Rules Reference

You will need to track your actions carefully in an encounter. At the start of each turn you take in an encounter, you regain 3 actions and 1 reaction to spend that round. You can spend your actions in many different ways.
There are four types of actions: single actions, activities, reactions, and free actions.
Single actions can be completed in a very short time. They’re self-contained, and their effects are generated within the span of that single action.
Activities usually take longer and require using multiple actions, which must be spent in succession.
◆ Move
You move up to your Speed.
is a single action, but Sudden Charge is an activity in which you use both the
◆ Move
You move up to your Speed.
and
◆ Attack
You attack with a weapon you’re wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you’re using, and compare the result to the target creature’s AC to determine the effect.
Critical Success You make a damage roll according to the weapon or unarmed attack and deal double damage.
Success You make a damage roll according to the weapon or unarmed attack and deal damage.
actions to generate its effect.
Reactions have triggers, which must be met for you to use the reaction. You can use a reaction anytime its trigger is met, whether it’s your turn or not. Outside of encounters, your use of reactions is more flexible and up to the GM. Reactions are usually triggered by other creatures or by events outside your control.
Free actions don’t cost you any of your actions per turn, nor do they cost your reaction. A free action with no trigger follows the same rules as a single action (except the action cost). It must be used on your turn and can’t be used during another action. A free action with a trigger follows the same rules as a reaction (except the reaction cost). It can be used any time its trigger is met.
Activities
An activity typically involves using multiple actions to create an effect greater than you can produce with a single action, or combining multiple single actions to produce an effect that’s different from merely the sum of those actions. In some cases, usually when spellcasting, an activity can consist of only 1 action, 1 reaction, or even 1 free action.
An activity might cause you to use specific actions within it. You don’t have to spend additional actions to perform them—they’re already factored into the activity’s required actions.
You have to spend all the actions of an activity at once to gain its effects. In an encounter, this means you must complete it during your turn. If an activity gets interrupted or disrupted in an encounter, you lose all the actions you committed to it.
Actions with Triggers
You can use free actions that have triggers and reactions only in response to certain events. Each such reaction and free action lists the trigger that must happen for you to perform it. When its trigger is satisfied—and only when it is satisfied—you can use the reaction or free action, though you don’t have to use the action if you don’t want to.
Limitations on Triggers
The triggers listed in the stat blocks of reactions and some free actions limit when you can use those actions. You can use only one action in response to a given trigger. For example, if you had a reaction and a free action that both had a trigger of “your turn begins,” you could use either of them at the start of your turn—but not both. If two triggers are similar, but not identical, the GM determines whether you can use one action in response to each or whether they’re effectively the same thing. Usually, this decision will be based on what’s happening in the narrative. This limitation of one action per trigger is per creature; more than one creature can use a reaction or free action in response to a given trigger. If multiple actions would be occurring at the same time, and it’s unclear in what order they happen, the GM determines the order based on the narrative.
Simultaneous Actions
You can use only one single action, activity, or free action that doesn’t have a trigger at a time. You must complete one before beginning another. For example, the Sudden Charge activity states you must
◆ Move
You move up to your Speed.
twice and then ,
◆ Attack
You attack with a weapon you’re wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you’re using, and compare the result to the target creature’s AC to determine the effect.
Critical Success You make a damage roll according to the weapon or unarmed attack and deal double damage.
Success You make a damage roll according to the weapon or unarmed attack and deal damage.
so you couldn’t use an
◆ Manipulate
You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, draw a weapon, swap a held item for another, open a door, or achieve a similar effect. On rare occasions, you might have to attempt a skill check to determine if your Interact action was successful.
action to open a door in the middle of the movement, nor could you perform part of the move, make your attack, and then finish the move.
Free actions with triggers and reactions work differently. You can use these whenever the trigger occurs, even if the trigger occurs in the middle of another action.
Subordinate Actions
An action might allow you to use a simpler action— usually one of the Basic Actions—in a different circumstance or with different effects. This subordinate action still has its normal traits and effects, but it’s modified in any ways listed in the larger action. For example, an activity that tells you to
◆ Move
You move up to your Speed.
up to half your Speed alters the normal distance you can move in a .
