases to a +3 status
bonus if you are a master in Occultism. Additionally, apply
Prerequisites Trained in Arcana, Nature, Occultism or this status bonus to Perception checks to Disbelieve
Religion. illusions and to Seek or Search against magical hazards or
invisible creatures, increasing appropriately against
Your body and soul are strangely resistant to magic, either illusions with the occult trait, or against invisible creatures
the result of a curse or a blessing from a higher power, the who can cast occult spells.
side effect of a mutation, or perhaps a simple
misalignment with reality. You gain a +1 status bonus to all PRIMAL SPELLBREAKER FEAT 4
saves against magical effects. Willingly casting or
accepting the effects of spells is anathema to you. If you ARCHETYPE
violate your anathema, you lose all abilities and feats from
the Spellbreaker archetype and you become sickened 1 Prerequisites Expert in Nature, Spellbreaker Dedication
and are unable to remove the sickened condition until you
spend 1 day of downtime purging the magic from your After countless battles, your body has built up a resistance
body. This includes casting spells from items with the Cast to the effects of magic. Your status bonus against magic
a Spell activation, but you can still use magic items granted by the Spellbreaker dedication increases to +2
otherwise. If an ally insists on using magic on you despite against effects with the primal trait. This increases to a +3
your unwillingness, and you have no reason to believe they status bonus if you are a master in Nature. Additionally,
will stop, continuing to travel with that ally of your own free you gain resistance to damage caused by magical effects
will counts as willingly accepting their spells (as do similar equal to half your level, or equal to your level against magic
circumstances) and thus is also anathema. coming from primal sources.
Special You can't select another dedication feat until
you have gained two other feats from the spellbreaker
MAGEHUNTER FEAT 6
archetype. ARCHETYPE

ARCANE SPELLBREAKER FEAT 4 Prerequisites Spellbreaker Dedication


ARCHETYPE You can sniff out magic as though it were a second sense.
You gain spellsense as a vague sense, which allows you to
Prerequisites Expert in Arcana, Spellbreaker Dedication
notice the presence of magic within 30 feet. As a three-
action activity, you can focus your senses to make this a
You have studied how to fight against arcanists and can precise sense, allowing you to sniff out which creature,
adapt this training to take on all sorts of spellcasters. Your object, or 5-foot space within 30 feet contains—or is
status bonus against magic granted by the Spellbreaker
effected by—magic, as well as whether or not a creature Special If you have Antimagic Being, You can activate
has Cast a Spell within the last 24 hours. Mirror Slash as a free action.

MIRROR SLASH � FEAT 14 IMAGINE BREAKER FEAT 16


|
CONCENTRATE ARCHETYPE ARCHETYPE

Prerequisites Spellbreaker Dedication, Sunder SpellAPG Prerequisites Spellbreaker Dedication, Sunder SpellAPG

You prepare yourself to turn wicked magic upon its You have become living anti-magic, capable of draining the
originator. Until the start of your next turn if you become very essence of magic from those who practice the vile
the target of—or are caught in the area of a spell, you may arts. The first time each round you Strike and deal damage
spend a reaction to attempt a counteract check against the to a spellcaster, the spellcaster loses one focus point. If
offending spell using an attack roll with a weapon or the spellcaster has no focus points, they lose one of their
unarmed strike. If you succeed in counteracting the spell, highest level spell slots remaining If they have no spell
instead of ending the effect, you are slots remaining, they instead lose the ability to cast
unaffected and the originator of one of their Cantrips for 1 minute. If they have no
the spell suffers the effects of Cantrips they can cast, they instead lose the
the spell, even if they are not in ability to cast one innate spell for 1 minute.
the area or a valid target for The GM choses which spell or spell slot is
the spell. The original caster lost in the case of multiple options.
can attempt a save and use
other defenses against the CHAIN BREAKER FEAT 16
spell as normal.
ARCHETYPE

Prerequisites Spellbreaker Dedication,


Sunder SpellAPG

You can break the magic tethers that


bind a summoned minion to their master.
When you Sunder a Spell, you can instead
attempt to counteract the spell that animated,
called, or summoned the target. If your counteract
attempt succeeds, the target loses the minion trait and
acts of its own accord for 1 minute or until the spell
animating or conjuring ends, whichever comes first.

MAGE BREAKER FEAT 16


ARCHETYPE

Prerequisites Imagine Breaker

You have learned how to literally beat the


magic out of your targets. Apply the effects
of Imagine Breaker to every successful Strike
you make against a spellcaster, instead of
the first one every turn.

ANTIMAGIC BEING FEAT 20


ARCHETYPE

Prerequisites Imagine Breaker

You have become nearly impervious to the


effects of magic. You automatically attempt
to counteract any spell or magical effect that
includes you as a target or in its area. Your
counteract level for this is equal to half your
level, and uses the result of an Arcana, Nature,
Occultism, or Religion check, whichever
corresponds to the spell’s source. Instead of the
entire effect ending, if you counteract it, you are
unaffected by the magical effect.
Storm Dancer creature takes 1d12 electricity damage and Conductive
Weapon is discharged.
ANCESTRIES

Whether through devoted admiration of storms or an Whenever a creature wielding a Conductive Weapon CLASSES
unfortunate incident with a bolt of electricity, you have takes electricity damage, the weapon gains one additional
manifested the grace and power of a thunderstorm. Like a charge, up to a maximum of three. The weapon gets ARCHETYPES
living battery, you absorb and discharge electricity, using it discharged after an hour, regardless of how many
to heighten your physical and mystical prowess. remaining charges it has. FEATS

STORM DANCER DEDICATION FEAT 2 DANCING BOLT � FEAT 8 ITEMS

|
ARCHETYPE DEDICATION | |
ARCHETYPE ELECTRICITY EVOCATION

You gain electricity resistance equal to half your level Prerequisites Thunder Step
and you can cast the electric arc cantrip as an innate Requirements You can Thunder Step
primal spell at will. Whenever you cast electric arc you can Frequency once per day
target yourself as a free additional target. Additionally,
whenever you take electricity damage, you can use your You throw a bolt of lightning towards an enemy to guide
reaction to step. your thunder step. A creature within 120 feet of you must
Special You can’t select another dedication feat until attempt a basic Reflex save or take 2d6 electricity
you’ve gained two other feats from the storm dancer damage. If the creature took damage, you Thunder Step
archetype. ending your movement adjacent to the creature, ignoring
the normal distance limitation of Thunder Step. For
THUNDER STEP � FEAT 4 every two Storm Dancer feat you possess, the
damage increases by 2d6.
| | |
ARCHETYPE EVOCATION SONIC TELEPORTATION

Prerequisites Storm Dancer Dedication

You move around with such speed it creates a sonic boom.


You move 5 feet in any direction. At the end of your
movement, creatures within 5 feet of you take 1d6 sonic
damage (basic Fortitude save). The save is against your
class DC or spell DC, whichever is higher. For every two
Storm Dancer feat you possess, you can move an
additional 5 feet and the damage increases by 1d6. You
cannot use Thunder Step again until you take
electricity damage.

LIGHTNING ROD � FEAT 4


| |
ARCHETYPE ELECTRICITY TRANSMUTATION
Prerequisites Storm Dancer Dedication
Frequency once per minute
Trigger An adjacent creature would take
electricity damage.

You rapidly ground yourself, creating an energy


vacuum that causes nearby electricity to
be directed towards you. You take the
electricity damage instead of the
triggering creature.

CONDUCTIVE WEAPON � FEAT 6


| |
ARCHETYPE ELECTRICITY EVOCATION
Prerequisites Storm Dancer Dedication
Frequency once per minute

You supercharge a metal weapon within your reach with


electricity. Until discharged, the weapon grants a +1
circumstance bonus to attack rolls on Strikes against
creatures made of metal or wearing metal
armor. The weapon also gains the following
ability.
Discharge � Trigger you successfully hit a
creature with a Strike; Effect The triggering
ELECTRIC NERVOUS SYSTEM FEAT 8 Tattoo Mystic
ARCHETYPE
There is something special about a tattoo. So many
Prerequisites Storm Dancer Dedication
different types of art can be temporary, nothing feels
Whenever you take electricity damage, you gain a quite as permanent. In some cases, the art outlives the
+1 circumstance bonus to your Reflex saves and a 10 artist or even the person who received it. Such a thing
foot status bonus to your Speed until the start of your next can entwine with a person, and when magic is
turn. Additionally, the next time you are targeted by
an attack before the start of your next turn, you can introduced, that connection can grow deeper. The
choose to compare the attack roll to your Reflex DC Tattoo Mystic knows this, studies it, and learns to
instead of your AC. manipulate it. They can take the simplest of magical
ELECTRIC VEINS FEAT 10 tattoos inscribed upon their skin and use them to
create amazing effects that go far beyond the usual
ARCHETYPE
limitations. You’ve taken it upon yourself to study this
Prerequisites Storm Dancer Dedication connection, and to strengthen it with every piece of art
on your skin.
You’ve learned to gather electric power without suffering
from it. Your Storm Dancer resistance to electricity is now
equal to your level and whenever a Storm Dancer feat
TATTOO MYSTIC DEDICATION FEAT 6
requires you to take electricity damage, the condition is | |
RARE ARCHETYPE DEDICATION
met even if the damage is reduced to 0 by your resistance.
Prerequisites You have at least two magical tattoo invested,
ONE WITH THE STORM FEAT 10 Tattoo Lore
ARCHETYPE
More than just a simple canvas, you draw unsuspected
Whenever you critically succeed at your saving throw properties from tattoos placed on your skin. Whenever a
against an effect with the electricity trait, you become magical tattoo you have invested requires an attack roll or
quickened for 1 round. You can only use the extra action to a DC, you can use your Tattoo Lore and Tattoo Lore DC.
step, Stride or Thunder Step. You can also use your Burrow, Additionally, for every two magical tattoos you have
Climb, Fly, or Swim actions if you have the corresponding invested you gain a Mystical Ink Power. To choose a
movement type. Mystical Ink Power, you must have at least one invested
tattoo of each of the listed magical schools in its entry.
DANCE OF A THOUSAND BOLTS � FEAT 18 Just like tattoos, Mystical Ink Powers are permanent and
cannot be changed.
| | |
ARCHETYPE EVOCATION ELECTRICITY SONIC STANCE | Necrotic Body - Necromancy, Transmutation - You gain the
Prerequisites Dancing Bolt negative healing ability.
Requirements You took electricity damage last turn Eyes of the Owl - Divination, Transmutation - You gain
Frequency once per hour Darkvision.
Companion’s Cache - Conjuration, Transmutation - Your
You dance through the storm with grace and celerity. Once tattoo serves as a hideout for your companion. Your
per turn, you can Thunder Step as a free action. You must companion can morph into the tattoo, becoming part of
still meet all the requirements of Thunder Step. the art for up to 8 hours per day. Getting in and out of the
tattoo takes one action with the magical, move and
CHILDREN OF THE STORM � FEAT 18 transmutation traits.
|
AURA STANCE Lightning Jump - Evocation, Conjuration - Activate �
Frequency Once per hour; Effect You teleport up to 30
Prerequisites Storm Dancer Dedication feet to an unoccupied space. On arrival, creatures within
Requirements You took electricity damage last turn 20 feet of you must attempt a basic Reflex saving throw
Frequency once per hour or take 4d6 electricity damage.
Living Sanctuary - Necromancy, Evocation - Activate �
You create a storm around you. At the start of your turn, Frequency Once per day; Duration 1 minute; Effect At
creatures within 5 feet of you take 1d12 electricity the beginning of your turn, creatures within 30 feet of
damage. Additionally, up to two creatures within 30 feet of you heal for a number of HP equal to half your level.
you must attempt a Reflex save. This uses your class DC Ink Friend - evocation, conjuration - You gain a tattoo
or your spell DC, whichever is higher. familiar. It works as a regular familiar, however one of its
Critical Success The target is unaffected. familiar abilities must be spent on the Tattoo
Transformation master ability.
Success The target suffers 1d12 electric damage and
1d12 sonic damage. Bonding Ink - Necromancy, Conjuration - Creatures
attempting a Treat Wound check on you get a +2
Failure The target suffers 2d12 electric damage and 2d12
circumstance bonus to their check.
sonic damage and is flat-footed for 1 round.
Critical Failure The target suffers 3d12 electric damage and Special You can’t select another dedication feat until
3d12 sonic damage and is flat-footed for 1 minute.
you’ve gained two other feats from the tattoo artist or ADVANCED MYSTICAL EFFECT FEAT 14 ANCESTRIES
tattoo mystic archetypes.
ARCHETYPE
CLASSES
INK ARMOR FEAT 8 Prerequisites At least three mystical ink powers
ARCHETYPES
| |
ARCHETYPE MAGICAL TRANSMUTATION
Whenever you would gain a new Mystical Ink Power, you
Prerequisites Tattoo Mystic Dedication can now choose from the list of advanced Mystical Ink FEATS
Powers as well.
The tattoo’s upon your flesh protect you from harm. You ITEMS
Magical Encore - Conjuration, Evocation, Transmutation -
gain a physical resistance equal to the number of magical
Frequency Once per day; Effect You can activate the
tattoos you have invested.
effect of a magical tattoo or a magic item that has a
frequency of once per day that you have already used
IRIDESCENT SHIMMER � FEAT 8 today.
| |
ARCHETYPE ILLUSION MAGICAL All Seeing Eye - Divination, Enchantment, Illusion -
You permanently gain the benefits of a 7th-
Prerequisites Tattoo Mystic Dedication level true seeing spell that has a
counteract modifier of +25.
You can cause your tattoos to kaleidoscope, dizzying the Mirror of Death - Conjuration, Illusion,
senses of your enemies. Any creature within 30 feet that Necromancy - Activate � Frequency
can see you must attempt a Will save, using your magical Once per day; Duration sustained up to
tattoo DC. 1 minute; Effect You summon a copy of
Critical Success The creature is unaffected a creature with the minion trait you or an
ally controls. The new creature
Success The creature becomes dazzled for one round
appears within 10 feet of it and is
Failure The creature becomes dazzled for as long as it can identical, except it
see you has the
Critical Failure As failure, but the creature also becomes summoned trait,
fascinated the undead trait,
the negative
SHIFTING TATTOO FEAT 8 healing ability, and is
immune to mental
|
ARCHETYPE MAGICAL effects. If the original
copy falls to 0 Hit Points,
Prerequisites Tattoo Mystic Dedication, expert in Crafting, dies or disappears, the
Tattoo Artist undead copy disappears
as well.
During your daily preparation, you can change one of your Inked Flight - Conjuration,
invested tattoos for another tattoo of the same level or Evocation, Transmutation - Activate
lower of which you know the formula. The new tattoo must One minute (concentrate) Effect
be of the same magical school(s) as the one you replaced. You conjure a puddle of ink at your
feet which reshapes into a large
MORE INK THAN SKIN FEAT 10 and colorful winged creature
equipped with a saddle. Your
| |
ARCHETYPE MAGICAL TRANSMUTATION
inked flight can serve as a
Prerequisites Ink Armor mount for one Medium or
smaller creature, has a speed
The tattoos across your body cover you, giving it the of 40 feet and a fly speed of
fluidity of ink that makes blows slip across your skin. You 40 feet. Commanding or
gain a resistance to precision damage equal to your recalling the inked flight
physical resistance granted by the Tattoo Mystic takes an action with the
dedication and your physical resistance now also applies concentrate trait. If the ink
to magical weapons. flight takes any form of
damage, it explodes in a
splash of ink and is
POWERFUL TATTOO FEAT 10 immediately recalled.
| |
ARCHETYPE MAGICAL TRANSMUTATION Ink Patch - Necromancy,
Conjuration, Transmutation -
Prerequisites At least two mystical ink powers Activate � Trigger You
take persistent bleed
Whenever you use your Tattoo Lore skill or Tattoo Lore DC damage; Effect Your
for the activated effect of a tattoo, you gain a +1 status tattoo moves to cover
bonus for every two mystical powers you possess, to a your wound, and the
maximum of +3. triggering condition ends
immediately.
Vital Forge Archetype You are able to muster enough of your vitality to produce a
single more powerful item. When you use Forge Vitality,
you may produce an item of your level or lower instead of
“Sometimes you’ve gotta bleed to win. Bone and blade half your level. You may only have one such item forged at
a time, though it still counts as only one item for your limit
are one and the same.” on total items forged.
—Kurian Tescher, bloodward warrior
Once thought a lost art, the act of forging one’s own RAPID FORGE FEAT 4
living essence into tools and weapons of war has
resurfaced in many places, spreading like new flesh
|
ARCHETYPE SKILL

healing over a wound. Vital forges, sometimes known Prerequisites Vital Forge Dedication, expert in Crafting
as bloodsmiths, are feared for their gruesome displays,
You have learned to make more of your craft in a shorter
though there are those that take a less horrific—but no amount of time. Whenever you use the Forge Vitality
less grim—approach. Whether a vital forge spills their action, you may spend a third action and craft a second
lifeblood or carves their souls to produce their craft, item at the same time. Your drained condition increases by
1 for each item created using Forge Vitality as normal.
they are feared for both their versatility and their
terrifying works.
RUNES OF THE FLESH FEAT 4
VITAL FORGE DEDICATION FEAT 2 ARCHETYPE

| |
UNCOMMON ARCHETYPE DEDICATION Prerequisites Vital Forge Dedication

Prerequisites Constitution 14 trained in Crafting and The items fashioned from your body and soul are now like
Occultism works of craft themselves, becoming a fertile canvas for
imbued magical energy. You may have runes etched on
You dabble in the arts of the vital forge, shredding your life your body (most often via tattooing or scarification) in the
force for power and forming objects from your own flesh same way they might be etched onto an item, but with no
and blood. You gain the Forge Vitality action. limit on the number of runes you may possess. These
runes grant no benefit when on your body however, when
Forge Vitality � (concentrate, manipulate, occult) You
you use Forge Vitality, you may transfer one or more runes
may create a non-consumable item of half your level or
from your body to items that could normally bear the rune,
lower and of a bulk no larger than 2. To do so, you must
distributing them among eligible items as you choose,
have the item recipe as if you were crafting the items
subject to normal limits on the number of runes an item
and you become drained 1 for as long as the item exists.
can bear. These runes reappear on your body when
You can reabsorb a vital forged item you can touch by
the item dissolves.
using a concentrate action that takes 10 minutes. A vital
forged item is automatically reabsorbed if destroyed or
during your next daily preparation. Items created in this SPIRITUAL FORGE FEAT 4
way have a sense of permanency, meaning identical
items you create with Forge Vitality maintain their status ARCHETYPE
throughout the day, including Hit Points and limited use
abilities. You can maintain a maximum of two forged Prerequisites Vital Forge Dedication, Wisdom 14
items created this way at any given time.
Expanding your understanding of your deepest essence,
Special You cannot select another dedication feat you can now flense off portions of your spiritual essence
until you have gained two other feats from the vital forge to make items. When you use Forge Vitality, you may
archetype. choose to make spirit-forged items instead of vital-forged
ones. Doing so increases your doomed condition instead
FORGED WARP FEAT 4 of your drained condition, and reabsorbing a spiritual item
likewise reduces your doomed condition instead. Spirit-
|
ARCHETYPE SKILL forged items gain the effects of the ghost touch property
rune, even if they are not weapons. This allows them to
Prerequisites Vital Forge Dedication, expert in Crafting interact with incorporeal beings as if they were solid.

When you use Forge Vitality to produce a worn or handheld


item, you may fuse it to your body. Worn items cannot be
VITAL FOUNDRY FEAT 4
removed and held items cannot be dropped, thrown, or ARCHETYPE
disarmed. Held items occupy the hand or hands they form
in for the duration of their existence. Prerequisites Vital Forge Dedication

You may use Forge Vitality to create larger objects. When


POTENT FORGE FEAT 4 you use Forge Vitality, you may spend three actions
ARCHETYPE instead to produce a single item of up to 4 Bulk.

Prerequisites Vital Forge Dedication


LASTING FORGE FEAT 7 VITAMANCY & BLOODSMITHS ANCESTRIES
|
ARCHETYPE SKILL Vital forging, or blood smithing, is a
CLASSES
byproduct of the art of vitamancy, a truth
Prerequisites Vital Forge Dedication, master in Crafting
causing great sorrow to vitamancers and ARCHETYPES
You maintain forged items without a thought, their patterns engraved on your shamans. Vitamancy uses renewable life
subconscious. Your forged items no longer automatically dissolve during your FEATS
daily preparations, and you can instead choose to absorb one or more items as force to create primal magic, working
part of your daily preparations. with the natural flow of necromancy. ITEMS
Blood smithing, however, digs into the
HUNGRY ARMAMENTS FEAT 8
core and soul of the smith to produce
ARCHETYPE physical items through occult means.
Prerequisites Vital Forge Dedication While bloodsmiths see this as an
evolution of the art, vitamantic purists
The weapons you forge hunger for vital energy and material, bolstering you as
they are fed. Piercing and slashing weapons you forge bear the wounding rune consider it vile and unnatural.
this counts against the total number of runes an item can benefit from. So long
as a creature is taking this persistent damage, you gain 5 temporary hit
points at the beginning of your turn, which last until the beginning of your
next turn. If you have
the Spiritual Forge
feat, your spiritual
weapons deal persistent
mental damage instead
this otherwise functions as
normal, including the limit on total
etched runes.

SPIRITUAL RESONANCE � FEAT 8


| | |
ARCHETYPE CONCENTRATE OCCULT TELEPORTATION

Prerequisites Vital Forge Dedication, Spiritual Forge

Your spirit-forged creations exist in defiance of petty concerns like


distance. You call one of your spirit-forged items within 60 feet to your
hand. At 12th level the range becomes 1 mile, and at 16th level the
range becomes planetary.

EFFICIENT FORGE FEAT 10


ARCHETYPE

Prerequisites Rapid Forge

Whenever you use Rapid Forge to create two items with Forge Vitality, you only
increase your drained (or doomed) condition by 1. The associated condition
remains until both items dissolve even if you absorbed one of the two, you only
recover the associated condition when the other item dissolves.

ADDITIONAL CREATIONS FEAT 10


ARCHETYPE

Prerequisites Vital Forge Dedication Constitution 16

Your resilience unbinds you from the prior limitations of your flesh and
spirit. You may now maintain a number of forged items created by Forge
Vitality equal to your Constitution modifier.

