a50b049f-20c1-4402-ad1c-44e1cb147658
a50b049f-20c1-4402-ad1c-44e1cb147658
–Natthan Senteni
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.
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
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.
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
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
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.
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.
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.
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
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
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
|
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
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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
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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
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.
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
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
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.
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
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.
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
|
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
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
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
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 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.
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).
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.
BLOOD-BRINGER FEAT 20
ARCHETYPE
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.
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.
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
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.
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.
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.
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
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
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
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.
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.
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
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.
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.
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.
|
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
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
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
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.
| |
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
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 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
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.
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.
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
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
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 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
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
|
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
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.
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.
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.
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.
| | | |
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.
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.
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.
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.
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
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
| | |
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
| |
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
| |
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 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
|
RARE 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
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
|
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
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.
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
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.
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
|
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
|
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
|
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
| |
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
|
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
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.
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
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.
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.
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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