◆ Move
You move up to your Speed.
The
◆ Move
You move up to your Speed.
would still have the
An action with this trait involves moving from one space to another.
trait, would still trigger reactions that occur based on movement, and so on. The subordinate action doesn’t gain any of the traits of the larger action unless specified. The action that allows you to use a subordinate action doesn’t require you to spend more actions or reactions to do so; that cost is already factored in.
Using an activity is not the same as using any of its subordinate actions. For example, the quickened condition you get from the haste spell lets you spend an extra action each turn to
◆ Move
You move up to your Speed.
or ,
◆ Attack
You attack with a weapon you’re wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you’re using, and compare the result to the target creature’s AC to determine the effect.
Critical Success You make a damage roll according to the weapon or unarmed attack and deal double damage.
Success You make a damage roll according to the weapon or unarmed attack and deal damage.
but you couldn’t use the extra action for an activity that includes a
◆ Move
You move up to your Speed.
or .
◆ Attack
You attack with a weapon you’re wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you’re using, and compare the result to the target creature’s AC to determine the effect.
Critical Success You make a damage roll according to the weapon or unarmed attack and deal double damage.
Success You make a damage roll according to the weapon or unarmed attack and deal damage.
As another example, if you used an action that specified, “If the next action you use is a ,”
◆ Attack
You attack with a weapon you’re wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you’re using, and compare the result to the target creature’s AC to determine the effect.
Critical Success You make a damage roll according to the weapon or unarmed attack and deal double damage.
Success You make a damage roll according to the weapon or unarmed attack and deal damage.
an activity that includes a
◆ Attack
You attack with a weapon you’re wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you’re using, and compare the result to the target creature’s AC to determine the effect.
Critical Success You make a damage roll according to the weapon or unarmed attack and deal double damage.
Success You make a damage roll according to the weapon or unarmed attack and deal damage.
wouldn’t count, because the next thing you are doing is starting an activity, not using the
◆ Attack
You attack with a weapon you’re wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you’re using, and compare the result to the target creature’s AC to determine the effect.
Critical Success You make a damage roll according to the weapon or unarmed attack and deal double damage.
Success You make a damage roll according to the weapon or unarmed attack and deal damage.
basic action. Diseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages.
Name and Traits
The affliction’s name is given first, followed by its traits in parentheses—including the trait for the type of affliction (curse, disease, poison, and so forth). If the affliction needs to have a level specified, it follows the parentheses, followed by any unusual details, such as restrictions on removing the conditions imposed by an affliction. If no level is listed, the affliction matches the level of the creature, hazard, or item causing the affliction.
Saving Throw
When you’re first exposed to the affliction, you must attempt a saving throw against it. This first attempt to stave off the affliction is called the initial save. An affliction usually requires a Fortitude save, but the exact save and its DC are listed after the name and type of affliction. Spells that can cause an affliction typically use the caster’s spell DC.
On a successful initial saving throw, you are unaffected by that exposure to the affliction. You don’t need to attempt further saving throws against it unless you are exposed to the affliction again.
If you fail the initial saving throw, you advance to stage 1 of the affliction and are subjected to the listed effect. On a critical failure, after its onset period (if applicable), you advance to stage 2 of the affliction and are subjected to that effect instead.
Onset
Some afflictions have onset times. For these afflictions, once you fail your initial save, you don’t gain the effects for the first stage of the affliction until the onset time has elapsed. If this entry is absent, you gain the effects for the first stage (or the second stage on a critical failure) immediately upon failing the initial saving throw.
Maximum Duration
If an affliction lasts only a limited amount of time, it lists a maximum duration. Once this duration passes, the affliction ends. Otherwise, it lasts until you succeed at enough saves to recover, as described in Stages below.
Stages
An affliction typically has multiple stages, each of which lists an effect followed by an interval in parentheses. When you reach a given stage of an affliction, you are subjected to the effects listed for that stage.