VITAL ENGINEER FEAT 12


ARCHETYPE

Prerequisites Vital Forge Dedication, Vital Foundry, master in Crafting

Once per day, by using Forge Vitality over the course of one minute, you
may produce a vehicle or siege weapon of your level or
lower as with any other use of Forge Vitality, you must have VITAMANCY
the formula available. A vehicle created this way is
considered an item for the purposes of vital forge feats Vitamancy actions are a special type of
and activities, and counts as two items for the purpose of action reserved to practitioners of this
your total forged items. lost art. To use an action with the
vitamancy trait (page 20), you must spend
VITAL ARCHITECT FEAT 12
a number of Hit Points determined by
ARCHETYPE your level. As a vitamancer your
Prerequisites Vital Forge Dedication, Vital Foundry vitamancy actions have the traits shared
by your spellcasting tradition. See the full
You are capable of producing simple structures with your rules on vitamancy on pages 20 and 21.
flesh or spirit. Once per day, by spending three actions on
Forge Vitality, you can replicate the effects of wall of flesh.
This wall is considered an item for the purposes of vital
forge feats and activities, and counts as two items for the VITAMANCER DEDICATION FEAT 4
purpose of your total forged items.
If the wall is spirit-forged, its Strikes and other
| |
UNCOMMON ARCHETYPE DEDICATION

abilities benefit from the ghost touch rune, and the wall is Prerequisites Constitution 14 ability to Cast a Spell of at least
impassable to incorporeal creatures if you have the Hungry 2nd level
Armaments feat, the wall’s mouths benefit from the
wounding rune and you gain temporary hit points as You gain the ability to perform incredible feats using your
normal. If you possess both feats, choose one of these own vital essence, through the art known by few as
benefits when you create the wall. Vitamancy. You can now use Vitamancy actions (see full
rules for Vitamancy on page 18). You gain Vital Casting.
PERPETUAL CREATIONS FEAT 13 Vital Casting Once per day, you can Cast a Spell of 1st
|
RARE ARCHETYPE SKILL | level without using a spell slot by giving it the vitamancy
trait and paying its cost. If you are a prepared caster, you
Prerequisites Vital Forge Dedication, master in Crafting need to have the spell prepared during your daily
Requirements You are not drained. preparation. If you are a spontaneous caster, the spell
needs to be in your spell repertoire. At 6th level, you can
You can now create permanent items using Forge Vitality. also cast a 2nd level spell using vital casting and at 8th
You must provide all of the item’s crafting requirements level, a 3rd level spell.
and roll a Crafting check as normal, but you are not Special You cannot select another dedication feat
required to spend gold to make the item. When you until you have gained two other feats from the vitamancer
start crafting, you become drained 4. This drained archetype.
condition is robust, requiring one week to reduce by 1
instead of one day.
VITAL REFOCUS � FEAT 6
Vitamancer Archetype |
ARCHETYPE VITAMANCY
Prerequisites Vitamancer Dedication a focus pool
“Blood and chlorophyll, oil and essence, those vital fluids Frequency Once per day
and energies that give us life are not without further use. Requirements You have 0 Focus Points.
Learn the ways of the vital source and you too shall see
You tap into your life force to quickly refocus. You regain 1
we are constrained only by what we refuse to sacrifice.” focus point.
— Avist Ross, Vitamancer
Throughout history, various practitioners of magic VITAL BINDING � FEAT 8
have sought means to transcend the bounds of their
| |
ARCHETYPE METAMAGIC VITAMANCY
own limited casting, and some have succeeded. A
vitamancer drains their own life-force, both physically Prerequisites Vitamancer Dedication
and metaphysically, to power their magic. Though the
If your next action is to Cast a Spell that summons a
earliest forms of this practice was known as creature with the minion trait, such as animate dead or
hemomancy or blood-magic, the practice has since summon animal, you may spill some of your life into the
evolved to allow any sufficiently practiced mage to spell. When you do, your summoned minion gains the
elite adjustment.
unleash their power, albeit at a cost.
Additional Feats: 6th Shared Vitality, Vital REVERSED FLOW � FEAT 10
Metamagic; 14th Metamagic Resurgence, Vitality | |
ARCHETYPE CONCENTRATE MAGICAL NECROMANCY |
Drain; 16th Item Siphon
Prerequisites Vitamancer Dedication
You have also learned to reverse vitamancy, sacrificing some of your magic to
restore your vital essence. You expend a spell slot and regain a number of Hit
BLOODLESS VITAMANCY ANCESTRIES
Points equal to three times the expended spell’s level. While it is common enough to see blood
CLASSES
used as the primary material focus of
COUNTERFLOW � FEAT 10 vitamantic arts that do not directly or ARCHETYPES
| |
ARCHETYPE ABJURATION VITAMANCY wholly feed on the positive or negative FEATS
Prerequisites Vitamancer Dedication energies of the user, the association is a
Trigger A creature that you can see Casts a Spell of 3rd level or lower that you know misguided one. Practiced vitamancers, ITEMS
and those of less common origins can
You learn to interrupt the casting process of other magic users, injecting your
own life force in their spell. You attempt to counteract the triggering spell. This tell you with some ease that it is not
counts as Casting a Spell of the same level as the triggering spell with Vital blood that holds the power, indeed any
Casting towards your daily limit.
material or energy that ties you to a
Special If you have the Advanced Vital Casting feat, you can use
Counterflow to attempt to counteract a spell of the highest level you can cast persistent existence is viable.
with Vital Casting instead of only those of 3rd level or lower. Constructs may shed oil, raw
energy, hydraulic fluid, or stranger
ADVANCED VITAL CASTING FEAT 12
matirials. Meanwhile, plantfolk tend to
ARCHETYPE shed sap, watery solutions, and juice in
Prerequisites Vitamancer Dedication blood’s place. Undead without blood
might shed adipocere, bone shards, or
You are able to draw on more magic from your vital essence. You may cast a 4th
level spell every day using Vital Casting. At 14th level, you may also cast a 5th ectoplasm—but are more likely to shed
level spell, and a 6th level spell at level 16. raw negative energy as they untether
their existance to power their vitamancy.
VITAL SUSTENANCE � FEAT 14
|
ARCHETYPE VITAMANCY
Prerequisites Vitamancer Dedication
Frequency Once per turn

You sacrifice more of your vital essence to fuel your magic. You Sustain a Spell.

CREATIVE COUNTERFLOW FEAT 16


ARCHETYPE

Prerequisites Counterflow, Quick Recognition

You can easily disable enemy spells and disrupt their


casting. Instead of being able to counter a foe’s spell with
Counterflow only if you know it, you
can use Counterflow as long as
you have the spell the foe is
casting in your spell list.
Whip Master triggering creature, adding your whip’s item bonus. On a
success, the target’s movement ends before entering the
space on a critical success, the target additionally
From a tool of torture to the heroic weapon of adventurers, falls prone.
the whip has had a long history of use both on and off the
fields of battle. Known for being a difficult weapon to
master even in the most capable hands those who commit DEADLY PULL � FEAT 6
to it command a reputation bordering on awe. With
constant practice wielders of the whip have been known to |
ARCHETYPE FLOURISH
perform feats, both beautiful and brutal, bordering on the Prerequisites Whip Master Dedication, trained in Athletics
supernatural.
Requirements You are wielding a whip in one hand and a
Additional Feats: 4th Quick Draw; 8th Attack of melee weapon in the other.
Opportunity
Using your whip, you pull in your opponent before striking
WHIP MASTER DEDICATION FEAT 2 with your other hand. Make an Athletics check to Shove a
nonadjacent creature within reach of your whip, adding
|
ARCHETYPE DEDICATION your whip’s item bonus to the check, with the following
Prerequisites Trained in whips effect instead. If the creature ends its movement within
reach of the weapon in your other hand, you can make a
Strike against it.
You have dedicated yourself to mastering the whip and
further expanding its capabilities. You no longer take the Critical Success You pull the creature up to 10 feet
penalty for making lethal attacks with a whip and it gains towards you and it falls prone
the Grapple trait for you. Additionally, you may now treat Success You pull the creature up to 5 feet towards you
your whip as a grappling hook with a range of up to 20 feet.
Critical Failure You fall prone or drop your whip
Whenever your proficiency rank in any weapon
increases to expert or beyond, you also gain that new
proficiency rank with whips. BLOODY LASH � FEAT 10
Special You can't select another dedication feat other
than Twin Lasher or Shatterwolf Adept until you've gained
| |
ARCHETYPE ATTACK FLOURISH
two other feats from the whip master, twin lasher or PRESS
shatterwolf adept archetypes.
Prerequisites Whip Master Dedication
SNAPPING HALT � FEAT 4 Requirements You are wielding a whip

| | | |
ARCHETYPE AUDITORY EMOTION FEAR MANIPULATE You’ve learned how to leave bleeding wounds with your
weapon. Make a Strike with a whip. It deals an additional
MENTAL 1d4 persistent bleed damage for weapon damage die.
Prerequisites Whip Master Dedication, trained in
Intimidation REACTIVE TRICKS FEAT 10
Trigger A creature attempts to enter a square adjacent to
you during a move action ARCHETYPE
Requirements You are wielding a whip.
Prerequisites Whip Master Dedication, Attack of Opportunity
Snapping your whip, you stop an approaching foe dead in
With practice you’ve learned to make whip’s deadlier. If you
their tracks. Make an intimidation check against the
have the Attack of Opportunity reaction, you may use it to
attempt to Trip or Disarm using your whip.

Twin Lasher
For those experienced with the whip, taking up a second
one can prove to be a rewarding challenge. With a whip in
each hand, a skilled user can unleash a dizzying flurry of
attacks that are almost impossible to defend against.
Building on your previous training with the whip, you’ve
taken up this practice, bringing down your enemies under
an onslaught of lashes.
Additional Feats: 8th Twin Parry (Core
Rulebook); 12th Dual-Weapon Blitz (Advanced
Player's Guide), Twin Riposte (Core Rulebook);
16th Improved Twin Riposte (Core Rulebook),
Two Weapon Flurry (Pathfinder Core Rulebook),
Whirlwind Strike (Pathfinder Core Rulebook); 18th
Twinned Defense (Core Rulebook)
TWIN LASHER DEDICATION FEAT 6 You have learned to strike out with both of your whips ANCESTRIES
while stepping around in a lashing dance of terror. Step
|
ARCHETYPE DEDICATION and Strike a creature within reach with your whip. If the CLASSES
Strike hits, you can repeat the process. You can do this up
Prerequisites Whip Master Dedication or master proficiency to a total of three times. After using Lashing Dance, you
with the whip. ARCHETYPES
become fatigued for 1 minute.
Through practice and experience you’ve mastered the art FEATS
of using two whips at once, blending fluid movements with Shatterwolf Adept ITEMS
brutal strikes. When wielding two whips, they gain the Twin
weapon trait for you. The elite strike force known as Shatterwolf are named
Special You can't select another dedication feat until after the Concordine, a beast known for using its ear-
you've gained two other feats from the twin lasher piercingly loud barks to disorientate and hunt their prey.
archetype. Much like their namesake, Shatterwolf has mastered the
secret technique of the sonic charge. This allows them to
TWIN TAIL LASH � FEAT 8 deliver devastating sonic attacks with their whips, or even
deafen their targets. With the benign appearance of their
|
ARCHETYPE FLOURISH whips allowing them to move and do their work with little
interruption. Few suspect the devastating power they can
Prerequisites Twin Lasher Dedication wield and even fewer suspect it from their weapon of
Requirements You are wielding two whips, each in a different choice. Either through membership or stolen secrets, you
hand. have begun to walk the same path. Whip in hand, sonic
charge at the ready.
Bringing both your whips to bear, you lash out with them,
striking your foe. Make two Strikes against a single target, SHATTERWOLF ADEPT DEDICATION FEAT 4
one with each of the required weapons. If both Strikes hit,
combine their damage before applying resistances and | |
UNCOMMON ARCHETYPE DEDICATION
weaknesses. Apply your multiple attack penalty to each
Strike normally. Prerequisites Whip Master Dedication or expert proficiency
with the Whip
TWIN TAIL TRICK � FEAT 10
You’ve learned how to build up sonic energy with your whip
ARCHETYPE before releasing it through your strikes. You gain the Sonic
Charge action.
PrerequisitesTwin Lasher Dedication, trained in Athletics
Requirements You are wielding two whips, each in a different Sonic Charge � Interact with a whip you are currently
hand. wielding. Strikes you make with your whip for the next
minute deal 1 additional sonic damage per weapon
Using both your whips you perform two maneuvers damage die. This effect lasts for 1 minute or
simultaneously. Attempt two of the following Disarm, until discharged.
Grapple, or Trip, one with each whip. Both attacks must Special You can't select another dedication feat until
have the same target. This counts as two attacks when you've gained two other feats from the shatterwolf adept
calculating your multiple attack penalty, but only applies archetype.
after both attacks are resolved.

AMPHISBAENA COIL � FEAT 12


|
ARCHETYPE STANCE
PrerequisitesTwin Lasher Dedication
Requirements You are wielding two whips, each in a different
hand.

Like a two headed snake, you stand with both whips at the
ready, poised to strike anyone who leaves an opening.
While in this stance, you gain the Attack of Opportunity
reaction, but you can only attempt the Strike with a whip.
If you already have the Attack of Opportunity reaction,
you gain an additional reaction each round which can
only be used for Attack of Opportunity.
Special If you have the Snapping Halt reaction, you
can use it instead of Attack of Opportunity.

LASHING DANCE � FEAT 14


|
ARCHETYPE CONCENTRATE
Frequency once per minute
Requirements You are wielding two whips, each in a
different hand
GROWLING CHARGE FEAT 6 SONIC IMPACT � FEAT 8
ARCHETYPE |
ARCHETYPE FLOURISH

Prerequisites Shatterwolf Adept Dedication Prerequisites Shatterwolf Adept Dedication


Requirements You are holding a Sonic Charged whip
Like a growling wolf your Sonic Charge is enough to
frighten your opponents. When you use the Sonic Charge Instead of focusing the sonic energy on a single target, you
action, you may attempt to Demoralize. Growling Charge release it into a single impact area. You strike an area
does not suffer a penalty if the creature doesn’t within reach of your whip. You deal normal melee damage
understand your language. for your whip, including all appropriate bonuses, penalties,
modifiers, and properties, to each creature in a 10 foot
DEAFENING HOWL � FEAT 6 cone starting from the area you struck with the whip.
Creatures in the area may attempt basic Reflex save. Your
ARCHETYPE Sonic Charged whip discharges.
Prerequisites Shatterwolf Adept Dedication
Requirements You are holding a Sonic Charged whip
STUNNING BARK � FEAT 10
ARCHETYPE
Learning from the Concordine, you focus the sonic energy
to deafen and disorientate your foe rather than damage. Prerequisites Shatterwolf Adept Dedication
Make a Strike with a Sonic Charged whip. If this Strike hits, Requirements You are holding a Sonic Charged whip
the Sonic Charge damage is increased to 1d4 sonic
damage per weapon damage die, and the target is You crack your whip in a violent sonic wave, pushing
Deafened for 1 round, or 1 minute on critical success. everyone back. You emit a sonic wave in a 15 foot cone in
After making this strike, your Sonic Charge is discharged. front of you. Each creature in the area must attempt a
Fortitude save or get pushed back 10 feet. On a critical
SHATTERWOLF DISARM � FEAT 8 failure, they also become stunned 1. The whip used for
Stunning Bark is discharged.
|
ARCHETYPE FLOURISH
Prerequisites Shatterwolf Adept Dedication GRIEVOUS RECHARGE � FEAT 10
Requirements You are holding a Sonic Charged whip ARCHETYPE

You use your sonic charge to send a shudder through your Prerequisites Shatterwolf Adept Dedication
opponent’s weapon, loosening their grip. Attempt a Disarm Trigger Your Sonic Charge is is discharged
check using a whip currently affected by Sonic Charge. It
gains a +2 circumstance bonus, and if you critically Like a wolf tearing away from a bite before preparing to
succeed, the weapon is thrown 10 feet in a random lunge again, you bring your whip back from a mighty strike,
direction. The Sonic Charge discharges. recharging it. You use the Sonic Charge action.
Consuming Curses CURSED BACKGROUND ANCESTRIES
RARE
CLASSES
Some fates are inevitable. You square off against a
You had lived a normal life up until recently but something
werewolf: spells are slung, blows are traded, and you unexpected happened. Perhaps a close encounter with a ARCHETYPES
suffer a minor scratch. The curse takes hold, and at the foul beast, a trek through terrible lands or an altercation
next full moon’s rise you become a werewolf. with a disgruntled deity. Either way you came back from FEATS
the experience changed, cursed. With this knowledge in
At first, it might not seem like that big of a deal the mind, you can no longer live a normal life. Perhaps you will ITEMS
only real drawback being a little bit of a rampage under find the answers you’re seeking on the road. Choose two
ability boosts. One must be Constitution or Wisdom, and
the light of the full moon. Control over the curse can be one is a free ability boost. You also gain a Consuming
as easy as a simple potion or a divine spell. But what if Curse Dedication of 2nd level as a bonus feat. You receive
there was more to it? this feat at first level, even though it normally requires you
to be a higher level.
What if the curse meant more to the player? What if
it had long-lasting consequences? What if you could Removing a Consuming Curse
harness the power that fuels the curse?
Unlike removing a standard curse, which often comes
Contracting a Consuming Curse down to a simple remove curse, removing a consuming
curse requires a lot more time and takes a greater toll
Consuming Curses can be contracted like any other on your body. To remove a consuming curse, each feat
curse. Whenever a creature's special ability, a spell or gained must be removed in succession, starting from
an item calls for a Saving Throw against a curse, your the most recently acquired, until you can remove the
GM might decide to use a consuming curse instead. consuming dedication and be truly cured. Consuming
curses are unaffected by conventional ways of
When you come in contact with a consuming curse,
removing curses like the remove curse spell, unless
you can attempt to resist it by rolling the appropriate
stated otherwise.
Saving Throw listed in its dedication. On a failure, you
contract the consuming curse. When you contract a Upon the curse being lifted, you lose the consuming
consuming curse, you gain the consuming trait, the dedication if you lose the consuming dedication
curse trait and the appropriate consuming dedication through a less conventional way and have any cursed
feat as a bonus feat. In the event of a critical failure, feat remaining, you retrain all the cursed feats
you contract the consuming curse and you replace a immediately. Like any retraining, you generally can’t
class feat of your choice by a curse feat for which you make choices you couldn’t make when you selected the
meet the prerequisites. original option.

As long as you have a dedication with the Fight the Curse


consuming trait—referred to as a consuming
dedication— whenever you would gain a class feat, you You can attempt to resist the curse on your own, fighting
must attempt a Saving Throw against the Fight the against it like one would fight off an infection. This
process is taxing, and requires you to connect with the
Curse DC listed in your consuming dedication first. If curse within you, which can lead to … unforeseen results.
you fail, you must select a cursed feat for which you
meet the prerequisites instead of a class feat. If there FIGHT THE CURSE
are no cursed feat for which you meet the |
UNCOMMON DOWNTIME
prerequisites, you can select a class feat as normal. If
You spend a week attempting to resist the curse’s grasp
you critically succeed on your saving throw, you can upon you. At the end of the week, attempt the appropriate
remove a cursed feat you already possess and retrain it Saving Throw against your Fight the Curse DC. Regardless
into a class feat, in addition to choosing a class feat as of the outcome you become drained 1 for a week.
normal. Critical Success You remove and retrain the last two
cursed feats you gained.
You can only have one consuming curse at any given
Success You remove and retrain the last cursed feat you
time, and if you already have a consuming dedication, gained.
you automatically succeed at the saving throw to avoid Failure You fail to fight back against the curse.
contracting another this only applies to consuming Critical Failure You fail to fight the curse. You lose a class
curse and you must attempt a saving throw against any feat you already possess and you gain a cursed feat for
non-consuming curses as normal. which you meet the prerequisites. If you have no class
feat left to replace, or if there are no cursed feat for
which you meet the prerequisites, your curse Manifests.
VARIANT RULES
FREE ARCHETYPE AND DUAL-CLASS LOW DOWNTIME CAMPAIGN
When playing with the free archetype In the case of a low downtime campaign, we suggest reducing
variant rule, curse feats replace your free the Fight the Curse and the drained duration to one day each.
archetype feats. Whenever you fail to
Fight the Curse, if you have no free
archetype feats left, your curse Embrace the Curse
Manifests, as if you had no more class
feats to replace. One person’s curse is another one’s blessing. You might decide to try and
harness the power of your curse, willingly giving it more purchase upon
The same goes when playing the dual-
your soul.
class variant rule the curse consumes
one of your classes. Which class loses EMBRACE THE CURSE
feats in favor of the curse is up to you,
| |
CONCENTRATION CURSE DOWNTIME
but you only make the choice once.
Frequency once a week
Whenever you fail to Fight the Curse, if
Requirements You have at least one class feat.
you have no class feat of the chosen
class left, your curse Manifests. You spend time focusing or refining the power of your curse, embracing its
many gifts. You gain a new cursed feat for which you meet the prerequisites,
replacing a class feat of your level or lower. The class feat must not be a
CURSED CAMPAIGNS prerequisite for other class feats that you possess. This activity takes a full day.
Instead of introducing a consuming As normal for retraining a feat, you generally can’t make choices you couldn’t
make when you selected the original feat.
curse in a campaign in progress, you
might decide to include the curse(s)
Consuming Curse Manifestation
from the very beginning. Consider giving
one, or all, player(s) around the table the A consuming curse can manifest, allowing it to take over its host and
Cursed background. terrorize the world. A consuming curse can manifest for many reasons, like
a failed ritual to cure the host from its curse, if the curse has gained too
PLAYING THE MANIFESTED CURSE much ground within its host, or because of a significant event, which can
A confused and empowered character be determined by the GM. Consuming curses manifest in various ways,
can lead to a severe confrontation always listed in the consuming dedication, but more often than not involve
between players. If you are not gaining additional powers in service of a newfound nefarious goal,
comfortable playing an encounter impacting the land and wildlife around you or simply going on a
against your fellow players, you can give murderous rampage. If the Hit Points of a character become 0 while their
curse is Manifested, the Manifestation ends and they fall unconscious, but
control of your character to your GM for
not dying.
the duration of the Manifestation.

Cleansing Ritual
There exists one shortcut to cure a consuming curse, found in the form of
a ritual. But this practice is rare, and not without its dangers.

CLEANSING RITUAL RITUAL 5


|
RARE NECROMANCY
Cast 1 day; Cost rare ingredients and other items anathema to the curse worth
a total value of 20 gp x the target’s level; Secondary Casters 2
Primary Check Arcana, Nature, Occult, or Religion (expert); Secondary Checks
One of the listed skills not used as the primary check
Range 10 feet; Targets 1 creature

You attempt to remove a consuming curse afflicting the target of your ritual,
using materials gathered to excise the curse. Unfortunately, curses have a
tendency to fight back… The DC of the cleansing ritual is as normal for a ritual
of its level or the DC of the consuming curse it is ANCESTRIES
attempting to end, whichever is greater.
Critical success The target is completely cleansed of the CURSE FEAT FORMAT CLASSES
curse and all feats that have the curse as a prerequisite Consuming curses function similarly to
are removed. ARCHETYPES
a standard archetype, with a few additions.
Success The curse of the target Manifests. If the target’s
Consuming dedications provide two FEATS
Hit Points are reduced to 0, the curse is cleansed.
additional pieces of information—Fight
Failure The target’s curse Manifests. If the target’s Hit ITEMS
Points reaches 0, the target regains control of the Curse and Manifestation—and cursed
themselves, but the curse is not cleansed. feats each possess two unique features: a Gift
Critical Failure The primary caster for the ritual gains the and a Stain.
consuming dedication of the target’s curse. The target
gains a new cursed feat as if they had failed to Fight the The Fight the Curse entry found in the
Curse, but the cursed feat gained is chosen by the GM. consuming dedication informs you which
saving throw is required to Fight the Curse
Arboreal and its difficulty.

Something was out there under the moonless sky and The Curse Manifestation entry informs
ancient boughs: something old, lonely, and bitter. of what happens when the consuming curse
These are lands untouched by the ravages of progress Manifests (details found below) and takes
that subsume those that approach them, and over its host to become an entity of its own.
corrupted glens and grottoes filled with a primordial The Gift is the boon granted by the curse, a
hatred for the things that despoil them. You’ve been benefit of the power imposed upon you.
touched by something you can barely fathom, and it These boons can range from simple new
will have its way… abilities and resistances to new appendages
You have been afflicted with the curse of the primordial and altered nature.
wilderness and as such have gained the Arboreal
Dedication. This will lead you down a path giving you The Stain is the drawbacks of your curse,
powerful primal abilities resilient flesh, a stride no root or such as changes to your character’s
bush can hamper. But everything comes at a cost… appearance, inability to perform certain
tasks or penalties on certain actions. These
ARBOREAL DEDICATION FEAT 2
changes can be subtle at first, but be wary,
| | |
RARE ARCHETYPE CONSUMING CURSE DEDICATION | as they will inevitably turn you into an
Fight the Curse Fortitude (very hard DC of your level) unrecognizable version of yourself.
Prerequisites You have despoiled or invaded untouched land
or deep wilderness that has a will of its own or angered an
ancient wilderness deity. against non-magical damage. You treat the hardness of
manufactured items and artificial structures as half your
Something ancient creeps through you, calling your form level lower (minimum 0). If not confronted by an
to bond with the land far from any sign of civilization. immediate threat, you attempt to destroy creatures
Gift Your body grows sturdy bark across its surface, carrying manufactured equipment—particularly metal—
matching the colors of your body, if not its texture. You and any nearby artificial structures. If no such things are
gain resistance to bludgeoning and piercing damage present in your surroundings, you start wandering in a
equal to half your level. random direction determined by the GM, seeking a new
target for your destructive obsession.
Stain Though strong, the bark on your body is thick with a
flammable sap. You gain weakness to fire equal to 2
plus half your level.
WILD WALKER FEAT 4
Manifestation Plant growth explodes forth from you, | |
RARE ARCHETYPE CURSE
twisting your body into a massive ambulatory tree that
rages at civilization and all unfortunate enough to be Prerequisites Arboreal Curse Dedication
nearby. Your size becomes Large and you gain a branch
unarmed strike which deals 1d10 bludgeoning damage, You are one with nature and you navigate its twisted roots
has the forceful, grapple and shove traits, and is in the with ease, while the uneven terrains of crafted work leaves
brawling group. At 5th level and every 5 levels thereafter, you uneasy and out of balance.
the number of weapon damage dice your branch deals Gift You ignore difficult terrain caused by uneven ground in
increases by 1 (to a maximum of 5 at level 20). You do natural settings as well as plants such as bushes, roots,
not benefit from item bonuses or runes while vines, and undergrowth, including magically
manifested, nor can you wield weapons made of metal manipulated plants.
or other manufactured materials. You gain resistance to
physical damage equal to your level, which is doubled Stain The structures of civilization begin to hold an alien
quality to you. You are flat-footed for as long as you are Special Some types of terrain could prevent your roots
standing in a space which is considered difficult terrain from taking hold despite standing on a solid surface, like
due to rubble, ruins or broken stone roads. a pristine slab of stone, or a concrete floor thicker than
30 feet, up to the GM’s discretion.
CLUBBING BRANCH FEAT 6
DESTROYER FEAT 10
| |
RARE ARCHETYPE CURSE
|
RARE ARCHETYPE CURSE|
Prerequisites Arboreal Curse Dedication
Prerequisites Arboreal Curse Dedication
Your limbs grow harder and your body’s density becomes
closer to that of an old oak. The call urges you to return things to the old ways,
fomenting destruction to the new world.
Gift You gain a branch melee unarmed attack that deals
1d6 bludgeoning damage with the forceful, shove, and Gift When you deal damage to an object, treat its hardness
unarmed traits which is in the club weapon group. as half your level lower. Additionally, when you deal
Fundamental property runes and weapon property runes damage to an object or a structure, the damage applied
may be carved directly on your limbs, acting like a after calculating hardness is doubled.
handwraps of mighty blows. Stain Manufactured items you use crumble under the
Stain Your body doesn't compress the way it used to. You strain of your grip. When you roll a critical failure with a
take a -2 status penalty to Escape the grabbed or roll of a 1 on the die to Activate a held item or Strike with
restrained conditions. Additionally, when you move a weapon, the item becomes broken. Items made of
through a tight space you treat it as greater difficult natural unmanufactured materials, such as wood, are
terrain, and you can no longer Squeeze through not damaged this way.
exceptionally tight spaces.
Special Your body becomes gnarled and knotted like
an ancient tree, this does not hamper you or cause you
ROOT REACHER FEAT 8 pain, but even if your curse is broken, these changes will
persist, leaving the curse’s mark on you permanently.
| |
RARE ARCHETYPE CURSE

Prerequisites Arboreal Curse Dedication GROVEBOUND FEAT 12


Constantly seeking connection to the earth, you can root |
RARE ARCHETYPE CURSE|
yourself deeply, becoming one with the root network below Prerequisites Root Reacher
you.
Gift You gain the Rooted Reach stance. As the depths of the natural world call to you, they grant
Rooted Reach Stance � you passage through those it would call your kin.
(concentrate, morph, primal, Gift You may cast tree stride as a primal innate spell once
stance, transmutation) per day. At 16th level the spell is heightened to 6th level.
Requirements You are touching a You can increase the casting time to 1 hour and bring up
solid surface; Effect You drive to 5 additional creatures with you. If you attempt to take
your roots into the earth, a creature in an extradimensional space, the spell
anchoring yourself to the automatically fails.
ground and connecting with
the root network now so
familiar to you. You become
immobilized. You gain a root
melee unarmed strike that
deals 1d6 piercing damage, has
the grapple trait, is in the
brawling weapon group, and
has a reach of 30 feet. While in
Rooted Reach stance, you gain a
+2 circumstance bonus to
Escape and Force Open checks.
Uprooting yourself requires a
Force Open or Escape action the
check is made against your Fight the
Curse DC. Alternatively, you may
spend 10 minutes uprooting yourself.
Either will cause the stance to end.
Unlike other stances, Rooted Reach
does not end when an encounter ends
and you can enter Rooted Reach
outside of an encounter.
Stain The Force Open and Escape actions
both take an additional action for you.
After casting tree stride, if you brought one or more Reach Stance; Effect Make a Strike with your root ANCESTRIES
creatures with you, you must attempt a Fortitude save unarmed attack against each enemy creature within
against your Fight the Curse DC. On a failure, your a 30-foot emanation. As per usual with the Grapple CLASSES
curse Manifests. trait, you may make an Athletics check to grapple
Stain When you stay in one place for more than 10 rather than a Strike. This counts as three attacks for ARCHETYPES
minutes, you enter the Rooted Reach stance the purpose of your multiple attacks penalty, but only
automatically. This process happens gradually over applies once all the strikes are resolved. FEATS
the duration and can be noticed by anyone paying Stain You have grown dependent on your roots, partially
attention to you. rooting yourself with every step you take. You suffer a ITEMS
-10 status penalty to your Speed (minimum 5 feet).
TREE FORM FEAT 14 Additionally, as long as you are not in contact with the
earth, such as on a ship, while flying or mounted on a
| |
RARE ARCHETYPE CURSE creature, you are drained 2.
Prerequisites Arboreal Curse Dedication WOODLAND WARDEN FEAT 20
You can assume the form of a tree, but the call to remain | | |
RARE CURSE ARCHETYPE TRANSMUTATION
as such is as strong as the desire to escape.
Prerequisites Arboreal Curse Dedication
Gift You can cast tree shape at will as a primal innate
spell, assuming the form of a tree appropriate to your
Your old body is no more and there is no turning back you
current surroundings. If you become a tree near an
are now an arboreal.
artificial building or road, the ground beneath you and
adjacent to you becomes difficult terrain as your roots Gift Your size increases to Large and your base reach to 10
disrupt the ground. feet. Your resistance to bludgeoning and piercing
Stain You have great difficulty leaving your tree shape. damage becomes equal to your level. You gain
When you attempt to end the spell, you must succeed a regeneration 10 (disabled by fire) as long as you would
Will save against your Fight The Curse DC, if you meet the requirements for the Rooted Reach stance.
critically fail, you cannot attempt to end the spell again Stain You can no longer go back. The call has taken you
until an hour passes. and there is no more fighting it. You gain the plant trait
and cannot sustain yourself in the ways you used to you
BOUGH SHIELD FEAT 16 must absorb nutrients through your roots and
photosynthesis to survive. You can no longer use
| |
RARE ARCHETYPE CURSE manufactured weapons, wear armor or mount a
Prerequisites Arboreal Curse Dedication creature. Additionally, you can no longer Fight the Curse.

Thick branches now grow from your body, acting as


independent appendages, at the expense of your armor.
Asterion's Punishment
Gift You gain access to and can use the Raise a Shield Like Asterion, the first minotaur, you have angered a god
action and the Shield Block reaction with your bough and now share his curse. Your heart is filled with anger and
shield to gain a +2 circumstance bonus to AC. Your your mind is trapped in an eternal maze. You can feel
branches share your resistances and weaknesses, have yourself slowly drifting away, enraged by the perpetual
a hardness of 3, 12 HP, and a BT of 6. At 16th and every feeling of being lost despite your perfect sense of
4 levels thereafter the hardness of your branches direction.
increases by 1, the HP by 4, and the BT by 2. Your
branches are not destroyed when reduced to 0 HP,
ASTERION'S PUNISHMENT DEDICATION FEAT 6
instead simply becoming inert, and they regain a number | | |
RARE ARCHETYPE CONSUMING CURSE DEDICATION |
of Hit Points equal to their hardness at the beginning of
your turn. Prerequisites You angered a deity through illegitimate
conquest or you have signed a devilish contract.
Stain Your body’s constant new growths rip through hide
and steel alike. If you wear manufactured armor made Fight the Curse Will (very hard DC of your level)
from materials other than vegetal matter, the first time
your branches regain HP after donning it, the armor You find yourself strangely irritable, prone to violence and
becomes broken, you become clumsy 1 and you cannot confrontational towards strangers.
Raise a Shield with your branches until you remove the Gift You gain the rage barbarian class feature. Additionally,
armor. you gain a +2 status bonus to Survival checks to hunt, to
Sense Direction or to locate yourself in labyrinths, caves
ROOTED WRATH FEAT 18 or underground tunnels.
| |
RARE ARCHETYPE CURSE Stain As your first action of your first turn, you must Rage.
Manifestation You become enraged and agoraphobic,
Prerequisites Rooted Reach Stance
lashing out at everything in your path until you find
a cave, a basement or a network of tunnels to take
You are truly one with the root network and surrounding refuge in. You immediately Rage as a free action. The
plants are now an extension of your own body. additional damage from your Rage is 6 unless your
Gift You gain the Rooted Wrath action. instinct grants you greater damage, you gain a +2
Rooted Wrath � Requirements You are in Rooted status bonus to attack rolls, and your Speed increases
by 10 feet.
DIVINE AFFLICTION TUNNEL VISION FEAT 8
Asperion’s punishment is always of |
RARE ARCHETYPE CURSE |
divine origin. Initially used by a Bovian
Prerequisites Asterion's Punishment Dedication
god to punish the Conqueror for his
solution of violence and territorial Your eyes can no longer adapt to the sunlight and you find comfort in darkness,
which no longer seems to be hiding so many secrets.
expansion to the blight poisoning his
Gift You gain darkvision. If you already had darvision, or if you gain darkvision
people’s land, the curse is now
through any other means, you gain a +2 circumstance bonus to Perception
commonly used by many gods to punish checks involving sight while you are in total darkness.
excess of violence or territorial Stain You can no longer tolerate bright light. You take a -2 circumstance penalty
expansions, particularly ones who claim to Perception checks involving sight and become dazzled while in bright light.
acting in the name of the greater good. BULL’S RAGE FEAT 10
More than one paladin has seen
themselves cursed with Asterion’s
|
RARE ARCHETYPE CURSE |
Punishment after leading a regiment of Prerequisites Asterion's Punishment Dedication
soldiers to wrongfully evict from their You start to share a glaring resemblance with the cursed lineage of minotaurs
land one people or another in the name and their infamous leader, Asterion the Conqueror.
of their deity. Gift You gain the bestial rage ability from the barbarian animal instinct with the
In the later years, a new way of bull as your animal and the additional damage from your Rage increases to 5.
You gain no other benefits or anathema of the animal instinct, nor does it give
contracting the Conqueror’s curse has you access to feats requiring the animal instinct.
seen the light of day. Many lesser devils Stain You become short tempered and susceptible to provocations. You cannot
have been caught scouring tunnels and turn down a frontal offense, refuse a duel or a challenge and you suffer a -2
circumstance penalty to Diplomacy and Deception checks against creatures
caves, offering lost travelers the “gift of who are indifferent, unfriendly, or hostile toward you.
the minotaur”, granting them a
Special The first time you Rage after gaining the Bull’s Rage feat,
supernatural sense of direction. your horns become a permanent feature of your physique, even when you
Desperate and eager to see the daylight are not raging.
again, many poor souls have accepted MAZE HUNTER FEAT 12
the boon and signed the contract, to
quickly find their way back underground
|
RARE ARCHETYPE CURSE |
once the curse’s obsession had taken Prerequisites Asterion's Punishment Dedication
hold, in a twisted irony of fate.
Embracing the hunting methods of your cursed kindred, you value the benefits
of being heard, but not seen, avoiding open spaces as best you can.
Gift You gain the Hunted Fear activity.
Hunted Fear � You play with your prey as you hunt it, making your presence
known, but not seen, inspiring terror in its heart. You make an Intimidation
check to Demoralize all living creatures within 60 feet that can hear you
but not see you. Roll once and apply the result to all creatures. If the
targets are in a maze or similarly difficult-to-navigate structure, you gain a
+4 circumstance bonus to this check. Creatures that become
frightened as a result also take a -2 circumstance penalty to Survival
checks to avoid getting lost for 1 minute. This use of Demoralize
doesn't have the visual trait. Each target becomes temporarily
immune for 1 minute
Stain You suffer a -2 status penalty to Will saves if you are in an
open space where you can see the sky above your head, like in a
forest or a field.

FLAWLESS DIRECTION FEAT 14


| |
RARE ARCHETYPE CURSE

Prerequisites Asterion's Punishment Dedication

Your sense of direction is now unnatural, allowing you to find your way in
the world without flaw. But while you find your place in the material plane,
your mind wanders eternally.
Gift You automatically critically succeeds at Survival becomes corrupted. Your allegiance now belongs to the ANCESTRIES
checks to avoid becoming lost or to find your way, source of your corruption, or to yourself if you are not
including those from the maze spell. aware of its existence of intention. You must act CLASSES
Stain Your dreams become filled with visions of mazes according to the ambitions of whichever entity
and tunnels. If you sleep without a solid roof over your corrupted you if you do not have an entity to please, you ARCHETYPES
head, you wake up fatigued. The condition lasts until must act in order to serve your own interest above all
you’ve had a full night’s rest underground or in a stone else. Creatures within 30 feet of you must attempt a Will FEATS
construction. saving throw against your Fight the Curse DC. You and
every creature who failed their saving throw no longer ITEMS
treat any other creature than one another as an ally. This
ASTERION’S MANIA FEAT 16 is a mental effect, and creatures affected can attempt a
new save at the end of every turn to shake off the effect.
|
RARE ARCHETYPE CURSE| For as long as they are affected, the creatures who failed
Prerequisites Asterion's Punishment Dedication their saving throw gain access to all actions with the
corrupting trait you have access to and must act in a
manner which best serves your new goals and
Your mind is completely lost to the maze and rage
ambitions. Any creature who used a corrupting action
consumes you.
granted by Shared Corruption in the last hour takes a -2
Gift The bonus to damage from your rage increases to 12. status penalty to this save.
You gain a +1 circumstance bonus on attack rolls
against frightened creatures and your Speed increases
by 5 feet.
GUIDING VOICE FEAT 4
Stain Your rage becomes permanent as long as you are | |
RARE CURSE ARCHETYPE
conscious, you are under the effect of Asterion’s rage.
You can no longer Fight the Curse. Prerequisites Corruption Curse Dedication

Corruption Curse You find unexpected success in your challenges a word


of encouragement, a little hint of knowledge you didn’t
know you knew or a little voice pointing out a detail
The curse of corruption is one of many sources. It can you hadn’t noticed.
come from a mysterious patron whispering in your ear Gift You gain the Gift of the Whisper reaction.
in a time of need, or a deal offered by some dubious Gift of the Whisper � (fortune, corrupted) Trigger You
entity. Some have even willed their curse of corruption fail (but not critically fail) a skill check; Frequency
Once per hour; Effect The voice whispering in your
into existence, desperate for power, or simply head offers guidance and promises success. The
desperate. And the power promised is considerable… result of the check becomes a success instead.
if one is willing to reach for it. Stain You take a -1 status penalty to all your skill checks.
The penalty increases to -2 if your corruption stage
CORRUPTION CURSE DEDICATION FEAT 2 reaches warped, and -3 you become corrupted.

| | |
RARE ARCHETYPE CONSUMING CURSE DEDICATION | INSIGHTED PRECISION FEAT 6
Fight the Curse Will (hard DC of your level)
| |
RARE CURSE ARCHETYPE
You find yourself hearing a voice whispering in your ear, Prerequisites Corruption Curse Dedication
promising fortune and power beyond your wildest dreams.
But everything comes at a cost. You become corrupted. In the midst of battle, the whispers are calling the targets,
Your corruption has four stages: pure, tempted, warped you just take the shots as long as you listen, you seem to
and corrupted. Actions with the corrupting trait increase find success.
your corruption stage by one step your corruption stage
increases only once the action is resolved. During your Gift You gain the Insighted Shot action.
daily preparation, your corruption stage reduces by one Insighted Shot � (corrupting) Frequency Once per
step. If you use a corrupting action while your corruption hour; Effect Make a ranged Strike against a creature
stage is corrupted, you must attempt a Will saving throw within the first range increment of your weapon. If the
against your fight the curse DC or your curse Manifests. Strike is a failure, it becomes a success instead. If
Gift You gain the Corrupted Strike action. you are corrupted and the Strike is a success, it
becomes a critical success instead.
Corrupted Strike � (corrupting) Make a Strike. If you
are tempted, the Strike deals an additional 2 points of Stain You take a -1 status penalty to all your ranged attack
force damage. This damage increases to 4 if you are rolls. The penalty increases to -2 if your corruption stage
warped, and 6 if you are corrupt. reaches warped, and -3 you become corrupted.
Stain You become drained 1. If you are warped, you
become drained 2 instead, or drained 3 if you DUBIOUS POWER FEAT 6
are corrupted.
Manifestation Your alignment becomes chaotic evil (or
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RARE ARCHETYPE CURSE
any alignment determined by your GM, according to the Prerequisites Corruption Curse Dedication
source of your corruption) and your corruption stage
SOURCELESS CURSE - GM TIP The whispers are no longer just a voice, it's an entity living within you, granting
you incredible strength … as long as you allow it.
A curse of corruption doesn’t necessarily
Gift You gain the Unshackled Power action.
need to have an obvious or identifiable
Unshackled Power � (corrupting) Frequency Once per hour; Effect Make a
source. You might decide to grant one of melee Strike against a creature. It deals an additional weapon damage
your players an opportunity to be dice. If you are corrupted, it deals two additional damage dice instead.
tempted by the corruption curse by Stain If you are tempted, you become enfeebled 1. If you are warped, you
become enfeebled 2 instead, and enfeebled 3 if you are corrupted.
offering them to use one ability with the
corrupting trait in a time of need. For CORRUPTED MAGIC FEAT 8
example if a player fails an athletics
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RARE ARCHETYPE CURSE
check to pull themselves off a cliff, you
Prerequisites Corruption Curse Dedication
could offer them to use the Gift of the
Whisper to save themselves. If you do You might not know how to cast spells, but the whispers do.
so, make sure the player understands Gift Chose one of the following spells: chilling darkness, grim tendrils, vampiric
that this is an offer to be accepted or touch or harm. You can cast the chosen spell as a 4th level occult innate spell
once per day. Whenever you cast this spell as an innate spell, it gains the
refused, and likely to be granted by an corrupting trait. If you are warped, your innate spells with the corrupting trait
outside entity, so the player can make a use an Expert proficiency, and if you are corrupted they use a master
somewhat educated decision. If the proficiency instead.
Stain You can no longer Cast spells with the good or positive traits. This
player accepts the boon, they gain the
includes spells cast from an item, but not effects granted by item activation.
Corruption Curse Dedication as a bonus If you are a spontaneous caster and you have spells in your repertoire with the
feat immediately after using the action, good or positive trait, you can remove them from your repertoire and replace
them with new spells instead. If you are a cleric with the healing font, your
and they do not roll a saving throw to font changes to a harmful one, even if your deity does not normally allow it.
resist the curse. Special You can select this feat up to three times. Every time you do, you
select a new spell from the list to gain as an innate spell. Alternatively, you can
learn the heightened version of an innate spell you already gained from
Corrupted Magic this does not grant you an additional cast per day, it simply
increases the level of your innate spell.

THE COST OF POWER FEAT 10


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RARE ARCHETYPE CURSE

Prerequisites Corruption Curse Dedication

The true nature of your newfound power slowly reveals itself, and you begin to
understand the true cost you have paid for it.
Gift All your Strikes deal an additional point of evil or negative damage as
long as you are tempted. You choose which type of damage it is each time
you make a Strike. This damage increases to 2 if you are warped and 4 if
you are corrupt.
Stain You become susceptible to good damage as if you were evil,
regardless of your alignment. If you are good aligned,
you remain susceptible to evil damage as normal.
Additionally, you can no longer deal good damage by
any means.
Special You gave room to the corruption, and it
has marked you forever. Your corruption stage can
never be lower than tempted and no longer reduces
severity during your daily preparation. Additionally,
you are permanently susceptible to good damage and
can never deal good damage again, even if the curse of
corruption is lifted.