At the end of a stage’s listed interval, you must attempt a new saving throw. On a success, you reduce the stage by 1; on a critical success, you reduce the stage by 2. You are then subjected to the effects of the new stage. If the affliction’s stage is ever reduced below stage 1, the affliction ends and you don’t need to attempt further saves unless you’re exposed to the affliction again.
On a failure, the stage increases by 1; on a critical failure, the stage increases by 2. You are then subjected to the effects listed for the new stage. If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage.
Damage and Conditions
Any damage listed for a stage happens immediately when you reach that stage. Conditions affect you when you reach the stage and last for their normal duration. For instance, if you were drained for an affliction with a maximum duration of 5 minutes, you remain drained after the affliction ends, as normal for the drained condition. A condition that automatically changes its value or ends under certain circumstances, like frightened, still does so. Any condition that doesn’t have a default duration, such as clumsy or paralyzed, lasts as long as you’re at that stage unless noted otherwise, as do any penalties or any other effect of the stage that doesn’t list a duration.
Multiple Exposures
Multiple exposures to the same curse or disease currently affecting you have no effect. For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you’re within the poison’s onset period, though it doesn’t change the onset length. If the poison does not have an onset time or it’s already elapsed, you are immediately subject to the effects of the new stage.
Virulent Afflictions
Afflictions with the virulent trait are harder to remove. You must succeed at two consecutive saves to reduce a virulent affliction’s stage by 1. A critical success reduces a virulent affliction’s stage by only 1 instead of by 2.
Removing Afflictions
Apart from waiting them out, afflictions can be removed through certain uses of the skills and spells. The Treat Disease and Treat Poison uses of Medicine are commonly used to treat those afflictions.
The cleanse affliction spell is also available to most spellcasters. Spells that counteract conditions at the source, such as sound body, can also be effective against diseases and poisons that cause those conditions.
Curses are trickier, requiring solutions that specifically mention them, such as a 4th-rank cleanse affliction or the Break Curse skill feat. When you use a
◆ Attack
You attack with a weapon you’re wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you’re using, and compare the result to the target creature’s AC to determine the effect.
Critical Success You make a damage roll according to the weapon or unarmed attack and deal double damage.
Success You make a damage roll according to the weapon or unarmed attack and deal damage.
action or make a spell attack, you attempt a check called an attack roll. Attack rolls take a variety of forms and are often highly variable based on the weapon you are using for the attack, but there are three main types: melee attack rolls, ranged attack rolls, and spell attack rolls.
You compare your attack roll to Armor Class (AC), a special type of DC.
Multiple Attack Penalty
The more attacks you make beyond your first in a single turn, the less accurate you become, represented by the multiple attack penalty. The second time you use an attack action during your turn, you take a –5 penalty to your check. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your check. Every check that has the
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
trait counts toward your multiple attack penalty, including ,
◆ Attack
You attack with a weapon you’re wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you’re using, and compare the result to the target creature’s AC to determine the effect.
Critical Success You make a damage roll according to the weapon or unarmed attack and deal double damage.
Success You make a damage roll according to the weapon or unarmed attack and deal damage.
spell attack rolls, certain skill actions like Shove, and many others.
Some weapons and abilities reduce multiple attack penalties, such as agile weapons, which reduce these penalties to –4 on the second attack or –8 on further attacks.
Always calculate your multiple attack penalty based on the weapon you’re using on that attack, not ones you used on previous attacks. For example, let’s say you’re wielding a longsword in one hand and a shortsword (which has the agile trait) in your other hand, and you make three
◆ Attack
You attack with a weapon you’re wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you’re using, and compare the result to the target creature’s AC to determine the effect.
Critical Success You make a damage roll according to the weapon or unarmed attack and deal double damage.
Success You make a damage roll according to the weapon or unarmed attack and deal damage.
with these weapons over the course of your turn. The first
◆ Attack
You attack with a weapon you’re wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you’re using, and compare the result to the target creature’s AC to determine the effect.
Critical Success You make a damage roll according to the weapon or unarmed attack and deal double damage.