ABSOLUTION FEAT 10
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RARE ARCHETYPE

Prerequisites Corruption Curse Dedication


The prolonged exposure to the voice of temptation has spell to add to your arsenal. ANCESTRIES
somewhat dulled its edge. By focusing on whichever moral
Gift Choose one spell of 7th level or lower with the evil or
compass you call your own and reconsidering the price of CLASSES
negative trait. You gain this spell as a 7th level innate
the power offered, you can push back the effect of the
occult spell that you can cast once per day. Whenever
corruption. You gain the Enquiet action. ARCHETYPES
you cast this spell as an innate spell, it gains the
Enquiet � (concentrate) Frequency Once per hour; corrupting trait
Requirements Your corruption stage is warped or Stain Your corruption stage can no longer become lower FEATS
greater; Effect Attempt a Will saving throw against your than warped.
Fight the Curse DC. ITEMS
Critical Success Your corruption stage decreases by
two steps.
Success Your corruption stage decreases by one step.
Failure You are unaffected. PERMANENTLY CORRUPTED
Critical Failure Your corrupted stage increases by The permanent effects of The Cost of Power,
one step. as opposed to other consuming curses, can
be reversed. Working with your GM, you
TASTE OF IMMORTALITY FEAT 12
might find a way for your character to
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RARE ARCHETYPE CURSE redeem themselves from falling prey to
Prerequisites Corruption Curse Dedication temptation and completely cleanse the
effects of the curse. The act -or acts- of
You feel impervious to damage, pain no longer cripples you redemption should be in line with your
and you become a little more reckless every day.
character’s moral compass, a character of
Gift If you are tempted, you gain resistance 3 to all deep faith would most likely have to redeem
damage. If you are warped, the resistance increases to
half your level and if you are corrupt, it increases to themselves in the eyes of their deity, but a
equal your level instead. neutral character whose loyalty is to their
Stain If you are tempted, you take a -1 status penalty to companion might need to redeem
your AC. The penalty increases to -2 if you are warped, themselves in the eyes of the party for
and to -3 if you are corrupted.
example.
CORRUPT THY NEIGHBOR FEAT 14
| |
RARE ARCHETYPE CURSE CHARACTERS OF
Prerequisites Corruption Curse Dedication FAITH AND CORRUPTION
If you are playing a cleric, a champion or a
Intoxicated by your own power, you share your dark gifts character that is particularly devout, gaining
with your allies.
The The Cost of Power is a great opportunity
Gift You gain the Shared Corruption action. Only one ally to change your deity, tenet and/or cause.
can benefit from Shared Corruption at any given time.
While not inherently necessary, the
Shared Corruption � (corrupting) Frequency Once per
hour; Requirements Your corruption stage is warped progression towards evil and the morally
or greater; Effect An ally within 30 feet of you gains arguable source of the powers granted by the
access for 1 minute to one action you can use with corruption curse are bound to cause some
the corrupting trait. If you can use more than once
action with the corrupting trait, you choose which thematic conflict with a good aligned or
action your ally gains access to. Whenever an ally righteous character. Work with your GM to
uses an action with the corrupting trait, their determine how you would prefer to handle
corruption stage increases as normal, and they
this inner conflict happening within your
become drained, following the progression of the
corruption dedication their corruption stage reduces character. If you do decide to change your
by one step during their next daily preparation as deity, tenet and cause, your GM should allow
normal. The ally is still bound to the frequency you to revert to your original one in the event
limitations of the action.
of the curse being lifted, although some
Stain You can no longer use the Aid reaction.
deities would not take such betrayal lightly
POWER OF CORRUPTION FEAT 16 and might require a character to prove
themselves before granting them their divine
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RARE ARCHETYPE CURSE
favors once again.
Prerequisites Corrupted Magic

The voices of temptation have granted you a powerful


ONE WITH THE WHISPERS FEAT 20 can change your chosen cantrip to a different one from
the same list once per day by meditating to align
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RARE ARCHETYPE CURSE| yourself with the fey realms this is a 10-minute activity
that has the concentrate trait. If you change your cantrip
Prerequisites The Cost of Power in this way, you must Fight the Curse.
Stain Your vision begins to drift to the fey realms making
There is no turning back, you have fully given yourself to
it harder to notice as you start to see things drifting
the whispers and embraced their dark gifts.
in and out, the finer details in the material plane
Gift For you, actions with the corrupting trait have a harder to distinguish. You take a -1 status penalty to
frequency of once per turn and you can now cast innate Perception checks.
spells with the corrupting trait twice per day. When you Manifestation You become a conduit of the fey realm
use a corrupting action while corrupted, your curse no allowing it to bleed out into the material through you.
longer Manifests. Your Manifestation acts as a beacon to the fey,
Stain Your corruption stage becomes corrupted. Whenever summoning two creatures with the fey trait adjacent to
you reduce your corruption stage using Enquiet, the you. These creatures must be at least two levels lower
reduction lasts for one hour, after which your corruption than your own. When your Manifestation ends these
stage goes back to corrupted. You can no longer Fight summoned fey return to the fey realm. All of your
the Curse. attacks are considered magical. When you critically hit
a creature with a Strike, it becomes sickened 1, with a
Fey-Touched DC equivalent to your Fight the Curse DC to remove the
condition. Additionally a creature that first enters the
area within 20 feet of you must attempt a Will save
A misstep into a circle while lost in a forest, against your Fight the Curse DC or become frightened 2
(frightened 3 on a critical failure). Regardless of the
the partaking of a feast with masked figures, the
result of the saving throw, the creature becomes
signing of your name on a glittering contract one way temporarily immune for 1 minute.
or another, the fey have laid claim to you and want
what’s due. This may start with honeyed words and
CURSE OF IRON FEAT 4
granted powers, but eventually you will begin to lose | |
RARE ARCHETYPE CURSE
your grip on yourself and the material plane. Would Prerequisites Fey-Touched Dedication
that be so bad though? Everyone in the fey realm
seems so happy… As your connection to the fey realm strengthens, you
become more fey yourself and begin to share their
FEY-TOUCHED DEDICATION FEAT 2 resistances and weaknesses.
| | |
RARE ARCHETYPE CONSUMING CURSE DEDICATION | Gift You gain a +1 status bonus to AC and Saving Throws
against spells. In addition you gain resistance to
Prerequisites You have had a prolonged exposure to physical attacks (except from magical or cold iron
magic from the fey realm, or had an encounter with a fey. weapons) equal to the amount of feats you have from
Fight the Curse Will (very hard DC of your level) the Fey-touched consuming curse.
Stain Your body begins to weaken, becoming more fey-like.
The link to the fey realm established, you are granted You gain weakness to cold iron equal to your level and a
a small taste of the power it -2 status penalty to Fortitude saves.
offers.
FEY STEP FEAT 6
Gift You gain the fey trait, in
addition to other traits | |
RARE ARCHETYPE CURSE
you have.
Choose one Prerequisites Fey-Touched Dedication
cantrip from
the primal As the pull of the fey realm gets stronger, your grip
spell list. You on reality begins to slip and you shift erratically
can cast this between planes.
cantrip and Gift You gain the Fey-Step reaction Once per day, you can
dancing lights use Fey Step as a free action. If you do, you must make
as primal a Will save against your Fight the Curse DC or Manifest.
innate spells
at will. You Fey Step � (move, illusion) Trigger You are the target
of a Strike that you are aware of; Effect You allow
yourself to get pulled ever so slightly into the fey
realms making you harder to be hit. You gain
concealment to the attack and a +2 circumstance
bonus to the triggering attack.
Stain Whenever an ally targets you with a spell, they
must succeed at a DC 5 flat check or the spell is lost.
SEELIE POWERS FEAT 8 ANCESTRIES
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RARE ARCHETYPE CURSE| KARMIC CURSES CLASSES
Prerequisites Fey-Touched Dedication AND PLAYER AGENCY ARCHETYPES
The Karmic Curse finds its flavor best when
You step further into the fey realm to draw superior powers
from its essence, gaining some innate fey magic. roleplayed as an autonomous force, as if the FEATS
gods, fate or simply chaotic luck were
Gift The power of the fey allows you to cast spells. Choose ITEMS
two 2nd level primal spells. You may now cast these manifesting themselves through the cursed
spells as innate primal spells once per day each. If you character. Allowing the GM to determine
are at least 10th level, you become an expert in primal when luck is stolen away and when
spell attack rolls and DCs.
misfortune points are used can be a great
Stain Your aura begins to radiate with a seelie energy
which can be felt even by those who can’t see it. You way to improve the impact of the curse on
gain a 20–feet emanation aura. This aura is always the story and create satisfying twists of fate.
active and can only be suppressed for a minute at a time However, doing so involves taking character
by making a Will save against your Fight the Curse DC.
Creatures without the fey or the beast traits treat their agency away from a player and should
attitude towards you as one less while in the aura. always be done with the expressed consent of
Additionally, you take a -2 circumstance penalty to said player. When the curse is contracted,
Diplomacy based skill checks.
the GM and the affected player (or the party
THE FEY REALMS AWAIT FEAT 10 as a group) should have a conversation about
playing this curse as a new set of abilities
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RARE ARCHETYPE CURSE|
acquired by the character, or played as
Prerequisites Fey-Touched Dedication comical, dramatic or epic involvement of
karmic forces.
You know the time has come to leave behind the material
plane and join the fey. Your continued existence on the
material plane is simply the whim of your fey masters and Just as a GM should not take away
you exist as an instrument of their will and as a loyal agency from players, a Karmic Cursed
servant of the fey. character consistently stealing their fellow
Gift Once per day you can cast charm as an innate primal party members’ luck is likely to lead to
spell using your Fight the Curse DC. This casting of conflict.
charm does not take a penalty for being cast in combat.
Additionally, creatures who fail their Saving Throws
against your innate charm spells also become afflicted
with the fey-touched consuming curse. Fight the Curse Flat check DC 11
Stain You can no longer deny any request made by a
creature with the fey trait if its level is higher than your Luck and fate seem to operate in strange ways around you,
own. There is no hiding your fey nature anymore, your and those who know you can’t quite tell if they would
appearance is now a strange and alien version of your consider you to be lucky or unlucky.
own. Every day you must Fight the Curse, on a critical Gift Once per hour, when a creature within 30 feet of you
failure you are pulled into the fey realms, as if you had critically succeeds an attack roll, a saving throw or a
used the plane shift spell. skill check, you can turn it into a normal success instead
as a free action. When you do so, you gain a fortune
Karmic Curse point. You can spend a fortune point to turn a success
of your own into a critical success, but you must choose
to do so before the outcome of the action is revealed.
Karma, luck, fate, the outcome of uncontrollable You can not have more than one fortune point stored at
events can wear many names. Some believe there is any given time.
but one explanation, others think many forces are Stain Other creatures within 30 feet of you gain the Dump
operating at once. But one thing is certain, no one Luck action. Whenever a creature uses the Dump Luck
action, you gain a misfortune point. Whenever you roll a
escapes it. You least of all people. Bad luck seems to failure on an attack roll, saving throw or a skill check, if
follow you closer than your own shadow. But if you you have a misfortune point, the roll becomes a critical
can’t escape it, maybe you can steer it and tip the scales failure instead and you lose a misfortune point. You can
only have up to two misfortune points at any given time.
of destiny in your favor.
Dump Luck � Frequency Once per day. Trigger You
KARMIC CURSE DEDICATION FEAT 4 critically fail an attack roll, a skill check or a saving
throw. Effect Your critical failure becomes a normal
| | |
RARE ARCHETYPE CONSUMING CURSE DEDICATION | failure instead.
Prerequisites Critically fail a check or a saving throw of an Manifestation The forces of fate and chaos twist around
effect with the divination or misfortune traits. you, wreaking havoc on your surroundings. For as long
as the Manifestation lasts, whenever a creature within Gift The frequency of the Karmic Curse Dedication Gift no
30 feet of you rolls a failure, they get a critical failure longer applies to your own critical successes, meaning
instead, and whenever they roll a success, they get a at any time you can turn one of your own critical
critical success instead; creatures within the radius successes into a normal success to gain a fortune point.
cannot be affected by fortune or misfortune effects. Stain You cannot use or benefit from any Fortune effect.
While manifested, you cannot gain or spend any fortune Additionally, you can no longer cheat luck without using
or misfortune points, and you cannot activate or benefit your cursed abilities. In your hands, a perfectly ordered
from abilities that utilize them. deck of cards still draws at random, a loaded die rolls
normally and a rigged lottery takes its natural course.
DISRUPTION OF FATE FEAT 6 Special The Stain effect of Agent of Destiny is
|
RARE ARCHETYPE CURSE| permanent, even if the Karmic Curse is lifted.

Prerequisites Karmic Curse Dedication KARMIC REDISTRIBUTION FEAT 12


Your aura of probability and chance has become powerful
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RARE ARCHETYPE CURSE|
enough to disrupt even intentional twists of fate. Prerequisites Karmic Curse Dedication
Gift Once per day as a free action, when a creature within
30 feet of you uses a Fortune effect, you can attempt a Your control of karmic forces allows you to sacrifice some
flat check DC 11. If you succeed, you counteract the of your own in the favor of others..
fortune effect and gain a fortune point. Gift Once per day as an action, you can spend a fortune
Stain Whenever an enemy creature’s roll is affected by a point to replenish the use of an ally's ability that has the
misfortune effect, roll a flat check DC 11. If you fail, the fortune trait and a frequency—such as Divine Insight
misfortune effect is counteracted and you gain a (page 51)—allowing them to use it once more, even if the
misfortune point. frequency would otherwise prevent them from doing so.
Stain Whenever you use Karmic Redistribution, an enemy
KARMIC REALIGNMENT FEAT 8 creature within 30 feet of the target gains one usage of
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RARE ARCHETYPE CURSE| the fortune effect regained by your ally such as . If there
are no enemy creatures within range, you gain one
Prerequisites Karmic Curse Dedication misfortune point instead.

Through prayer, meditation or simply by rolling dice and


drawing cards, you attempt to rebalance your luck towards Werebeast
a neutral position.
They had asked you to hunt the creature, a wolf of
Gift Once per day, you can spend 10 minutes, engaging in
any occupation or activity you believe to be related to unusual size and stature. You found the beast, put it
the source of your luck. You lose a misfortune point. You down, got the job done. Beast got a few licks in though
must have more misfortune points than you have left you slightly injured. Nothing you haven’t dealt with
fortune points to use Karmic Realignment.
before. Your injuries have already healed, faster than
Stain You can no longer benefit from the Assurance feat, if
you were granted Assurance by your background, you ever. But you can feel that you’ve changed. Your senses
may spend time retraining to replace it with another level are sharper, your eyes better in the dark, and your
1 skill feat that requires you to be trained in the same sense of smell, better than it’s ever been. That’s a good
skill Assurance was associated wit).
thing… right?
FOUNTAIN OF LUCK FEAT 8 You have been afflicted with the curse of the
|
RARE ARCHETYPE CURSE| Werebeast. This will lead you down a path giving you
powerful animal-like abilities sharp claws, increased
Prerequisites Karmic Curse Dedication
speed, and powerful resistances. But everything comes
You siphon luck around you at an impressive rate, for at a cost…
better or worse.
Gift You can now store up to 3 fortune points at any given
WEREBEAST CURSE DEDICATION FEAT 2
time. | |
UNCOMMON ARCHETYPE CONSUMING CURSE |
Stain You can now store up to 4 misfortune points at any DEDICATION
given time.
Prerequisites You were exposed to the curse of a
AGENT OF DESTINY FEAT 10 werebeast.
Fight the Curse Fortitude (very hard DC of your level)
|
RARE ARCHETYPE CURSE|
Prerequisites Karmic Curse Dedication You acquired the curse of the werebeast. You gain a
hybrid form, usually the same one as the creature you
You have come to terms with the new nature of your life; contracted the curse from (refer to Table D–1: Hybrid
the dice of destiny will always affect you in Form). Your new nature has sharpened your senses,
disproportionate and mysterious ways. beginning your transformation.
Gift You gain low-light vision and scent (imprecise) 15 The smell of your prey is particularly pungent to you,
feet. If you already have low-light vision from your making it easier to hunt them.
ancestry, you gain darkvision instead.
Gift You gain the Hunt Prey action. If you already have
Stain Your heightened senses make you hyper focused. access to Hunt Prey, your scent becomes precise for all
You take a -2 circumstance penalty against effects that things concerning your hunted prey. This benefit applies
would make you fascinated. Additionally, under the light only to your most recent hunted prey if you are able to
of the full moon your curse manifests. hunt more than one prey.
Manifestation You turn into your hybrid form. You gain the Stain The smell of blood makes you shiver with excitement
unarmed attacks associated with your hybrid form and and your sense of smell becomes one of your primary
fast healing 15. You become size Large and your base senses. You might catch a drift in air and follow it
reach increases by 5 feet if you were smaller than Large. unconsciously, or smell the air before opening your eyes
Your scent becomes a precise sense and your speed in the morning. When you use the Hunt Prey action you
increases by 5 feet. Your alignment changes to chaotic become automatically fascinated by the designated
evil and you are consumed by the desire to spread your target when they are within range of your scent. The
curse to others, losing all impulse control. fascinated condition can end as usual.
HYBRID FORM FEAT 4 WEREBEAST HIDE FEAT 8
| |
UNCOMMON ARCHETYPE CONCENTRATE CURSE | | |
UNCOMMON CURSE ARCHETYPE
| |
POLYMORPH PRIMAL RANSMUTATION
Prerequisites Werebeast Curse Dedication
Prerequisites Werebeast Curse Dedication
Your skin thickens unnaturally, becoming hide and blows
The hybrid form, so characteristic of werebeasts, tells the are more likely to glance off your skin. Your added bulk
story of how deep the curse runs within you, blurring the makes it hard to wear armor and your skin is irritated by its
line of where you end and the beast begins. presence.
Gift You gain the hybrid form action. Gift Your hide grants you a +3 item bonus to AC and a Dex
cap of +3. The item bonus is cumulative with those
Stain You gain weakness to silver equal to half your level. from bracers of armor and mage armor but they are not
Reverting to your humanoid form requires a Will save cumulative with one another.
with a DC equal to your Fight the Curse DC +2.
Stain Your hide-like skin becomes thick and durable, but
Critical Success You shape change into your humanoid armor never quite fits right anymore. You can no longer
form. benefit from item bonuses to AC from armor, including
Success As critical success but retain some form of explorer’s clothing. You can still wear normal clothing
animalistic traits of your hybrid from until the next and accessories.
dawn.
Failure You remain in your hybrid form until the next FERAL WEAPONRY FEAT 10
dawn.
Critical Failure Your curse Manifests.
| |
UNCOMMON CURSE ARCHETYPE

Hybrid Form � You change shape into your hybrid form. Prerequisites Werebeast Curse Dedication
While in hybrid form, your scent increases to 30 feet and
you gain the unarmed attacks associated with your Growing fangs and claws, you gain natural weapons to bite
cursed beast, as listed in Table D—1. and tear at your victims.
Gift You gain the unarmed attacks of your hybrid form as
BLOODHUNT FEAT 6 according to Table D–1, even when in humanoid form.
| |
UNCOMMON CURSE ARCHETYPE While in hybrid form, your unarmed attack damage is
increased, as listed in Table D–1.
Prerequisites Werebeast Curse Dedication Stain Your nails and teeth become harder and more sharp
as your hands start to warp more into paws. This makes
simple tasks using manual dexterity like wielding a
Table D–1: Hybrid Form weapon or opening a door much more difficult. You take

Werebeast Attack Damage* Traits*


Arourathrope (Rat) Jaws 1d6 (1d8) P Agile, (deadly d10), finesse, unarmed
Gatathrope (Cat) Claw 1d6 (1d8) S Agile, finesse, unarmed
Tigrithrope (Tiger) Claw 1d6 (1d8) S Agile, finesse, unarmed
Arkoudathrope (Bear) Jaws 1d8 P unarmed
Claw 1d4 (1d6) S Agile, (shove), unarmed
Kaprothrope (Boar) Tusk 1d6 (1d8) P (Deadly d10), shove, unarmed
Lycanthrope (Wolf) Jaws 1d6 (1d8) P (Trip), unarmed
Claw 1d4 S Agile, unarmed
*Abilities in parentheses refer to abilities and damage increases that are gained upon gaining the Feral Weaponry Feat.
a -1 status penalty to attack rolls with weapons. In Special Your unarmed attacks now carry your curse.
addition, at the GM’s discretion, some tasks such as Your unarmed attacks gain the Curse trait, and when you
counting coins or opening doors might become more deal damage to a creature with them, the creature must
difficult, require more time, or become simply attempt a Fortitude save against your Fight the Curse DC.
impossible for you. On a failure, they become afflicted by the Werebeast
Consuming Curse.
Special There is no more hiding the stains of your
curse. Your hybrid form is leaving permanent changes on BESTIAL STRIDE FEAT 16
your body, and most observers could guess which beast
your curse relates to. Even if you somehow escape the | |
UNCOMMON CURSE ARCHETYPE
curse, these cosmetic changes remain–you are forever
marked by the beast within you. Prerequisites Werebeast Curse Dedication
SILVER ALLERGY FEAT 12 The muscles and sinew of your legs change and they
become digitigrade, allowing for rapid, animalistic strides.
| |
UNCOMMON CURSE ARCHETYPE
Gift Your Speed increases by 10 feet. In your hybrid form,
Prerequisites Werebeast Curse Dedication you can use the High Jump and Long Jump activities as
a single action. If you do, you don’t perform the initial
The curse flowing through you has altered your body your Stride and you don’t fail if you do not Stride 10 feet.
skin becomes hide but you now feel the sting of silver like Stain Your legs and feet are now permanently warped,
never before. making it hard to hide their twisted nature and difficult to
Gift You gain resistance to all physical damage (except wear footwear. When you wear shoes or boots, including
silver) equal to the number of Werebeast feats you have. magic items with the worn shoes usage, you become
clumsy 2 and suffer a -20-foot penalty to your speed.
Stain The presence of silver makes you uncomfortable.
You can not bear to touch it, let alone wear it, or wield a BLOODHUNT FRENZY FEAT 18
silver weapon. Your weakness to silver is now equal to
your level. Additionally, you take a -1 status penalty to | |
UNCOMMON CURSE ARCHETYPE
Will saves at night. The penalty is -2 if you are in an area
of moonlight, or -3 if the moon is full, regardless of Prerequisites Bloodhunt
exposure to moonlight.
The strength of your curse surges through your fangs and
STRIKES OF THE ACCURSED FEAT 14 claws, enabling you to rend the flesh of your victims.
| |
UNCOMMON CURSE ARCHETYPE Gift You gain the Frenzied Onslaught action.
Frenzied Onslaught � (flourish, open) Requirements
Prerequisites Feral Weaponry You are in hybrid form and you have a hunted prey;
Effect You rush towards your prey, filled with
Your hunger for the fresh kill drives your strikes to strip bloodlust, and attempt to tear it to shreds. Stride up
flesh from bone and every bite and claw can now be a to your speed and make three unarmed Strikes
source of infection. against your hunted prey. This counts as three
Gift When you critically succeed with a Strike from an attacks towards your multiple attack penalty, but only
unarmed attack granted by your consuming curse, it applies once all three attacks are resolved.
deals an additional 1d4 Stain Your body becomes completely feral. Your hands
persistent bleed damage for and feet lose all signs of what they were before,
each weapon damage die. replaced by bestial appendages. You gain a –3 status
Stain The circumstance penalty to strikes made with a weapon.
penalty from feral weaponry
increases to -2 when ACCURSED BEAST FEAT 20
wielding a weapon, and
you no longer add your
| |
UNCOMMON CURSE ARCHETYPE
Strength modifier to Prerequisites Hybrid Form
damage rolls made with
melee weapons. Whatever you once were is now gone. Your name is spoken
with fear, a cautionary tale synonymous with the curse
itself. Wherever you go, the curse is left in your wake,
people become beasts and wildlife goes feral.
Gift Your sent becomes a precise scent of 30 feet, and a
precise scent of 60 feet for all things concerning your
hunted prey. Additionally, you can use Hunt Prey as a
free action with the following trigger “You roll initiative
or your hunted prey dies.”.
Stain You are little more than a beast, a creature of
violence and instinct. Something inside of you may long
to escape the curse, but without help, you never will.
Your hybrid form becomes permanent and you can no
longer Fight the Curse.
Chapter 4 - Feats
Competence is a strange thing isn’t it? Some people think it to be raw talent. Others proudly claim it is nothing but hard
work and determination. As a capable man myself, I can’t quite say I know for sure. The way I see it, it is but a mere
collection of abilities I have acquired over time which, when paired together, make for a greater total than the sum of its
parts. I could be wrong truly, but you can never go wrong by learning a new trick. How about you try?
General and Skill Feats downtime you fuse the eldritch essence of your familiar into
your animal companion. While in this state, the two become
one creature and you lose access to your familiar. This new
AMMUNITION TINKERER FEAT 1 eldritch animal companion functions as an animal
companion with the following changes:
|
GENERAL SKILL • Your animal companion gains the familiar and master
abilities your familiar had, and you may change its
Prerequisites trained in Crafting
familiar and master abilities as though it were your
familiar.
Resourceful and creative, you never run out of ammunition.
During your daily preparation, you can create 1d4 pieces of a • Your animal companion's Intelligence modifier
single type of non-magical ammunition from whatever becomes equal to half your spellcasting modifier (or
material happens to be on hand. These pieces of ammunition Charisma if you do not have one, minimum +0). It
are considered shoddy items for everyone but you. becomes trained in any skills your familiar would add
your spellcasting modifier to.
DOVE SOLDIER FEAT 1 • Your animal companion loses the mount ability if it
had it. You can spend an additional familiar ability,
GENERAL either permanently or on a per-day basis, to restore
Whether from an intent to take them alive, or from pacifist the mount ability.
nature, you’ve mastered the art of keeping your enemies alive. • Any class features or feats that interact with or affect
When you make a nonlethal attack with a weapon that does your familiar function with your animal companion.
not have the nonlethal trait, you no longer take the -2
Once this fusion has taken place, it cannot be reversed
circumstance penalty to your attack roll.
without retraining Eldritch Companion, but you can make your
Special If you can cast spells, the Nonlethal Spell wizard
familiar into a specific familiar as normal, even if your familiar
feat gains the general trait and loses the wizard trait for you.
is already fused with your animal companion.
PET FEAT 1 FOUND FAMILIAR FEAT 3
|
RARE GENERAL
|
RARE GENERAL
You have an unexpected companion to join you on your
Maybe through practice or skill or maybe a chance encounter
adventures; a loyal and magical pet. You gain a familiar using
you have gained the services of a loyal familiar. You gain a
the rules in chapter 3 of the Core Rulebook. The type of animal
familiar using the rules in chapter 3 of the core rulebook. The
is up to you but it doesn’t gain any familiar or master abilities
type of animal is up to you.
except those related to your pet’s form (such as flier for a bird,
or amphibious for a frog) which cannot be changed
as normal.
LIGHT-FOOTED ELUSION FEAT 4
Special If you would gain a familiar from another source, |
GENERAL SKILL
your pet can become the familiar. If you have done so—and
you are 2nd level or higher—this feat acts as the Enhanced Prerequisites expert in Acrobatics
Familiar feat, including for the purposes of prerequisites.
Either by agility or by grace, you can pass by your enemies
ENVIRONMENTAL ADAPTATION FEAT 1 without hindrance. When you Tumble Through the space of a
large or smaller creature, you don’t treat its space as difficult
GENERAL terrain. If you’re legendary in Acrobatics, this benefit applies
You acclimate yourself to the environment faster than most. against creatures of any size.
Whenever you spend at least 1 day in an extreme
environment, you treat it as one degree of severity lower. SCATTERED PETALS FEAT 4
DEXTROUS HANDS � FEAT 3 |
GENERAL SKILL

Prerequisites Expert in Athletics


GENERAL

Prerequisites Trained in martial weapons When you disarm your opponent you can send their weapon
flying. Whenever you critically succeed a Disarm check, you
You can swap your weapons around more efficiently than can fling the item 15 feet away in a direction of your choice.
most. You Interact to put away the weapon you are currently
wielding, then you Interact to draw a different weapon. DEFT HANDS � FEAT 7
Alternatively, you may Interact to draw a weapon, then
Interact to utilize the modular trait on a weapon you are |
GENERAL MANIPULATE
holding. Frequency Once per turn
ELDRITCH COMPANION FEAT 3 With deftness and speed, you can perform simple actions
without a second thought. You use your hand or hands to
|
RARE GENERAL perform one of the following Interact actions:
Prerequisites an animal companion and a familiar • Change your grip by adding a hand to an item
• grab an unattended object
You have learned to channel your familiar and animal • pass an item or take an item away from a willing
companion into a single fused being. By spending a day of creature
• open or close a door WHAT ABOUT SECOND REST? FEAT 11 ANCESTRIES
• stow an item
GENERAL
You might have to attempt a skill check to determine if CLASSES
your Interact action was successful, at the GM’s Frequency once per day
discretion. ARCHETYPES
You require a midday nap to tend to your wounds. You rest for
FEATS
HURDLE STRIDE FEAT 7 1 hour. You regain hit points, roll saving throws against
ongoing effects and reduce your drained condition by 1, as if
you had taken a long rest; you do not recover spell slots or the ITEMS
|
GENERAL SKILL
uses of limited frequency abilities and item activations.
Prerequisites master in Athletics, Powerful Leap
AMMUNITION RECYCLER FEAT 13
You can move without much care for the obstacles in your
path. Whenever you Stride, you can Leap once at any point of GENERAL
your movement. The distance of the Leap still counts as As an exploration activity, you can spend 10 minutes
movement for the purpose of your Stride. attempting to recover any ammunition that you have recently
fired. Make a DC 10 flat check.
PERIPHERAL AWARENESS � FEAT 7 Critical Success You recover all ammunition that you have
fired within the last hour.
GENERAL Success You recover half of all ammunition that you have
fired within the last hour.
Prerequisites master in Perception
Requirements you can see both creatures flanking you
Trigger A creature flanking you attacks you. Teamwork Feats
You employ your battlefield awareness to avoid distractions
and protect yourself from surrounding enemies. You are The sight of people working together, no matter their
not considered flanked by this creature for the purpose of aim, has ever warmed my heart. Little else gives me
this attack. such hope for a better future. ~ Sinclair
Tactical coordination can be the crucial difference
STAVE OFF FATIGUE � FEAT 7 between success and failure when lives are on the line.
GENERAL This can be as simple as communicating efficiently, or
as convoluted as devising elaborate schemes and
Prerequisites Constitution 14; Toughness
Frequency once per day executing complex martial maneuvers in tandem.
Trigger You begin your turn. While many adventurers assist their fellow party
members by contributing their solo skills, some take
You can ignore fatigue for longer than most, but at a grave
team synergy a step further. Teamwork feats grant
consequence. You ignore the effects of the fatigued
condition for 1 minute. If you gain the clumsy, enfeebled, or shared benefits to adventurers who train together.
stupefied condition during this minute, the value of the
Teamwork feats are class, general, or skill feats, but
condition is increased by 1.
always involve two or more actors and each possess a
SUDDEN INSIGHT � FEAT 7 Teamwork entry. This Teamwork entry lists an added
benefit applicable if each other involved actor also
|
GENERAL SKILL possesses that specific feat; such allies are referred to
Trigger You roll initiative as “teammates”. Teamwork feats with the class trait
can be taken by any class—including via class feats
Your quick thinking on the battlefield allows you to granted by multiclass archetype feats, such as the
analyze your foes with sudden acuity. You Recall
Knowledge about a foe you can see. fighter archetype’s Basic Maneuver—and gain the class
trait associated with the appropriate class.
EFFORTLESS TUMBLE FEAT 11 TACTICAL SWAP � FEAT 1
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GENERAL SKILL
| |
CLASS MOVE TEAMWORK
Prerequisites Light-Footed Elusion, master in Acrobatics
Requirements You and the chosen ally are both able to Step.
You can sprint across the battlefield just as nimbly as the
You and your allies move in perfect coordination. You and an
wind. When you succeed on a check to Tumble Through, you
adjacent ally simultaneously Step into the other’s space,
can attempt it once again before the end of your Stride. If you
swapping spaces.
are legendary in Acrobatics, you can Tumble Through up to
three times during a single Stride. Teamwork Benefit You may use Tactical Swap as a
reaction with the following trigger; an adjacent teammate is
the target of an attack that you are aware of. After swapping Teamwork Benefit When you successfully Aid a
places this way, you become the new target of the attack. teammate this way, in place of the normal bonus, you may
instead apply the following benefit: If your teammate rolls a
MANY HANDS MAKE LIGHT WORK FEAT 1 success on the check to Disarm, they get a critical success
instead. If your teammate rolls a critical success, you may
| |
GENERAL SKILL TEAMWORK either kick the disarmed item up to 10 feet in a direction of
your choice, or pick up the disarmed item; if you don’t have a
Prerequisites trained in Thievery, Subtle Theft free hand to pick up the item, you may release the disarmed
creature to do so.
You’ve become quite adept at coordinating your larceny with
allies. When you Steal, if an ally is within 10 feet of both you
and your target, you apply the penalty from Subtle Theft to the
GET BACK! � FEAT 4
target’s Perception DC. | |
CLASS TEAMWORK AUDITORY
Teamwork Benefit When you fail (but not critically fail) a
You call out to your allies, coordinating your assault. An ally
Thievery check to Steal or Palm an Object, one of your
of your choice who can hear you or see you casting the spell
teammates can spend a reaction to Create a Diversion; in
can spend their reaction to Step; Get Back gains the auditory
place of the normal effect, any creature against whom the
or visual trait, as appropriate. You then Cast a Spell with a
check was successful does not witness your Thievery
Cast of two actions or fewer.
attempt.
Teamwork Benefit Your teammate can Stride up to half
BANTER FEAT 2 their Speed instead of a Step.

| |
GENERAL SKILL TEAMWORK REDIRECT SHOT � FEAT 4
Prerequisites Expert in Diplomacy |
CLASS TEAMWORK
You position a part of your panoply to redirect your ally’s shot.
You’ve cultivated the art of quickly bouncing words off your
Choose an ally within 30 feet. Until the beginning of your next
allies. When you attempt to Aid an ally to Make an Impression
turn, whenever that ally makes a ranged Strike, they can
or Request, you gain a +1 circumstance bonus on your
treat your position as their own for the purpose of
check to Aid.
determining cover.
Teamwork Benefit You treat a critical failure on your Aid
check as a failure instead. Additionally, on a success, you Teamwork Benefit You can choose any number of
automatically succeed on any further attempts to Aid your teammates when you use this action. Affected teammates
teammate this way during the same scene (you still roll to can also treat your position as their own when determining
attempt to get a critical success, but can’t get a worse result their range increment.
than success).
SLICE AND DICE � FEAT 4
SLOW BURN FEAT 2 |
CLASS TEAMWORK
|
CLASS TEAMWORK You set up your opponent for your allies to finish them off.
Make a melee Strike. If the Strike hits, each ally with whom
Prerequisite the ability to cast spells from spell slots you are directly flanking the creature can spend their reaction
to increase the damage you deal by 1d6, to a maximum of 1d6
When weaving your spells, you leave room for fellow casters per weapon damage die of your attack.
to infuse a bit of their magic into it. When you Cast a Spell
from your spell slots that targets a single creature, does not Teamwork Benefit Teammates can spend their reaction
deal damage and has a duration, an ally within 30 feet may to increase your damage as long as they threaten the
spend a reaction to expend a spell slot or a prepared spell creature, whether or not they are flanking it.
that deals damage. If they do so, the target of your spell takes
damage equal to the expended spell level every turn. This UP YOU GET! FEAT 5
damage is of the same type as the expended spell would have
dealt, if the spell would deal two types of damage, your ally |
GENERAL TEAMWORK
chooses one. You never let your allies fall behind. As long as you have a free
Teamwork Benefit Your teammate may designate a hand, allies within your unarmed reach do not trigger
Cantrip instead of spending a spell slot. If they do so, the reactions when they stand up.
target takes half the spell level in damage instead. The Teamwork Benefit You can spend a reaction when an
designated Cantrip must be one that deals damage and the adjacent teammate begins their turn prone; if you do, they
damage type is determined by the damage type of the Cantrip, stand up as a free action.
as normal.
COORDINATED GUARD FEAT 6
TWIST THE ARM FEAT 2
|
CLASS TEAMWORK
| |
GENERAL SKILL TEAMWORK
Your allies are familiar enough with your combat tactics to
Prerequisites expert in Athletics protect themselves at a moment’s notice. Your allies gain a
+1 status bonus to saving throws against spells or abilities
When an ally attempts to Disarm a creature you have grabbed you use that target an area.
or restrained, you may Aid as though you had made suitable Teamwork Benefit Your teammates gain a +2 status
preparations to help. bonus instead.
ELEMENTAL INFUSION � FEAT 6 Trigger An adjacent ally attempts a Reflex save against a ANCESTRIES
hazard.
|
CLASS TEAMWORK
CLASSES
Prerequisite the ability to cast spells from spell slots Always ready to pull your allies from danger, you’ve become
Requirement You have an ally within 30 feet capable of adept at assisting them in avoiding hazards. You may attempt ARCHETYPES
casting spells from spell slots. to Aid your ally’s save, using your own Reflex saving throw
modifier, even if you haven’t prepared to do so. FEATS
Trigger An ally Casts a Spell from their spell slots that deals Teamwork Benefit On a success to Aid, in place of the
damage and doesn’t have a duration normal benefits, you may have your teammate treat their save ITEMS
as one degree of success better.
You can change the nature of your allies’ spells using your
own casting. You expend a spell slot or prepared spell of the TANDEM CLIMBING FEAT 7
same level that deals energy damage; the triggering spell
deals damage of the same energy type instead of its normal | |
GENERAL SKILL TEAMWORK
damage and gains the appropriate elemental trait. If the spell
already had an elemental trait, it loses it. Prerequisite master in Athletics, Combat Climber
Teamwork Benefit You may expend a spell slot of any
level instead. If you expend a spell slot of the same level or You’ve learned that the easiest way to climb a mountain is
greater, the spell deals 1d6 additional damage and 1d6 with a partner. You reduce the simple DC for climbing
additional damage for every two spell levels higher than the surfaces by 5. Additionally, when using a climbing kit, you no
triggering spell. longer move half as quickly when attaching yourself to the
surface; you can forgo this benefit to extend the DC reduction
HIGH AND LOW � FEAT 6 to an ally climbing the same surface.
Teamwork Benefit While climbing the same surface as a
|
CLASS TEAMWORK OPEN | teammate, you have a climb Speed equal to 5 feet plus 5 feet
for every 20 feet of your land Speed, and if you are attached
One goes high, one goes low. Make a melee Strike. An
to the surface via a climbing kit, you can Climb without a free
adjacent ally can then spend a reaction to attempt to Trip that
hand.
creature.
Teamwork Benefit If your teammate’s check to Trip TERRIFYING EMPHASIS � FEAT 7
succeeds, your Strike does not increase your multiple attack
penalty. | |
GENERAL SKILL TEAMWORK

HELPFUL REDIRECTION � FEAT 6 Prerequisites master in Intimidation


Trigger An ally within 30 feet successfully Strikes a creature.
|
CLASS TEAMWORK
When an ally strikes, you’re always quick to follow up with a
Trigger Your ally fails (but not critically fails) a Strike against threat. You attempt to Demoralize the target of your ally’s
a creature within your reach. Strike.
Teamwork Benefit You can Demoralize the target of your
You create a last second opportunity for your ally to hit the teammate’s Strike even if it’s temporarily immune. If your
mark. Make a melee Strike against the target. If it’s a success, teammate’s Strike was a critical hit, you may roll twice on your
your Strike deals no damage, but the triggering ally treats check to Demoralize and take the better result; this is a
their strike as a success instead. fortune effect.
Teamwork Benefit If your Strike succeeds, it deals
damage of the appropriate type equal to the higher of your ENERGETIC ECHO � FEAT 8
Strength or Dexterity modifier. If your Strike critically
succeeds, your Strike deals normal damage instead. | |
CLASS METAMAGIC TEAMWORK

TWO-HANDED DELIVERY � FEAT 6 Requirements An ally within 30 feet has Cast a Spell which
deals energy damage since the end of your previous turn
|
CLASS TEAMWORK
You integrate the lingering energy of your allies’ spells
Prerequisite trained in Athletics into yours. If your next action is to Cast a Spell that
Requirements You are adjacent to an ally wielding a two- deals damage and doesn’t have a duration, it deals additional
handed weapon. damage equal to the required spell’s level, or half the
spell’s level if it's a Cantrip. This damage is of the same type
You launch yourself off your ally’s weapon to strike from as the damage of the required spell. If the spell dealt more
further away. Make a Long Jump; you do not make the initial than one energy damage type, you chose which type for
Stride, nor do you fail if you don’t Stride 10 feet. Your adjacent the additional damage.
ally may use their reaction to Aid you in this Long Jump. If you Teamwork Benefit The additional damage is equal to
end your Long Jump within reach of an enemy creature, you double the required spell's level instead of the spell's level, or
may make a Strike against it. the spell's level instead of half for a Cantrip.
Teamwork Benefit You gain the benefits of your ally's
Aid check to the Strike as well as the Long Jump. DISTANT SHIELD � FEAT 8
SAVING HAND � FEAT 7 |
CLASS TEAMWORK

|
GENERAL TEAMWORK Requirements You have a shield raised and the triggering
ally has a free hand.
Prerequisite expert in Reflex saves
Trigger An ally within 30 feet is targeted by an attack they are ally to get a shot in. Attempt to Grapple an adjacent creature.
aware of. On a success, an ally of your choice within 30 feet can spend
a reaction to make a ranged Strike against the creature.
You toss your shield to protect your ally. Your ally is now Teamwork Benefit You can use Pincushion as a single
holding the shield and has it raised—applying the AC increase action; if you do, only a teammate can make the ranged
when determining the result of the triggering attack—and you Strike.
are not.
Teamwork Benefit Your teammate can toss the shield
back to you as a free action at the end of the turn in which Last Stand Variant
they were attacked; if they do, you may immediately Raise the
Shield again as a free action. The will to live can be such a powerful thing, and the
Special Distant Shield and Impart Shield are treated as the
resilience of one who can feel the end is nigh is so often
same feat when determining teammate status.
the source of true heroism. How this resilience
IMPART SHIELD � FEAT 8 manifests may vary from one to another, and the
choices made are unique to its own, but they all share
|
CLASS TEAMWORK
one thing: they are memorable.
Requirements You are affected by the shield cantrip.
Trigger An ally within 30 feet is targeted by an attack. Sometimes, in a story of heroic proportions, a
character simply falling unconscious due to physical
You can transfer your magical protections to another at a stress is boring. Heroes defy the odds and get through
moment’s notice. Your shield cantrip transfers to your ally,
applying the AC increase when determining the result of the insurmountable difficulties to complete their quest,
triggering attack; if your ally uses Shield Block with the even if it means staving off death for just a few more
cantrip, you are treated as if you had used it for the purpose seconds. last stand actions allow you to do just that.
of the shield cantrip’s restrictions (including any alterations
from the psychic’s amped version, if appropriate). This variant rule introduces the last stand condition
Teamwork Benefit If it is still active, you can revert your and last-stand trait. This condition is applied to
shield cantrip back to yourself as a free action at the end of
the turn in which your ally was attacked, any player character who has just been reduced to 0 hit
Special Distant Shield and Impart Shield are points, before they fall unconscious. While in Last
treated as the same feat when determining teammate status. Stand, a character is prone, takes a -4 penalty to
AC, can speak to an adjacent creature and can take one
WATCH YOUR STEP � FEAT 8
action at the start of their next turn, before rolling their
| |
CLASS FLOURISH TEAMWORK first recovery check, after which they fall unconscious
Requirements You and an ally are flanking the target.

Make a Shove attempt against the target creature, applying


the penalty from the flat-footed condition to the target’s
Fortitude DC.
Teamwork Benefit If your Shove would move the target
into your flanking teammate’s space, your teammate can
spend a reaction to Step to either side of the forced
movement path, then attempt to Trip the target, even if they
don’t have a hand free and/or the target is more than one size
category larger.

CHARGING ASSAULT � FEAT 10


|
CLASS TEAMWORK OPEN |
You and your allies rush into the heat of combat. You Stride
twice. Allies within 15 feet of your starting point can spend a
reaction to Stride. If you end your movement within melee
reach of at least one enemy, you can make a melee Strike
against that enemy after all Strides have been resolved.
Teamwork Benefit A teammate that ends their
movement within reach of an enemy creature can make a
melee Strike as part of their reaction. Each teammate that
makes a Strike this way becomes slowed 1 until the end of
their next turn.

PINCUSHION � FEAT 10
|
CLASS TEAMWORK FLOURISH|
You grab your opponent, twisting them into position for your
and become dying as normal. When a character any other type of alchemical item, you may toss it to a nearby ANCESTRIES
gains the Last Stand condition, as usual for any ally within 20 feet.
creature reaching 0 hit points, they immediately move CLASSES
their initiative position accordingly. If a character
GO DOWN SWINGING �
ARCHETYPES
with the Last Stand condition uses any action or BARBARIAN LAST-STAND |
reaction, they fall unconscious immediately after the FEATS
Trigger You gain the Last Stand condition
action is resolved, and begin dying as normal. If
ITEMS
they take any damage at any point, they immediately You may be going down, but you're taking them with you.
fall unconscious and begin dying as normal. For any Make a melee Strike against a creature. If the Strike fails,
it deals damage to the creature equal to your rage bonus
other purpose than the ability to take last stand damage.
actions, a character with the last stand condition is
considered dying. DYING CRESCENDO

GM’ing Last Stand | |


BARD COMPOSITION EMOTION ENCHANTMENT |
LAST-STAND MENTAL |
Characters in Last Stand are often so wounded they Utilizing your own ill fate, you give one final moving
performance. All allies within 60-feet gain a +1 status bonus
could easily be confused with a dying or a dead to attack rolls and AC until the end of their next turn.
character at first glance, and most intelligent
creatures, unless extremely perceptive, would consider FINAL DEFENSE �
them out of the fight. When determining if you should
strike a character during their Last Stand, consider the
CHAMPION LAST-STAND|
question the same way you would a dying character. Trigger You gain the Last Stand condition
Alternatively, you can incorporate the slight Even at death's door you will not abandon your allies. You do
distinction between Last Stand and Dying in the not fall prone, can Stride up to 15 feet instead of Crawling and
combat dynamic, by making an intelligent creature roll you do not take the Last Stand -4 penalty to AC. Until the
beginning of your next turn, you can use your champion
a perception check with a hard DC for its level when reaction whenever its trigger occurs. As normal with the Last
adjacent to a character in Last Stand, or by having the Stand condition, if you use any action, reaction or take any
creature use the Seek action, like a wolf sniffing the damage, you fall unconscious immediately and begin dying.
body before deciding what to do next.
FINAL PRAYER
Basic Actions |
CLERIC DIVINATION LAST-STAND |
While in Last Stand, a character can only use three You use your last breath to pray your allies don’t share your
basic actions: Crawl, Seek, and Recall Knowledge. fate, or to wish misery upon your foes. Allies within 60 feet
gain a +1 status bonus to saving throws until the end of your
When using the Seek or Recall knowledge action, the next turn. If you have the harmful font, enemies within 60 feet
character can share the gathered information with the gain a -1 status penalties to their saving throws instead. At
party or Point Out something as part of the action. level 11, the bonus or penalty increases to +2 or
-2 respectively.
Class Actions
NATURE’S RESILIENCE
Every class treats its final moments differently. As
such, each class has access to its own unique Last ABJURATION DRUID LAST-STAND| |
Stand action. Instead of using one of the listed basic Calling on nature's protection, you temporarily thicken the
skin of your allies. All allies within 30 feet gain resistance 1 to
actions, a character can spend a Hero Point to use its
bludgeoning, piercing, and slashing damage for 1 round. This
class specific Last Stand action. resistance increases by 1 at levels 7, 13, and 19.