Success You make a damage roll according to the weapon or unarmed attack and deal damage.
you make during your turn has no penalty, no matter what weapon you are using. The second
◆ Attack
You attack with a weapon you’re wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you’re using, and compare the result to the target creature’s AC to determine the effect.
Critical Success You make a damage roll according to the weapon or unarmed attack and deal double damage.
Success You make a damage roll according to the weapon or unarmed attack and deal damage.
will take either a –5 penalty if you use the longsword or a –4 penalty if you use the shortsword. Your third attack would be a –10 penalty with the longsword and a –8 penalty with the shortsword, no matter what weapon you used for your previous .
◆ Attack
You attack with a weapon you’re wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you’re using, and compare the result to the target creature’s AC to determine the effect.
Critical Success You make a damage roll according to the weapon or unarmed attack and deal double damage.
Success You make a damage roll according to the weapon or unarmed attack and deal damage.
The multiple attack penalty applies only during your turn, so you don’t have to keep track of it if you can perform a
↺
Trigger A creature within the monster’s reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using; Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn’t count toward the monster’s multiple attack penalty, and its multiple attack penalty doesn’t apply to this Strike.
or a similar reaction that lets you make a
◆ Attack
You attack with a weapon you’re wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you’re using, and compare the result to the target creature’s AC to determine the effect.
Critical Success You make a damage roll according to the weapon or unarmed attack and deal double damage.
Success You make a damage roll according to the weapon or unarmed attack and deal damage.
on someone else’s turn.
Range Penalty
Ranged and thrown weapons each have a listed range increment, and attacks with them grow less accurate against targets farther away. As long as your target is at or within the listed range increment, also called the first range increment, you take no penalty to the attack roll. If you’re attacking beyond that range increment, you take a –2 penalty for each additional increment beyond the first. You can attempt to attack with a ranged weapon or thrown weapon up to six range increments away, but the farther away you are, the harder it is to hit your target. Sometimes you will be called on to attempt a basic saving throw (or “basic save”). This type of saving throw works just like any other saving throw—the “basic” part refers to the effects. For a basic save, you’ll attempt the check and determine whether you critically succeed, succeed, fail, or critically fail like you would any other saving throw. Then one of the following outcomes applies based on your —
Whenever you attempt a check, you compare your result against the Difficulty Class (DC) of the check. Your check succeeds if it’s equal to or greater than the DC. If you roll anything less than the DC, you fail.
Many times, it’s important to determine not only if you succeed or fail, but also how spectacularly you succeed or fail. Exceptional results—either good or bad—can cause you to critically succeed or critically fail at a check.
You critically succeed when the check’s result meets or exceeds the DC by 10 or more. If the check is an attack roll, this is also known as a critical hit. You can also critically fail a check. The rules for critical failure—sometimes called a fumble—are the same as those for a critical success, but in the other direction: if you fail a check by 10 or more, that’s a critical failure.
Some actions and abilities have stronger effects on a critical success or failure. For example, a Strike deals double damage on a critical hit. If an effect doesn’t list a critical success effect, the critical success effect is the same as the success effect, and the same goes for critical failures.
Natural 1 and Natural 20
If you rolled a 20 on the die (a “natural 20”), your result is one degree of success better than it would be by numbers alone. If you roll a 1 on the d20 (a “natural 1”), your result is one degree worse. This means that a natural 20 usually results in a critical success and natural 1 usually results in a critical failure. However, if you were going up against a very high DC, you might get only a success with a natural 20, or even a failure if 20 plus your total modifier is 10 or more below the DC. Likewise, if your modifier for a statistic is so high that adding it to a 1 from your d20 roll exceeds the DC by 10 or more, you can succeed even if you roll a natural 1!
Certain abilities can change the degree of success on a roll. When resolving such an ability, apply the adjustment from a natural 20 or natural 1 before anything else.
no matter what caused the saving throw. Some spells or abilities add an additional effect on certain results but still use a basic saving throw for brevity.
• Critical Success You take no damage from the effect.