TAKE THIS
ONE LAST STRIKE �
|
ALCHEMIST LAST-STAND
Using the last of your strength, you pull out and throw one last
|
FIGHTER LAST-STAND
surprise! You may create a single alchemical item of up to Trigger You gain the Last Stand condition
half your advanced alchemy level that's in your formula book.
You do not need to spend an alchemical reagent or to attempt Even bleeding, you’re prepared to strike, one, more, time.
a Crafting check. This item has the infused trait, but it Make a melee Strike; if the Strike is a critical hit the creature
remains potent only until the start of your next turn. If this is flat-footed against the next melee Strike made against it
item is an alchemical bomb, you may make a ranged attack before the end of your next turn.
with it on an enemy within your first range increment. If it is
PULL THE TRIGGER attack. On a failure, this attack deals your sneak attack
damage to the creature.
|
GUNSLINGER LAST-STAND
You may not be able to stand, but you can pull a trigger. You SUDDEN VITAMANCY
can use the Slinger’s Reload action granted by your way, and
make a Strike with the reloaded firearm or crossbow. |
LAST-STAND SHAMAN
You use the last dregs of your vitality to turn the tide. You use
the vitamancy action granted by your emblem, you do not
LAST RESORT need to supply its vitamancy cost.
|
INVENTOR LAST-STAND
You always knew this day would come. Initiate self-
BLOOD PANIC
destruct sequence. Use the Explode action.
|
LAST-STAND SORCERER
As the adrenaline of near-death floods your body, you release
HIT THEM THERE! the magic of your bloodline. Cast one of your bloodline focus
spells even if you have zero focus points left. The spell’s level
|
INVESTIGATOR LAST-STAND
is half your usual focus spell level (minimum 1). Your blood
Don't let your ally make a mistake! Make sure they hit them magic effect applies as normal.
where it hurts! You use the Recall Knowledge action on a
creature. On a success, an ally of your choice deals an
extra 1d6 precision damage against that creature until the
EXERT BOND
end of their next turn. If you have already successfully |
LAST-STAND SUMMONER
Recalled Knowledge on this target, you automatically
succeed the check for this action. In a vengeful act, your eidolon lashes out before being sent
back to its plane. Your eidolon makes a Strike before it
unmanifests.
CASCADE FALLOUT
|
LAST-STAND MAGUS ONE LAST TRICK �
Cast a Spell or cantrip requiring 2 or fewer actions to cast. |
LAST-STAND SWASHBUCKLER
Instead of the normal target and effects of the spell, an ally
within 30 feet is empowered by the spell's energies. Their Trigger You gain the Last Stand condition
Strikes deal an additional amount of damage equal to the
spell's level (or half the spell's level if it was a cantrip, Even when the odds are stacked against you, that one trick
minimum 1) until the end of their next turn. if the spell dealt always pulls through. Use one skill action that grants you
one or more types of damage, the damage is of one of those panache based on your Swashbuckler Style (for example,
types. Otherwise, it is the same damage type that Arcane Demoralize if you are a Braggart or Trip if you are a Gymnast).
Cascade would grant.
RAZOR'S EDGE �
MEDITATION |
LAST-STAND THANATOR
LAST-STAND MONK| Trigger You gain the last stand condition
Rather than focus on the battle at hand, you focus on
controlling your body. You do not make a recovery check this Your focus straddles you on the edge of death. You do not fall
turn and your dying value does not change. You do not fall prone and do not suffer the -4 penalty to AC from last stand.
unconscious after using this action. Instead, you can sustain You cannot gain or lose Hit Points until you fall unconcious,
this action each turn with a concentrate action up to a including Temporary Hit Points. You can perform a single
maximum of 3 turns. Afterwards, you fall unconscious and action you normally have access to before immediately
begin dying. falling unconscious.

SHARED EDGE HELP ME OUT


|
LAST-STAND RANGER
|
LAST-STAND WITCH
Sometimes you need to rely on your allies to get the job done, You're never truly alone so long as your familiar is still by your
and you'll tell them exactly how to do it. Grant one ally your side. Command your familiar, giving it two actions.
Hunter's Edge bonus against your hunted prey until the end of
their next turn. If you have no hunted prey, you can designate
one for the chosen ally. ARCANE BOLT

NOT DEAD YET


| | |
ARCANE EVOCATION FORCE LAST-STAND WIZARD |
You're only able to conjure a crude bolt of raw energy, but
|
LAST-STAND ROGUE it can still do some damage. Make a spell attack roll
against one creature within 30 feet. On a hit, the target
It's the perfect plan. They think you're done, but not quite.
takes force damage equal to your intelligence modifier. At
Make a Strike against a creature. They are flat-footed to this
levels 5, 9, 13, and 17, you're able to fire an additional bolt.
You can select a different target for each bolt.
Chapter 5 - Items
I have collected many trinkets and trophies over the years. Even myself designed some impressive magical devices if I may
say so. And yet, every time I feel like I have seen it all, a new wonder falls on my lap. You should see the things Balate
brings back from her travels, it never ceases to amaze me, truly.
Items of Wonder A spell bomb is thrown as an alchemical bomb, bearing the
manipulate trait and unleashing the spell stored inside on a
successful hit. If the area of the stored spell is a burst, it is
These new curious and wondrous items, ranging from centered on a corner of the target's square or, if the target is
exotic weapons to ancient artifacts as old as time, Large or larger, the square corner closest to the center of the
target; you choose the corner if more than one is eligible. For
should complement any adventurer’s arsenal. lines and cones the area emanates from the space adjacent
to the target that is closest to you and is directed away from
CHAINED BLADES ITEM 1 you. You may choose whether or not the target is affected by
an emanation when you activate the spell bomb. The spell
UNCOMMON
bomb creates only a single contiguous area—even if the spell
Price 5 gp; Damage 1d6 S; Bulk 1 would create more than one—and affects all creatures within
Hands 1 the area, whether they are friend or foe. The DC of any saves
Category Advanced are determined by the level of the spell bomb. If the Strike
Group Sword; Traits reach, twin, tethered, versatile P misses, the spell bomb falls in the target’s space, unharmed,
and can be activated again. If the Strike is a critical failure,
These curious weapons are short curved blades affixed to a the spell bomb malfunctions and is destroyed instead.
chain to be wrapped around the wielder's forearms. Designed
to be wielded in tandem, a pair of chained blades can deliver Type 1st-Level Spell; Level 3; Price 12 gp; DC 17
a maelstrom of steel on a battlefield.
Type 2th-Level Spell; Level 5; Price 30 gp; DC 19
WORD OF THE DAY CALENDAR ITEM 1
Type 3th-Level Spell; Level 7; Price 70 gp; DC 23
ENCHANTMENT MAGICAL |
Type 4th-Level Spell; Level 9; Price 150 gp; DC 25
Cost 12 gp

Magically improve your vocabulary with a new word every Type 5th-Level Spell; Level 11; Price 300 gp; DC 28
day! During your daily preparations, choose a word that your
character did not know previously. Until your next daily Type 6th-Level Spell; Level 13; Price 600 gp; DC 30
preparations, the next time you use that word in a
conversation you gain a +1 circumstance bonus to one Type 7th-Level Spell; Level 15; Price 1,300 gp; DC 34
Deception, Diplomacy, or Intimidation check made during that
same conversation. Type 8th-Level Spell; Level 17; Price 3,000 gp; DC 37

INTRODUCTORY GUIDE ITEM 3+ Type 9th-Level Spell; Level 19; Price 8,000 gp; DC 41

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DIVINATION GRIMOIRE | MAGICAL Craft Requirements Supply a listed-level casting of a spell
which must have an area of burst, emanation, line, or cone.
Bulk L
SPELL STONES ITEM 3+
This thick textbook is of good facture, if a little plain, and is
the favored grimoire of magic initiates. A guidance cantrip is |
UNCOMMON CONSUMABLE MAGIC |
written in every magical tradition at the back of the book and
Usage Held in 1 hand; Bulk L
each page has a sidebar filled with helpful tips and factoids
for those aspiring to aptitudes both magical and mundane. Activate � interact
Activate � interact, envision; Frequency once per day; Made from the broken remains of spent aeon stones, these
Requirements Your last action was to cast a divination curious items are overcharged with raw magical power. They
spell prepared from this grimoire and you are holding the allow practitioners of the magical arts to recast spells already
grimoire; Effect The introductory guide seeks to aid you in expended, albeit at a cost. Upon crushing one of these stones
answering a fairly basic question. You may Recall in your hand, an expended spell of the indicated level is
Knowledge using an automatic check result of 10 restored and you become drained with a value indicated by
regardless of the topic, ignoring all other bonuses and the spell stone used. More powerful versions of these stones
penalties. If you are under the effects of a guidance spell can restore higher level spell slots.
prepared from this grimoire, the automatic check result is
10 plus your proficiency modifier in the appropriate skill Type 1st level spell, Drained 1; Level 3; Price 12 gp
and it may benefit from the status bonus from guidance.
Type 2nd level spell, Drained 1; Level 5; Price 30 gp
Type introductory guide; Level 3; Price 58 gp
Type 3rd level spell, Drained 1; Level 7; Price 70 gp
Type greater introductory guide; Level 9; Price 620 gp
The frequency of the activation becomes once per hour. Type 4th level spell, Drained 2; Level 9; Price 150 gp

SPELL BOMB ITEM 3+ Type 5th level spell, Drained 2; Level 11; Price 300 gp
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ABJURATION CONSUMABLE MAGICAL | Type 6th level spell, Drained 2; Level 13; Price 600 gp
Usage held in 1 hand; Type L
Activate � Strike Type 7th level spell, Drained 3; Level 15; Price 1,300 gp
Type 8th level spell, Drained 3; Level 17; Price 3,000 gp vanishes while the brooch is not invested, but it seems to ANCESTRIES
still keep the brooch itself immaculately clean somehow
Type 9th level spell, Drained 3; Level 19; Price 8,000 gp during this time. CLASSES
Craft Requirements Supply one aeon stone (dull gray) Type lesser attending brooch; Level 7: Price 300 gp ARCHETYPES
BOOK OF ARMAMENTS ITEM 4+ Type greater attending brooch; Level 13: Price 2,400 gp FEATS
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TRANSMUTATION GRIMOIRE MAGICAL | When destroyed, the servant reforms 10 minutes later
instead of 24 hours later. Additionally, the servant does not ITEMS
Bulk L automatically teleport to you when beyond 500 feet unless
you first instruct it to. You may at any time perform a
This surprisingly light steel-clad tome is embossed with 3-action activity with the concentrate trait to summon your
imagery of weapons from all over the world. The grimoire also servant to an empty space within 10 feet of you that
contains a copy of the magic weapon spell. you can see.
Activate � Cast a Spell; Requirements You have magic
weapon prepared or in your repertoire; Cost Expend a AMULET OF SPELL SPLITTING ITEM 8
magic weapon spell; Effect Cast magic weapon. You may
change the weapon's shape, as if it was affected by the
| | |
UNCOMMON INVESTED MAGICAL TRANSMUTATION
active effect of a shifting rune. The shape changes lasts for Usage worn
as long as the magic weapon spell's duration. Price 160 gp

Type Book of armaments; Level 4; Price 100 gp This pendant is a golden circle the size of a palm, cut in half
by a long red crystal. When you cast a spell through the
Type Greater book of armaments; Level 8; Price 480 gp crystal, the spell is neatly divided in two, becoming two
You may transform the target weapon into any other weapon, weaker identical spells.
instead of the limitations of the shifting rune. Additionally, Activate � Interact (metamagic); Frequency once per
you may expend a ghostly weapon spell or a implement of day; Effect You Cast a Spell and choose a second target
destruction spell and cast the appropriate spell instead of for the spell. The spell must have the attack trait and
magic weapon changing the requirements as appropriate. target only one creature. You make one spell attack roll
at your current multiple attack penalty for each target,
Craft Requirements Supply one casting of magic weapon; dealing half the spell’s damage to each creature.
greater requires ghostly weapon or implement of destruction
WIND RAZOR ITEM 8
CODEX OF PROTECTION ITEM 5
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GRIMOIRE ABJURATION MAGICAL
|
UNCOMMON EVOCATION
Price 500 gp
Price 160 gp
Usage each held in 1 hand (2); Bulk 1 each (2)
Bulk L
This pair of +1 striking chained blades feels as light as a leaf
This grimoire is unexpectedly sturdy, its pages impossible to despite its considerably longer chains. When both blades are
tear and its leather always smelling fresh. You can Raise a wielded as a pair, they have a reach of 15 feet and gain the
Shield using the codex of protection, sending it floating Wild Swing activation.
around you as a shield. When used as a shield, the codex
provides a +2 circumstance bonus to AC, has a Hardness of Wide Swing � Requirements you are wielding both
10 and 30 HP. When the codex reaches 0 HP, the enchantment halves of Wind Razor; Effect You send the blades
fades and it becomes a simple spellbook until your next daily swinging in a wide arc, slicing everything in its path.
preparation, at which point any superficial damage on the Make a melee strike against all creatures in a 15-foot
codex disappears, and it recovers all of its hit points. cone, rolling once and comparing the result to the AC of
each creature. This counts as three attacks for the
Craft Requirements Supply one casting of the shield spell purpose of your multiple attack penalty and each attack
gains the additional damage from the twin trait.
ATTENDING BROOCH ITEM 7+
CURSEBREAKER’S TOME ITEM 10
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CONJURATION INVESTED MAGICAL | | | |
RARE INVESTMENT GRIMOIRE NECROMANCY
Usage worn; Bulk – Price 1,000 gp
Bulk L
This brooch marks you as an affluent individual, one who
employs others to do menial things. Regardless of the
Written by ancient cursebreakers, this tome doubles as a
veracity of that assumption, it does come with a helper. So
repository of knowledge about curses of all kinds, including
long as you wear the brooch you will be accompanied by an
information on anathema and tell-tale signs of early stages of
invisible attendant, this servant functions as if summoned by
various curses. While invested, the grimoire grants a +2 item
an unseen servant spell with an unlimited duration. You may
bonus to Recall Knowledge checks about curses and
Command it to set it to a task, though if you move more than
creatures with the curse trait. Additionally, it contains the
500 feet from it, it will immediately cease its actions and
cleansing ritual (page 114) within its pages, allowing you to
appear in an adjacent space. If the servant is destroyed it will
learn the ritual the first time you Invest the grimoire.
reform in a space adjacent to you 24 hours later. The servant
Activate � envision (metamagic); Frequency once per PORTABLE OUBLIETTE STRUCTURE 11
day; Effect If your next action is to cast remove curse,
you gain a +1 item bonus to the counteract check. | |
UNCOMMON EXTRADIMENSIONAL MAGICAL STRUCTURE |
TRANSMUTATION
Price 1,250 gp
Bulk 2

This three-and-a-half-foot wide iron and wood trap door has


three handles spaced along its top and looks to have been
pulled from its hinges, belying its functional nature. When
placed on a flat horizontal surface, the portable oubliette’s
hinges adhere to the ground, and the door can be opened by
pulling one of its three handles as an Interact action. Each
handle opens into a separate, extra-dimensional, cylindrical
cell, each of which can hold up to two Medium creatures or
one Large creature along with their gear. If the portable
oubliette is lifted by the side of its hinge, it comes away from
the floor and can be carried.
Opening the oubliette from within requires the creature
to reach the door, which is 30 feet off the ground (Climb DC
30). Opening the door requires it to be Forced Open (DC 33)
or three successful DC 28 Disable a Device checks to unlock
it. The DCs to open the door increase by 2 if the portable
WINTER’S LASH ITEM 10 oubliette is not currently attached to a horizontal surface. If
the portable oubliette is opened from within, placed within
|
EVOCATION MAGICAL another extra-dimensional space, or becomes broken, all
creatures contained within are immediately expelled into the
Price 1,000 gp nearest empty spaces along with their gear. The cells clean
Usage held in 1 hand; Bulk L themselves once daily and can be lightly furnished at the will
of the person opening it, but are normally just damp
This +1 striking frost whip is cold to the touch and always cylindrical stone chambers with no comforts. Creatures
seems to be covered in a thin layer of permafrost. The handle within can survive by eating the moss and drinking
is wrapped in black leather and trimmed with white fur, condensation within by Subsisting (DC 28).
suggesting it originates from a frozen part of the world. The portable oubliette rejects being used as item
Activate � (envision) With a cold snap of your whip, you storage, if items are added to a cell without a creature that
attempt to freeze your foe solid. Make a Strike. If the can hold or carry them, they will fling themselves out violently,
Strike hits, the target must attempt a Fortitude save targeting the person who added them and dealing 2d6
DC 27. damage (of a type determined by the GM as appropriate for
the item, basic Reflex DC 28).
Critical Success The creature is immune to
the activated effect of Winter’s Lash for
1 minute.
DEATHSONG DUET ITEM 12
Success The creature is unaffected. |
UNIQUE ENCHANTMENT MAGICAL |
Failure The creature takes a –10 foot penalty to its Price 3,500 gp
speeds and is clumsy 1 for 1 round. Usage each held in 1 hand (2); Bulk 1 each (2)
Critical Failure The creature is slowed 1 and restrained
until it successfully breaks the ice (Escape DC 29). These singing blades of death are a pair of black +2 striking
fearsome chained blades laced with silvery patterns. A series
of perforations along the spine of the blades and the varied
ICE PIERCER ITEM 11 size of the holes in the chains’ link emit an ominous yet
harmonic song when the blades are spun around. You must
| |
COLD MAGICAL TRANSMUTATION
wield both of the blades or they lose their thundering property
Price 1,400 gp and you cannot use any of their special abilities.
Usage wielded in two hands; Bulk 2 Song of Death � Interact (auditory) You send both
blades of the Deathsong Duet flying around, in a
This +1 striking frost heavy crossbow is cold to the touch macabre dance. Creatures within 30 feet of you must
and is always covered in a thin layer of hoarfrost. On a hit succeed a Will saving throw (DC 29) or become
the target takes a -5 foot circumstance penalty to its speed fascinated with you until the end of your next turn. You
until the start of your next turn as long as it took cold can extend the duration of this effect for one round by
damage; on a critical hit this penalty increases to -10 feet. keeping the blades spinning around you with an interact
action. Creatures who succeed their Will saving throw or
Additionally, Strikes made by this weapon on creatures
are no longer fascinated become immune to Song of
suffering from this speed penalty gain the fatal d12 trait. Death for 24 hours. This fascination does not end when
you or your allies use hostile actions against the
creature or its allies.
Death Cyclone � Frequency once per day; Effect Make
a Strike against each enemy creature in a 15-foot DRACONIC BARDING ITEM 16 ANCESTRIES
emanation. Roll once for the Strike and compare the
result against the AC of every enemy within range. This | |
UNCOMMON COMPANION INVESTED MAGICAL | CLASSES
counts as three attacks when calculating your multiple TRANSMUTATION
attack penalty, but is only applied once the strikes are ARCHETYPES
resolved. Additionally, foes within 30 feet must succeed Price 10,000 gp
a basic Fortitude saving throw (DC 29) or become Usage worn barding; Bulk 2 FEATS
deafened for 1 round.
This heavy barding resembles a type of dragon from which it ITEMS
pulls inspiration. When a draconic barding is created, it is
designed around a particular dragon, and can only be tailor
made for a specific creature, as it wraps around a creature’s
claws, jaws, tail, or any other of their melee attacks. At
creation, choose poison or an energy type (such as acid, cold,
electricity, or fire)—whichever is associated with the dragon’s
type—and a shape; a 60 foot line, 30-foot cone, or 15-foot
burst within 50 feet. The dragon breath activation gains the
traits associated with that damage type. Additionally, your
companion’s melee Strikes deal 1 additional point of damage
of the chosen type per weapon damage die.
Activate � command (evocation, magical); Frequency
once per hour; Requirements your companion has not
acted yet this turn, is within 60 feet and can hear you; Effect
Your companion unleashes a dragon breath dealing 10d6
damage, using the damage type and shape chosen at the
barding’s creation. Your companion loses any actions it has
this turn and cannot be commanded until the beginning of
your next turn.
Activate � interact (morph, transmutation, magical);
Frequency once per hour; Effect You touch the embossed
wings on the barding, morphing your companion into a
draconic version of themselves. Your companion gains a fly
Speed of 30 feet for 10 minutes, after which the embossing
MIRROR OF SPELL DOUBLING ITEM 14 disappear for 1 hour. Even if your companion doesn’t have the
mount special ability, it can still Fly while being ridden.
| | |
UNCOMMON INVESTED MAGICAL TRANSMUTATION
SINCLAIR’S PATH TO SAFETY ITEM 18
Usage held in 1 hand
Price 1,000 gp | | |
UNIQUE ARTIFACT INVESTED GRIMOIRE ABJURATION|
MAGICAL
This small mirror is circled by a silver frame, encrusted with a
small diamond at the top and at the bottom. Once a day, you Price 24,000 gp
can cast a spell through the mirror, duplicating the spell. Bulk L
Activate � Interact (metamagic); Frequency once per
day; Effect Cast a Spell of 6th level or lower with a two action This pristine codex of protection seems to be immune to the
cost or less. The spell is Cast twice, and you must choose a damages of time. This grimoire works as a standard codex of
different target for the second spell. The spell must target protection, but has a hardness of 25 and 75 HP. As long as you
only one creature and cannot have the attack trait.

GRAVE TOMBSTONE ITEM 14


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UNCOMMON MAGICAL NECROMANCY
Price 4,500 gp
Usage held in 2 hands; Bulk 3

This +2 greater striking disrupting ghost touch maul


bears more resemblance to a tombstone wrapped in cast
iron graveyard fencing. Those who wield this massive
weapon tend to feel as if there is an additional weight
upon their soul.
Activate � envision; Frequency once per minute; Effect
Make a Strike. If this Strike hits, you deal an additional
two damage dice. On a critical hit the target must
attempt a DC 32 Fortitude save. On a failure they
become Drained 1, on a critical failure they die. This
result is an incapacitation and death effect.
are Invested in Sinclair’s path to safety, their true name in order for the Cosmos
whenever you use the Shield Block to reveal its knowledge, and
reaction with the shield spell, the spell knowledge about such creatures
does not end and you do not get a 10 might be limited, and creatures more
minute limitation on casting the ancient or more powerful than the
shield spell again. Additionally Cosmos Te Arkheia itself will
you gain the Shield Block general return a blank page to any
feat as a bonus feat. inquiry about them.
Magus Wielder If you are a Activate � (Envision)
magus, for as long as you have Requirements You know
Sinclair’s path to safety the name and can picture
Invested, you may Cast the the appearance of the
shield spell as a reaction and creature you wish to
use Shield Block with the inquire about; Effect
shield spell as a free action. The book opens up to
the appropriate page,
Destruction Sinclair’s Path revealing any known
to Safety can only be information about the
destroyed if the enchantment creature in question.
on it is disabled or removed, like inside
of antimagic field or with a successful dispel magic, Destruction If the Cosmos Te Arkheia spends more than
and then burned to annihilation, so that no part of the a month outside the material plane, and a major event
cover is left to regenerate the artifact. happens during this time, like a significant war or
the death of a particularly powerful creature, the
COSMOS TE ARKHEIA ITEM 25 Cosmos Te Arkheia destroys itself whenever it reenters
the material plane.
| |
UNIQUE ARTIFACT DIVINATION

Bulk 1 Bovian Glasswork


The Cosmos Te Arkheia is a large star-speckled leather book
bound in gold, which contains information about any known Those who have laid eyes upon a bovian storyshard can
creature to have ever entered the material plane. If you can understand the need to climb mountains and cross
visualize the creature you seek and know its full name, the deserts to see bovian architecture with their own eyes.
Cosmos Te Arkheia will reveal all the information, like the
place of birth, ancestry, current location, health status and There truly is no match for the beauty of these magical
past history, known to the material plane about the individual. glass blown villages.
Any information needs to be known, or have been known, by
at least one person on the material plane for the Cosmos Te Bovian Weapons
Arkheia to be aware of it. For example, if a creature is afflicted
with a disease unbeknownst to them or anyone else, or if Despite being a peaceful people, bovians are not
someone was cursed by a creature on another plane of harmless and many are trained in the art of combat,
existence which has not entered the material plane since, the
Cosmos would not be aware of it. albeit often using very peculiar weaponry.
Creatures originating from a different plane will only be Horn Slicer This brutal blade spans the gap
known to the Cosmos Te Arkheia if they entered the material between your horns. Bovians more often use it as
plane at one point or another, and the information it contains a field tool than a weapon. If you have a horn
only pertains to the time they spent on it. Likewise, any event melee unarmed Strike, it gains the versatile S trait
or status change of a creature, from social ranking to whether while the horn slicer is attached.
they are dead or alive, would be unknown to the Cosmos if it
happened outside of the material plane. Whenever a creature Pusher Pike Designed by bovian guards, this
reenters the material plane, the Cosmos gets updated on the weapon was designed with crowd control in mind,
current status of the creature, but not on the events that intended to push others back, rather than actually
occurred while the creature was on another plane. If the inflicting any permanent damage. It features a six-
Cosmos itself is ever brought to another plane of existence, it foot shaft that ends in a solid slab of glass. Padded
stops recording information entirely, until it is brought back to variants are readily available and often used for
the material plane. When it does so, it gets a status update training; these have the nonlethal trait but
from every creature present in the material plane, but not on otherwise have the same stats and cost the same
the events leading up to the status change. as a regular pusher pike.
Some powerful creatures might require a user to invoke

Uncommon Simple Weapons Price Damage Bulk Hands Group Weapon Traits
Horn Slicer 8 sp 1d6 S L 0 Brawling Attached to horns, bovian, finesse, free-
hand, unarmed
Uncommon Martial Weapons
Pusher Pike 3 gp 1d10 B 2 2 Polearm Bovian, reach, shove
Uncommon Advanced Weapons Price Damage Bulk Hands Group Weapon Traits
Chained Blade (level 1) 5 gp 1d6 S 1 1 Sword Reach, twin, tethered, versatile P
Bovian Armor STORY GLASS ITEM 5+ ANCESTRIES
The armor of a bovian is just as much about |
ILLUSION MAGICAL
CLASSES
appearances as it is about defensive features, and it is Usage held in 1 hand; Bulk L
not uncommon to see a bovian wearing a beautifully ARCHETYPES
decorated suit of armor, even if completely unarmed). Commonly found among bovian travelers and communities,
these rounded, small, colorfully pigmented glass shapes take FEATS
Eisenglas Brigandine Made from overlapping many forms. Each one is unique to their maker or the
glass plates on top of a leather tabard or vest, this storyteller they are made for. However, in the hands of those ITEMS
armor is known for not only being functional but with a calling for tales, they can be so much more.
beautiful as well. The plates make it more
resistant to piercing strikes but need regular Activate � Envision; Duration Sustained; Effect You
maintenance. produce minor illusions to aid in your storytelling.
You gain a +1 item bonus to Performance checks to
Eisenglas Plate This armor takes the standard tell stories.
eisenglas brigandine and adds glass plate
Activate Cast a spell; Frequency Once per day; Requirements
protection for the arms, legs, and a helmet.
You are master in Performance; Effect You Cast illusory
The interlocking glass plates continue and
creature as a 2nd level spell. Alternatively, you can Cast
are often arranged in such a way as to create
illusory object as a 2nd level spell.
mosaic patterns.
Type story glass; Level 5; Price 150 gp
FRACTURED ITEM 3
|
MAGICAL TRANSMUTATION Type greater story glass; Level 11; Price 1,300 gp
As story glass except the bonus to Performance checks is +2.
Price 60 gp If you are a master in Performance, you may also Cast illusory
Usage etched onto a glass weapon; Bulk – creature or illusory scene as 5th level spells.

On a critical hit, a weapon etched with this rune shatters, Type major story glass; Level 19; Price 38,500 gp
sending glass shards into your enemies, before ripping back As greater story glass, except the bonus to performance
out and returning to the weapon. This effect deals 1 slashing checks is +3 and if you are legendary in Performance, you can
splash damage and 1 persistent bleed damage per weapon Cast illusory creature and illusory scene as 8th level spells
damage die to your target and adjacent foes. and illusory object as a 5th level spell.

KINETIC ITEM 4+ GLASS HOUSE ITEM 7


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EVOCATION MAGICAL | |
UNCOMMON MAGICAL CONJURATION STRUCTURE |
Usage etched onto melee weapon; Bulk – TRANSMUTATION
Price 160 gp
With every swing, your weapon builds up energy before
letting it loose in a single hit. Whenever you miss with a Bulk L (in small form)
Strike with this weapon, the next Strike you make before
the start of your next turn does an additional 1d4 force This glass-blown facsimile takes on the form of a simple
damage; the effect stacks up to three times, to a maximum cottage with distinct color-work.
of 3d4 additional damage. Activate 1 minute (command, envision, interact);
Frequency once per week; Requirements the glass
Type kinetic; Level 4; Price 100 gp house is in its small form; Effect the tiny glass cottage
grows into a small cottage made of shimmering glass
Type greater kinetic; Level 10; Price 1,000 gp which casts light through it like the surface of gently
The additional damage dice increases to 1d6 per missed disturbed water. The house is large enough to house 5
strike and the etched weapon gains an activation effect. small or medium creatures comfortably. The house’s
form traps heat in cold environments, reducing the
Activate � Envision; Trigger you miss a Strike with the
severity of environmental cold by one step. The house is
etched weapon; Effect You smash your weapon against
comfortably furnished, but offers only bare privacy with
your hand or another surface, releasing the contained
frosted glass walls. The walls of the structure physically
kinetic energy in a powerful pulse. Foes within the
offer cover but only offer concealment against sight.
weapon’s reach must make a Fortitude save (DC 27) or
be pushed back 5 feet. On a critical failure, they are Activate 1 minute (command, envision, interact);
pushed back 10 feet and fall prone instead. Requirements the glass house is in its structure form;
Effect You return the glass house to its small form.

Uncommon Check Speed


Price AC Bonus Dex Cap Strength Bulk Group Armor Traits
Medium Armor Penalty Penalty
Eisenglas brigandine 10 gp +4 +1 -2 –5 feet 16 2 composite Bovian
Uncommon
Heavy Armor
Eisenglas plate 40 gp +6 +0 -3 –10 feet 18 4 composite Bovian, bulwark
In its small form, the house has a Hardness of 1, 8 HP patterns that often shift of their own volition. You gain a +2
and BT of 4. Once activated, it has a Hardness of 1, 40 HP, and item bonus on checks to avoid becoming lost or to Sense
a BT of 20. Any damage done to the activated house remains Direction within mazes or other confounding structures.
when the house returns to its shard form but can be Repaired
Activate � Interact, Command (conjuration, earth,
beforehand.
magical); Frequency once per day; Requirements you are
within a structure meant to confound your sense of
SAGA ARMOR ITEM 9 direction, such as a maze; Effect You cause a
passageway to open up on a wall you can touch. This
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ENCHANTMENT INVESTED MAGICAL | functions as the passwall spell, except the material can
Price 700 gp be of any solid material and is not interrupted by metal.
If the tunnel would not lead to a new space, this activation
Usage worn armor; Bulk 4
is disrupted, but does not count against its frequency.
This artistically flourished +1 eisenglas plate is made of many Activate � Envision (magical, transmutation); Frequency
bovian story glass, telling tales both figurative and literal. The once per day; Effect you twist and warp the space
item bonus granted by the resilient rune of the saga armor is around you in a 30-foot emanation. This space is
increased by 1 against fear effects. considered difficult terrain to all other creatures in the
Activate � Command (auditory, emotion, emanation. Any effect granting benefits to find your way
enchantment, mental); Frequency once per round; Effect through a maze or Sense Direction negates this effect.
You evoke one of the tales displayed on the armor, This lasts for 1 minute or until Dismissed.
attempting to embody its virtues. You must attempt a
Performance check of spoken word or song against a CALDERA REAVER ITEM 14
normal DC for your level. On a success, select one of the
following benefits which lasts until the beginning of your |
UNCOMMON EVOCATION PRIMAL |
next turn. Price 4,500 gp
Artistry you gain a +1 item bonus to Performance and Usage Held in 2 hands; Bulk 2
Crafting checks
Community You gain +1 item bonus to Diplomacy and This +2 striking flaming standard-grade lightcatcher glass
Society checks greataxe is made of volcanic glass glowing from within, as if
the incandescence of the lava from which it was born had
Resilience You gain a +1 circumstance bonus to AC
been captured within the blade.
Solidarity You count as having prepared to Aid an ally
within 30 feet, and may use Performance to do so. Activate � Interact (evocation, fire, light, primal, visual);
Requirements The caldera reaver has 3 uses of its
Victory You gain a +1 circumstance bonus to checks stored light remaining; Effect You unleash all of the light
with the attack trait. stored within the caldera reaver at once. Enemies within
30 feet must attempt a Fortitude save (DC 31). Any
STORIED STANDARD ITEM 10 damage caused is not a visual effect.
|
RARE ENCHANTMENT MAGICAL | Critical Success The creature is unaffected.
Price 1,000 gp Success The creature is dazzled for 1 round.
Usage Held in 1 or 2 hands; Bulk 2 Failure The creature is blinded for 1 round, if it is
adjacent to you, it takes 1d6 persistent fire damage
Despite being mostly peaceful, bovians know to mobilize and sheds light as a torch for as long as it burns.
whenever necessary. In these dark times, they bring forth the Critical Failure As failure except adjacent creatures
storied standard. This banner is made from a mosaic of takes 2d6 persistent fire damage and is dazzled as
colored glass woven into cloth, each bead and plate long as it suffers the persistent fire damage,
representing a different story: a loss, a victory or a fallen
brethren to be remembered. NEVERENDING STORY GLASS ITEM 21
Activate � Interact, Command (emotion, enchantment,
mental, magical); Requirements you are holding the
| |
UNIQUE ARTIFACT INVESTED
storied standard in 2 hands; Effects You hold the One of the great source of pride of the bovian people, the
standard aloft, bolstering your allies with tales of past Neverending Story Glass is a story glass that predates and
victories. You and allies within a 30-foot emanation gain perhaps eludes time itself, telling a tale that never ends and
a +2 status bonus to saves against mental effects for proffers incredible power upon the one who wields it. As long
one minute. The first time each day a creature is as you have the Neverending Story Glass, you can Cast the
affected by this effect, they also gain a +1 status bonus illusory creature, illusory object, and illusory scene spells as
on the first attack roll or skill check they make before the 5th level innate occult spells at will.
effect ends. Activate � (envision) Trigger You roll a performance
check; Effect You produce major illusions to aid in your
MAZEHIDE ITEM 13 performance. You gain a +4 item bonus to your
Performance checks.
| | |
UNCOMMON INVESTED MAGICAL TRANSMUTATION
Activate � (envision) Frequency Once per day
Price 3,000 gp Requirements You are legendary in Performance; Effect
Usage worn armor Your illusions are so powerful, they might as well be reality.
You Cast one of your innate spells at its highest heightened
This suit of +2 resilient hide armor is marked by intricate maze level, up to maximum of 10th level for illusory creature. You
can no longer cast the innate spells granted by the glass is capable of refracting, reflecting, and even splitting ANCESTRIES
Neverending Story Glass until your next daily preparation. light, lightcatcher glass has the curious trick of capturing
light within. The light tends to move like motes within the CLASSES
Destruction The wielder must tell the tale of the end of surface of glass, and when the glass is moved with enough
everything, (Performance DC 47). On a success, both the force, it looks like beams of light. If exposed to bright light for ARCHETYPES
Neverending Story Glass and the storyteller shatter, at least one hour, an item made of lightcatcher glass stores
turning into a pile of glass dust. The storyteller can light charges. By exciting the object with an Interact action, it FEATS
never be resurrected nor the Neverending Story Glass will shed bright light in a 10-foot radius per bulk of the item
recreated under any circumstances. (and dim light to the next 10 feet) per bulk for 10 minutes, ITEMS
expending a light charge in the process. Items of light bulk
Precious Materials shed light half as far as a 1 bulk item, and items of negligible
bulk shed dim light in the space they occupy. The grade of the
item determines the number of light charges it can hold.
TEMPERED GLASS MATERIAL 0+
Type lightcatcher glass rod; Price 40; Type L
|
UNCOMMON PRECIOUS

Made from standard glass, tempered glass is made using a Type lightcatcher glass cylinder; Price 4,000; Type 1
secret technique mastered by the bovians and glass with a
high material purity. By applying extra heat on pre-formed Type low-grade lightcatcher glass object; Level 4; Price 60 gp
high-purity glass, it becomes stronger and more resilient, able per Bulk
to take strikes that would normally shatter untreated glass.
Additionally, instead of breaking into shards, it breaks into Type standard-grade lightcatcher glass object; Level 8; Price
smaller, more granular pieces, making it safer and easier to 350 gp per Bulk
deal with when broken.
Type high-grade lightcatcher glass object; Level 16; Price
Type high-purity glass rod; Price 10 gp; Bulk L 6,000 gp per Bulk

Type high-purity glass cylinder; Price 1,000; Bulk 1 Lightcatcher Glass Items Hardness HP BT
Type low-grade tempered glass object; Level 2; Price 20 gp Thin Items
per Bulk
Low-grade 3 12 6
Type standard-grade tempered glass object; Level 7; Price Standard-grade 6 24 12
250 gp per Bulk
High-grade 9 36 18
Type high-grade tempered glass object; Level 15; Price
4,500 gp per Bulk Items
Low-grade 6 24 12
Tempered Glass Items Hardness HP BT Standard-grade 9 36 18
Thin Items High-grade 12 48 24
Low-grade 5 20 10 Structures
Standard-grade 8 32 16 Low-grade 14 52 28
High-grade 11 44 22 Standard-grade 18 72 36
Items High-grade 24 96 48
Low-grade 8 32 16
Standard-grade 11 44 22 LIGHTCATCHER GLASS ARMOR ITEM 6+
High-grade 14 56 28 UNCOMMON

Structures Usage worn armor; Bulk varies by armor


Low-grade 20 80 40 Lightcatcher glass armor is often colored to cast light in
Standard-grade 24 96 48 beautiful, tinted patterns. If a creature critically fails a melee
strike against you, your armor flashes, dazzling them until the
High-grade 30 120 60 start of their next turn. This effect has the visual trait.

Type low-grade lightcatcher glass armor; Level 6; Price 220


LIGHTCATCHER GLASS MATERIAL 0+ gp + 22 gp per Bulk; Craft Requirements The initial raw
materials must include at least 11 gp of thunderglass + 11
|
UNCOMMON PRECIOUS
sp per Bulk.
Much like tempered glass, lightcatcher glass does not occur
in nature but is made using secret techniques. Although all Type standard‑grade lightcatcher glass armor; Level 11; Price
1,200 gp + 120 gp per Bulk; Craft Requirements The initial Type standard‑grade lightcatcher glass weapon; Level 11;
raw materials must include at least 150 gp of thunderglass Price 1,400 gp + 140 gp per Bulk; Craft Requirements at
+ 15 gp per Bulk. least 175 gp of lightcatcher glass + 17.5 gp per Bulk

Type high‑grade lightcatcher glass armor; Level 17; Price Type high‑grade lightcatcher glass weapon; Level 17; Price
12,000 gp + 1,200 gp per Bulk; Craft Requirements The 15,000 gp + 1,500 gp per Bulk; Craft Requirements at least
initial raw materials must include at least 6,000 gp of 7,500 gp of lightcatcher glass + 750 gp per Bulk
thunderglass + 600 gp per Bulk.
THUNDERGLASS MATERIAL 0+
LIGHTCATCHER GLASS SHIELD ITEM 4+
|
RARE PRECIOUS
UNCOMMON
Collected from the glass left behind after storms, this rare
Usage varies by shield type of glass attains much of the power of the lightning
that created it. Retaining this power is a challenge for the
Lightcatcher glass shields are capable of better directing most masterful of glassworkers, and the technique is a
their light than most lightcatcher glass items. When you closely guarded secret amongst bovians. If made
release the light of a lightcatcher glass shield, it projects its correctly, this glass strikes like lightning and resounds
light in a cone twice as far as normal for its bulk. If you have with the sound of thunder on impact.
a lightcatcher glass shield raised and a creature critically fails
a melee strike against you, the shield flashes, dazzling them Type Thunderglass chunk; Price 4 gp; Bulk L
until the start of their next turn. This effect has the visual trait.
Type thunderglass rod; Price 40; Bulk L
Type low-grade lightcatcher glass buckler; Level 4; Price
90 gp; Bulk L; Craft Requirements lightcatcher glass Type Thunderglass cylinder; Price 4,000; Bulk 1
worth at least 45 sp.
The shield has Hardness 1, HP 4, BT 2. Type low-grade thunderglass object; Level 4; Price 60 gp
per Bulk
Type low‑grade lightcatcher glass shield; Level 4; Price
100 gp; Bulk 1; Craft Requirements lightcatcher glass Type standard-grade thunderglass object; Level 8; Price 350
worth at least 5 gp gp per Bulk
The shield has Hardness 3, HP 12, BT 6.
Type high-grade thunderglass object; Level 16; Price 6,000
Type standard‑grade lightcatcher glass buckler; Level 8; gp per Bulk
Price 400 gp; Bulk L; Craft Requirements lightcatcher
glass worth at least 50 gp Thunderglass Items Hardness HP BT
The shield has Hardness 4, HP 16, BT 8.
Thin Items
Type standard‑grade lightcatcher glass shield; Level 8;
Standard-grade 6 24 12
Price 440 gp; Bulk 1; Craft Requirements lightcatcher
glass worth at least 55 gp High-grade 9 36 18
The shield has Hardness 6, HP 24, BT 12.
Items
Type high‑grade lightcatcher glass buckler; Level 16; Price Standard-grade 9 36 18
8,000 gp; Bulk L; Craft Requirements lightcatcher glass
worth at least 4,000 gp High-grade 12 48 24
The shield has Hardness 7, HP 28, BT 14.
Structures
Type high‑grade lightcatcher glass shield; Level 16; Price Standard-grade 18 72 36
8,800 gp; Bulk 1; Craft Requirements lightcatcher glass
worth at least 4,400 gp High-grade 24 96 48
The shield has Hardness 9, HP 36, BT 18.

LIGHTCATCHER GLASS WEAPONS ITEM 4+ THUNDERGLASS ARMOR ITEM 12+


UNCOMMON RARE

Usage varies by weapon; Bulk varies by weapon Usage worn armor; Bulk varies by armor

When a Strike made with a lightcatcher glass weapon is Thunderglass Armor is usually insulated with earth or dried
a critical success, the target is dazzled until the start pitch to provide the wearer protection from the electrical
of their next turn, this effect has the visual trait. energy within, making it heavier and harder to don than most
armors of its type; add 1 Bulk to the armor’s typical weight.
Type low‑grade lightcatcher glass weapon; When wearing a thunderglass armor, you gain an electricity
Level 4; Price 110 gp + 11 gp per Bulk; Craft resistance of 5 and anyone attempting to Grapple you takes 5
Requirements at least 55 sp of electricity damage after their check, regardless of the
lightcatcher glass + 55 cp per Bulk outcome.
Type standard‑grade thunderglass shock property rune instead. ANCESTRIES
armor; Level 12; Price 1,600
gp + 160 gp per Bulk; Craft Type standard‑grade thunderglass weapon; CLASSES
Requirements The initial raw Level 11; Price 1,400 gp + 140 gp per Bulk;
materials must include at Craft Requirements at least 175 gp of ARCHETYPES
least 200 gp of thunderglass + thunderglass + 17.5 gp per Bulk
20 gp per Bulk. FEATS
Type high‑grade thunderglass weapon; Level
Type high‑grade thunderglass armor; 17; Price 15,000 gp + 1,500 gp per Bulk; Craft ITEMS
Level 19; Price 32,000 gp (+ 3,200 Requirements at least 7,500 gp of thunderglass +
gp per Bulk); Craft Requirements The 750 gp per Bulk
initial raw materials must include at
least 16,000 gp of thunderglass +
1,600 gp per Bulk.
Meals and Snacks
THUNDERGLASS SHIELD ITEM 8+
There is not a thing which warms the heart more than
RARE
a home-cooked meal, everyone knows this. But it is only
Usage varies by shield once you have had the chance to taste the meal of those
who have made cooking a perfect balance between art
Thunderglass shields pulse with static energy that protects
their wearers from electricity. Backed with insulation to and science, that you can understand how true it is.
protect the wielder, these shields are heavier than average. A good night of sleep and a full belly are just as
Thunderglass shields are immune to electricity damage
important when preparing for a long journey or a
and grant you an electricity resistance when you Raise a
Shield. Additionally, when you use the Shield Block reaction, dangerous battle. But what if your adventuring meals
the attacker must attempt a Fortitude save against the listed could be more than simple sustenance?
DC; on a failure they become deafened for 1 round; on a
critical failure they are also dazed 1.
Meals
Type standard‑grade thunderglass buckler; Level 8; Price Meals are items granting benefits for a duration of 24
400 gp; Bulk 1; Craft Requirements thunderglass worth at
hours, and each meal offers enough food to feed up to
least 50 gp
The shield has Hardness 4, HP 16, BT 8, grants a resistance 4 people. If less than 4 people partake in the meal
of 10 to electricity damage and has a DC of 26. during its activation, leftovers may be used to feed
people, but lose all benefits or magical potency,
Type standard‑grade thunderglass shield; Level 8; Price
becoming simple single-use rations.
440 gp; Bulk 2; Craft Requirements thunderglass worth at
least 55 gp
The shield has Hardness 6, HP 24, BT 12, grants a resistance Snacks
of 10 to electricity damage and has a DC of 26. Snacks offer immediate and temporary benefits, need
Type high‑grade thunderglass buckler; Level 16; Price to be consumed entirely by one person, and do not
8,000 gp; Bulk 1; Craft Requirements thunderglass worth constitute enough food to satiate someone or replace a
at least 4,000 gp meal, unless stated otherwise.
The shield has Hardness 7, HP 28, BT 14. grants a resistance
of 20 to electricity damage and has a DC of 37. MEAT STEW ITEM 1
Type high‑grade thunderglass shield; Level 16; Price 8,800 gp; CONSUMABLE MEAL|
Bulk 2; Craft Requirements thunderglass worth at least
Price 4 gp
4,400 gp
The shield has Hardness 9, HP 36, BT 18. grants a resistance Usage held in 2 Hands; Type L
of 20 to electricity damage and has a DC of 37. Activate one minute; Duration until next daily preparations

THUNDERGLASS WEAPONS ITEM 11+ This stew of meat and vegetables in a broth is hearty and
comforting, if a bit bland. Anyone who partakes in this meal
RARE receives a +1 item bonus to Fortitude saves.
Usage varies by weapon; Bulk varies by weapon TOUGH JERKY ITEM 1+
Thunderglass weapons are constantly surrounded with an |
CONSUMABLE SNACK
aura of sparking electricity and static energy.
Usage held in 1 hand; Type L
Thunderglass weapons automatically gain a shock
property rune, even if they aren’t otherwise enchanted; this Activate � interact
rune can’t be removed, and it deals 1d8 damage instead of
1d6 damage. This uses one of the weapon’s property rune This chunk of dried meat has been heavily salted and
slots as normal. High-grade thunderglass gains a greater seasoned. Eating it provides a quick burst of energy and
attempts to Counteract one enfeebled condition you are This mix of several different vegetables is well-seasoned,
suffering from. If the enfeebled condition is from an affliction, which sharpens the senses. Anyone who partakes in this
the affliction does not end, but the enfeebled condition is meal receives a +1 status bonus to all perception checks.
suppressed until the stage of the affliction changes or one This bonus increases to +2 when rolling perception for the
hour passes, whichever comes first. purpose of initiative.

Type minor tough jerky; Level 1; Price 3 gp HEARTY MIX ITEM 3+


The counteract modifier is +5
|
CONSUMABLE SNACK
Type lesser tough jerky; Level 5; Price 25 gp Usage held in 1 hand; Type L
The counteract modifier is +10 Activate � interact
Type moderate tough jerky; Level 9; Price 125 gp
This healthy mix of nuts and berries is delicious and
The counteract modifier is +16 nutritious. Eating it fortifies the body, granting temporary hit
points and granting you resistance to bleed damage for 1
Type greater tough jerky; Level 13; Price 480 gp minute. If you reduce any persistent bleed damage to 0 due to
The counteract modifier is +22 this resistance, the persistent bleed damage ends.
Type major tough jerky; Level 17; Price 2,500 gp Type lesser hearty mix; Level 3; Price 12 gp
The counteract modifier is +30 The Temporary Hit Points are 5 and the resistance is 2
Type perfectly tough jerky; Level 20; Price 11,000 gp Type greater hearty mix; Level 9; Price 150 gp
The counteract modifier is +36 and if the enfeebled The Temporary Hit Points are 10 and the resistance is 5
condition is from a poison or disease, that affliction ends
if counteracted. Type major hearty mix; Level 17; Price 2,850 gp
The Temporary Hit Points are 20 and the resistance is 9
HERBAL PUDDING ITEM 2+
|
CONSUMABLE SNACK GREASY GUMBO ITEM 4
Usage held in 1 hand; Type L CONSUMABLE MEAL|
Activate � interact Price 20 gp
Usage held in 2 Hands; Type L
This greenish slime may not look appetizing, but it's easy to Activate ten minutes; Duration until next daily preparations
swallow. Eating it settles your stomach, attempting to
Counteract one sickened condition. This item may be This bowl contains so many ingredients that it's hard to tell
ingested while sickened. If the sickened effect is from an exactly what's in it, but one thing is for sure: it's greasy.
affliction, the affliction does not end, but the sickened Anyone who partakes in this meal receives a +2 status bonus
condition is suppressed until the stage of the affliction to Escape and a +1 status bonus to Reflex saving throws.
changes or one hour passes, whichever comes first.

Type minor herbal pudding; Level 2; Price 6 gp


COCOA BAR ITEM 5 +
The counteract modifier is +6 |
CONSUMABLE SNACK

Type lesser herbal pudding; Level 6; Price 45 gp Price 25 gp


Usage held in 1 hand; Type L
The counteract modifier is +11
Activate � interact
Type moderate herbal pudding; Level 10; Price 180 gp
The counteract modifier is +17 This sweet and bitter bar of cocoa calms the nerves and
reminds you of simpler times. Eating it relaxes the body and
Type greater herbal pudding; Level 14; Price 820 gp attempts to Counteract one frightened effect. If the
frightened condition is from an affliction, the affliction does
The counteract modifier is +23
not end, but the frightened condition is suppressed until the
Type major herbal pudding; Level 18; Price 4,500gp stage of the affliction changes or one hour passes, whichever
comes first.
The counteract modifier is +31
Type lesser cocoa bar; Level 5; Price 25 gp
Type perfected herbal pudding; Level 20; Price 13,000 gp
The counteract modifier is +36 and if the sickened The counteract modifier is +10
condition is from a poison or disease, that affliction ends
if counteracted. Type moderate cocoa bar; Level 9; Price 125 gp
The counteract modifier is +16
SEER SALAD ITEM 3
Type greater cocoa bar; Level 13; Price 540 gp
CONSUMABLE MEAL| The counteract modifier is +22
Price 12 gp
Type major cocoa bar; Level 17; Price 2,800 gp
Usage held in 2 Hands; Type L
The counteract modifier is +30
Activate ten minutes; Duration until next daily preparations
Type perfected cocoa bar; Level 20; Price 13,000 gp faith, the faithlight tattoo depicting the symbol of that faith is ANCESTRIES
The counteract modifier is +36 and if the frightened common to you.
condition is from a poison or disease, that affliction ends CLASSES
Activate � command, envision (evocation, light); Your
if counteracted.
tattoo glows with light in a color closely associated with
the faith of the depicted symbol. Shedding bright light ARCHETYPES
FIRE CHILI ITEM 6+ out to 10 feet, and dim light a further 10 feet. The
duration of this effect is permanent, though you can FEATS
CONSUMABLE FIRE MEAL | | Dismiss it.
Price 50 gp ITEMS
Usage held in 2 Hands; Bulk L Type faithlight tattoo; Level 1; Price 10 gp
Activate ten minutes (Interact); Duration until next daily Type greater faithlight tattoo; Level 4; Price 85 gp
preparations
The tattoo can now be brandished as a religious symbol even
if you do not have an empty hand. The bright light cast by the
This chili is a meal composed of tender meat covered in a
tattoo increases to 20 feet (and dim light a further 20 feet.).
tomato-based paste, whose sweet flavor is a stark contrast to
You gain a +1 item bonus to Perception checks within the
its sharp, burning aftertaste. Anyone who partakes in this
tattoo's light. Creatures that are enemies of the faith, deity, or
meal gains 5 fire resistance and deals 1 additional fire
philosophy depicted by the tattoo do not gain the concealed
damage with Strikes.
condition from the dim light of the tattoo.
Type fire chili; Level 6; Price 50 gp Type major faithlight tattoo; Level 9; Price 650 gp
As greater faithlight tattoo) and the light cast increases to
Type red dragon fire chili; Level 14; Price 900 gp 50 feet of bright light (and 50 feet further of dim
The resistance increases to 10 and Strikes deal an additional light). The item bonus to Perception checks increases to +2
1d4 fire damage.
LAMPLIGHTER'S FLAME TATTOO ITEM 1
Magical Tattoos | |
EVOCATION INVESTED MAGICAL TATTOO |
Price 12 gp
CHILLGUARD TATTOO ITEM 1+
Usage tattooed on the body; Bulk —
| |
ABJURATION INVESTED MAGICAL TATTOO |
This simple flame tattoo flickers and sways like a real flame
Usage tattooed on the body; Bulk — along the body of its wearer, allowing them to shed light or
make tiny sparks to light flammable objects.
Prized by those that work outdoors in cold climates, Activate � (light) envision; Effect Your tattoo glows like
Chillguard tattoos allow you to negate the damage from faint firelight for 10 minutes, shedding bright light in a
severe environmental cold and to treat extreme cold as 10-foot emanation from you, and casting dim light a
severe cold. If worn with winter clothing (Core Rulebook) or a further 10 feet.
similar item, such as a heated cloak, you gain resistance to
environmental cold 1. Activate � (fire) envision, manipulate; Effect You may
touch a very flammable unattended object, such
Type chillguard tattoo; Level 1; Price 12 gp as paper, a wick, or oil. This item catches on fire with the
intensity of a candle. You may deliver this touch with
Type greater chillguard tattoo; Level 7; Price 345 gp a long object such as a pole or weapon with the
reach trait.
The tattoo now grants you resistance 5 to cold, and
resistance 7 to environmental cold when worn with winter
clothing.
LYEGUARD TATTOO ITEM 1+
Type major chillguard tattoo; Level 11; Price 1,300 gp
| |
ABJURATION INVESTED MAGICAL TATTOO |
The tattoo now grants you resistance 10 to cold, resistance Usage tattooed on the body; Bulk —
15 to environmental cold when worn with winter clothing, and
reduces the frequency of damage from incredible cold to Lyeguard tattoos are prized
once per 10 minutes. among alchemists, industrial
washers, and vat workers. You
FAITHLIGHT TATTOO ITEM 1+ gain resistance 1 to acid
damage (except magical).
| |
UNCOMMON EVOCATION INVESTED MAGICAL TATTOO | |
Access Member of a faith (see text) Type lyeguard tattoo; Level 1;
Usage tattooed on the body; Bulk — Price 12 gp

This tattoo depicts a divine symbol and is usually inked on the Type greater lyeguard tattoo;
hand. While strongly presenting this tattoo with an empty Level 7; Price 345 gp
hand it may act as a religious symbol (Core Rulebook) for the The tattoo now grants you resistance 5
sake of focus components or being presented to a creature to acid, including magical acid. It also
that is averse to holy symbols such as a vampire (Pathfinder warns you of the presence of toxic fumes. When you begin to
Second Edition Bestiary). If you are a member of a particular share a space with an inhaled poison, you may spend a
reaction to immediately begin holding your breath as your Trigger A creature successfully strikes you with its
tattoo alerts you to its presence. mouth, such as with a jaws Strike; Effect You exude a
bitter toxin into the creature's mouth, causing it to
Type major lyeguard tattoo; Level 11; Price 1,300 gp become sickened 1. The DC to remove the sickened
As greater lyeguard tattoo except the acid resistance is 10 condition is 16
and you may hold your breath as a free action.
CANTRIP TATTOO ITEM 2
SCALDGUARD TATTOO ITEM 1+
| |
INVESTED MAGICAL TATTOO
| |
ABJURATION INVESTED MAGICAL TATTOO | Price 35 gp
Usage tattooed on the body; Bulk — Usage tattooed on the body; Bulk —

Scaldguard tattoos are prized by chefs, Cantrip tattoos are small, intricate tattoos that tap into the
cooks, and other people whose hands are essence of those they are applied to, allowing
about the flame at work. You gain them to cast a specific cantrip as an innate spell.
resistance 1 to fire damage The innate spell is the same spell and tradition
(except magical). of the cantrip supplied during the Crafting of
the cantrip tattoo. Uncommon cantrips give the
Type scaldguard tattoo; Level 1; tattoo the uncommon trait. The cantrip tattoo
Price 12 gp gains the trait associated with the school
of the cantrip (such as evocation).
Type greater scaldguard Special Due to the complex way in
tattoo; Level 7; Price 345 which the cantrip tattoo ties into your
gp essence, you may only benefit from one
The tattoo now grants you cantrip tattoo at a time. If you are
resistance 5 to fire, including inscribed with additional cantrip
magical fire, Additionally, it tattoos, the newest tattoo functions
helps to suppress flames on normally, though any older ones are
your body, lower the flat check DC inert and do not grant you any benefit as
to end persistent fire damage by 2 long as you have a newer cantrip tattoo.
(to a minimum DC of 2)
Crafting Requirements supply a casting of
Type major scaldguard tattoo; Level 11; the cantrip
Price 1,300 gp
As greater scaldguard tattoo except the fire COUNTERTAT ITEM 2+
resistance is 10 and you lower the flat check DC by 5 instead.
| | |
INVESTED MAGICAL TATTOO TRANSMUTATION
WISHBRAND TATTOO ITEM 1 Usage tattooed on the body; Bulk —
| |
UNCOMMON EVOCATION INVESTED MAGICAL TATTOO | | This tattoo allows you to surge with speed for a brief moment
Price 20 gp when a foe leaves an opening. However, the sudden surge is
Usage tattooed on the body; Bulk — slightly inconsistent, making it hard to aim your riposte.
Activate � envision; Frequency once per day; Trigger A
Wishbrand tattoos are made using specially formulated creature within your reach critically fails a Strike against
alchemical ink enchanted to enhance its properties. Your you; Effect you make a Strike against the triggering
unarmed attacks gain the resonant weapon trait and count as creature. This Strike suffers a -2 circumstance penalty
a weapon for the sake of Conduct Energy. from the sudden jerking the tattoo causes.
Activate � envision; Trigger You take acid, cold,
electricity, fire, or sonic damage; Effect You channel Type countertat; Level 2; Price 35 gp
some of the triggering damage into your wishbrand
tattoo. Your unarmed strikes deal 1 additional damage Type greater countertat; Level 10; Price 1,100 gp,
per weapon damage die until the end of your next turn. You may activate countertat three times per day, and you do
This damage matches the triggering damage; if you took not suffer a circumstance penalty as the surge of power is
multiple types of appropriate damage, choose one. smooth and fluid.
BITTER ROSE TATTOO ITEM 2 SPELLRUNE TATTOO ITEM 3+
| | |
INVESTED MAGICAL TATTOO TRANSMUTATION
| |
INVESTED MAGICAL TATTOO
Price 32 gp
Usage tattooed on the body; Bulk —
Usage tattooed on the body; Bulk —

This rose tattoo's petals bear a yellowed hue and always This elaborate rune depicts a sigil unique to a single non-
look slightly moist. It can briefly exude a bitter oil from your cantrip spell, allowing you to release its energies. The
skin, causing biting creatures to recoil, though it takes time appearance of the rune is generally related to the stored spell.
to recharge. You gain the supplied spell as an innate spell that you can
Activate � envision (poison); Frequency once per day; cast once per day matching the tradition it was supplied with.
The tattoo gains the trait associated with the spell's school of MINDBREAKER TATTOO ITEM 6+ ANCESTRIES
magic (such as evocation).
| |
ENCHANTMENT INVESTED MAGICAL TATTOO | CLASSES
Type 1st-level spell; Level 3; Price 60 gp
Usage tattooed on the body; Bulk —
ARCHETYPES
Type 2nd-level spell; Level 5; Price 160 gp
This tattoo depicts horrifying features, such as monstrous
eyes and teeth that come to life when you strike fear into the FEATS
Type 3rd-level spell; Level 7; Price 360 gp
hearts of your enemies. You gain a +1 item bonus to
Intimidation checks. ITEMS
Type 4th-level spell; Level 9; Price 700 gp
Activate � envision (visual, mental); Frequency once per
Type 5th-level spell; Level 11; Price 1,500 gp day; Trigger You Demoralize a creature, giving it the
frightened condition; Effect your tattoo springs to life,
Type 6th-level spell; Level 13; Price 3,000 gp riding the fear in the triggering creature’s mind.
The creature is stupefied 1 for as long as it
Type 7th-level spell; Level 15; Price 6,500 gp remains frightened.
Type 8th-level spell; Level 17; Price 15,000 gp Type mindbreaker tattoo; Level 6; Price 250 gp
Type 9th-level spell; Level 19; Price 40,000 gp Type greater mindbreaker tattoo; Level 13; Price 3,000 gp,
You may activate the tattoo once per minute, and the item
Craft Requirements Supply a listed-level casting of the spell. bonus to intimidation is +2
INKPACK TATTOO ITEM 4 Type Major mindbreaker tattoo; Level 17; Price 15,000 gp,
| |
CONJURATION EXTRADIMENSIONAL INVESTED MAGICAL | You may activate the tattoo at will, the item bonus to
Intimidation increases to +3, and the stupefied value
TATTOO becomes 2.
Price 100 gp
Usage tattooed on the body; Bulk — SLEEVELESS STRENGTH TATTOO ITEM 6
This tattoo depicts an empty container, which functions like a
| | |
INVESTED MAGICAL TATTOO TRANSMUTATION
bag of holding (Core Rulebook) that can hold up to 15 Bulk of Price 240 gp
items. When you Interact to stow items, you place them Usage tattooed on the body; Bulk —
against the tattoo, where they become a tattoo version of
themselves as they enter the extradimensional space Bands of ink around each arm twisting around themselves
viewable in the opening of the container. Removing an item strengthen you, allowing you to burst with sudden and
reverses this process, and if you die, the contents of the unbelievable strength. You gain a +1 item bonus to Athletics
tattoo expel themselves into an adjacent space. Though the checks. When you make an Athletics check to lift an object or
items are in your tattoo, they can be detected normally as they to Force Open something you gain a +2 item bonus instead.
move about slightly and might alert suspicious
individuals, you gain a +2 item bonus to Stealth checks to Activate � envision; The bands around your arms twist
Conceal the Objects unless someone knows to check your and appear to tighten as your muscles surge and swell
tattoo for items. with tension and power, blasting off the sleeves of any
non-magical clothing you are wearing. Attempt a Force
MOCKINGBARD TATTOO ITEM 5 Open or Shove action, you get one stage of success
better on this check. If you use this activation more than
| |
ILLUSION INVESTED MAGICAL TATTOO | once per day, you become fatigued and cannot activate
your sleeveless strength tattoo again until your next full
Price 160 gp night’s rest.
Usage tattooed on the body; Bulk —
SWIFTARM TATTOO ITEM 6
Depictions of mockingbirds, or dissonant musical notes are
common appearances for this tattoo. You gain a +1 item | |
CONJURATION EXTRADIMENSIONAL INVESTED MAGICAL |
bonus to Deception and Performance checks where the
sound of your voice is used. You may Lie or Perform to mimic TATTOO
sounds you have heard before, even those that would be Price 250 gp
otherwise impossible for your physiology. Usage tattooed on the body; Bulk —
Activate � envision (auditory, illusion); Frequency once
per day; Trigger You change from unnoticed or Swiftarm tattoos depict sheathes, weapon mounts, or racks.
undetected to hidden to one or more creatures; Effect You can Interact to store a weapon in the tattoo, which takes
You may attempt to Lie using Deception or Performance on the appearance of the stored weapon.
against all triggering creatures by making a convincing Activate � (envision); Trigger You Strike; Requirements you
sound, such as a meowing cat, or leaves rustling in the have enough free hands to wield the stored weapon; Effect
wind. If you succeed, the creatures believe they heard Your weapon leaves the tattoo, appearing in the requisite
something inconsequential, which at the GM’s hands and you Strike with that weapon instead of another
discretion may cause them to ignore you. unarmed attack or weapon, using its modifiers.
ENERGY INSCRIPTION TATTOO ITEM 8+ WARPWALL TATTOO ITEM 15
| |
EVOCATION INVESTED MAGICAL TATTOO | | |
UNCOMMON INVESTED MAGICAL TATTOO |
Usage tattooed on the body; Type — TRANSMUTATION
Price 6,500 gp
Wrapping runes and invocations tied to a form of energy are Usage tattooed on the body; Type —
the core of these highly decorated tattoos. When a tattoo
is created, choose one damage from the following: acid, This tattoo depicts a wall, cliff, or another physical impasse.
cold, electricity, fire, or sonic. The tattoo gains the trait The tattoo slowly knits your body back together, giving you
associated with that damage type. This choice cannot be fast healing 1.
changed once chosen.
Activate � envision, interact (transmutation);
Activate � (envision, interact); Until the start of your next Frequency once per day; Effect Your body expands
turn, your Strikes deal an additional 1d6 damage of the outward into a terrifying physical barrier. This functions
type chosen for your tattoo. as wall of flesh (Advanced Players Guide) except you
must be within the wall’s area, you become immobilized
Type energy inscription tattoo; Level 8; Price 500 gp for the duration, you use your unarmed attack bonus
instead of spell attack bonus, strength in place of
Type greater energy inscription tattoo; Level 15; spellcasting modifier, and use your Athletics DC in place
Price 6,500 gp, of spell DC. The wall shares your HP and AC. The usage
The damage increases to 2d6. ends if you are moved, become unconscious, or if you
Dismiss it.
SHIFTING STEEL TATTOO ITEM 11
VOID TATTOO ITEM 16
| | |
INVESTED MAGICAL TATTOO TRANSMUTATION
Price 1,400 gp | |
UNCOMMON INVESTED MAGICAL TATTOO |
Usage tattooed on the body; Type — TRANSMUTATION
Price 10,000 gp
While you are not wearing armor this tattoo grants you a +2
item bonus to AC as its shifting symbols and flairs dance Usage tattooed on the body; Bulk —
across your body. The inked areas are as hard as steel and
move with blinding speed to intercept incoming attacks, even This Tattoo is so dense as to appear simply as solid ink,
those you are unaware of. but close inspection shows winding lines leading to nowhere
in a fashion that no eye can follow without feeling like they
Activate � envision; Trigger you are critically hit by a are being drawn into nothingness. You do not appear to
Strike; Effect The marks of your tattoo layer over senses such as lifesense, spiritsense, or similar senses that
each other, strengthening themselves, roll a DC 19 flat detect your vital energies or presence of a soul as determined
check, on a success, the triggering Strike becomes a by the GM.
success instead.
Activate � envision (enchantment); Your void tattoo
MOBILE MURAL ITEM 13 spreads across you, briefly cutting your mind off from
the outside world. Until the end of your next turn, You
| | |
INVESTED MAGICAL TATTOO TRANSMUTATION become immune to all mental effects.
Price 2,800 gp RISING PHOENIX TATTOO ITEM 18
Usage tattooed on the body; Type —
| | |
UNCOMMON FIRE HEALING INVESTED MAGICAL |
This colorful expanse depicts sweeping iconography,
though the exact contents vary by cultiure and artist. While
NECROMANCY TATTOO|
the mobile mural is visible, you gain a +2 item bonus to Price 24,000 gp
Diplomacy checks against creatures with an appreciation Usage tattooed on the body; Bulk —
for art, and an additional +1 circumstance bonus if they are
from the culture who’s art is reflected in the tattoo. Once per week, when you die, this emblazoned phoenix tattoo
Activate � Interact (magical, move, transmutation); surges with fiery brightness and bursts forth, reducing your
Requirements You are adjacent to a solid surface large body to a pile of ash and dealing 18d6 fire damage to foes in
enough to accommodate your body if it were two- a 15-foot emanation (basic Reflex DC 38). One minute later, if
dimensional; Effect You touch the required surface and the ashes have not been scattered (requiring an activity that
become a colorful two-dimensional projection of uses a total of 3 Interact actions, or a strong wind, magical or
yourself on the surface. While in this state you can otherwise), you rise again from the ashes, resurrected with 1
Stride along any attached contiguous solid surface, Hit Point. The strain of this resurrection leaves you clumsy 1,
regardless of direction. You can briefly emerge to drained 1, and enfeebled 1 for 1 week; these conditions can't
interact with the world around you, such as to Interact, be removed or reduced by any means until the week has
Strike, or do similar actions. You can still be targeted passed. A rising phoenix tattoo cannot trigger if it is
and harmed as normal, with you sharing the space of the destroyed at the moment of your death, or if there is no
surface you are projected upon. You may use this remains to turn to ash, such as if you were killed by a
activation again to emerge from the surface fully. If an disintegrate spell or if you died from massive damage.
effect would force you out of the surface’s space, this
effect ends immediately.
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