• Success You take half the listed damage from the effect.
• Failure You take the full damage listed from the effect.
• Critical Failure You take double the listed damage from the effect.
Doubling and Halving Damage
Sometimes you’ll need to halve or double an amount of damage, such as when the outcome of your
◆ Attack
You attack with a weapon you’re wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you’re using, and compare the result to the target creature’s AC to determine the effect.
Critical Success You make a damage roll according to the weapon or unarmed attack and deal double damage.
Success You make a damage roll according to the weapon or unarmed attack and deal damage.
is a critical hit or when you succeed at a basic Reflex save against a spell. When this happens, you roll the damage normally, adding all the normal modifiers, bonuses, and penalties. Then you double or halve the amount as appropriate. As normal, round down if you halve the damage (though 1 damage halved remains at a minimum of 1 damage).
When doubling, the GM might allow you to roll the dice twice and double the modifiers, bonuses, and penalties instead of doubling the entire result, but this usually works best for single-target attacks or spells at low levels when you have a small number of damage dice to roll. Benefits you gain specifically from a critical hit, like the extra damage die from the fatal weapon trait, aren’t doubled. While adventuring, characters (and sometimes their belongings) are affected by abilities and effects that apply conditions. For example, a spell or magic item might turn you invisible or cause you to be gripped by fear. Conditions change your state of being in some way, and they represent everything from the attitude other creatures have toward you and how they interact with you to what happens when a creature drains your blood or life essence.
Conditions are persistent. Whenever you’re affected by a condition, its effects last until the condition’s stated duration ends, the condition is removed, or terms dictated in the condition itself cause it to end.
Condition Values
Some conditions have a number after the condition, called a condition value. This value conveys the severity of a condition, and such conditions often give you a bonus or penalty equal to their value. These values can often be reduced by skills, spells, or simply waiting. If a condition value is ever reduced to 0, the condition ends.
Overriding Conditions
Some conditions override others. This is always specified in the entry for the overriding condition. When this happens, all effects of the overridden condition are suppressed until the overriding condition ends. The overridden condition’s duration continues to elapse, and it might run out while suppressed.
Redundant Conditions
You can have a given condition only once at a time. If an effect would impose a condition you already have, you now have that condition for the longer of the two durations. The shorter-duration condition effectively ends, though other conditions caused by the original, shorter-duration effect might continue.
For example, let’s say you have been hit by a monster that crushes your arm; your wound causes you to be enfeebled 2 and off-guard until the end of the monster’s next turn. Before the end of that creature’s next turn, a trap poisons you, making you enfeebled 2 for 1 minute. In this case, the enfeebled 2 that lasts for 1 minute replaces the enfeebled 2 from the monster, so you would be enfeebled 2 for the longer duration. You would remain off-guard, since nothing replaced that condition, and it still lasts only until the end of the monster’s next turn.
Any ability that removes a condition removes it entirely, no matter what its condition value is or how many times you’ve been affected by it. In the example above, a spell that removes the enfeebled condition from you would remove it entirely—the spell wouldn’t need to remove it twice.
Redundant Conditions with Values
Conditions with different values are considered different conditions. If you’re affected by a condition with a value multiple times, you apply only the highest value, although you might have to track both durations if one has a lower value but lasts longer. For example, if you had a slowed 2 condition that lasts 1 round and a slowed 1 condition that lasts for 6 rounds, you’d be slowed 2 for the first round, and then you’d change to slowed 1 for the remaining 5 rounds of the second effect’s duration. If something reduces the condition value, it reduces it for all conditions of that name affecting you. For instance, in this example above, if something reduced your slowed value by 1, it would reduce the first condition from the example to slowed 1 and reduce the second to slowed 0, removing it.
Groups of Conditions
Some conditions exist relative to one another or share a similar theme. It can be useful to look at these conditions together to understand how they interact.
• Detection: Observed, hidden, undetected, unnoticed
• Senses: Blinded, concealed, dazzled, deafened, invisible
• Death and Dying: Doomed, dying, unconscious, wounded
• Attitudes: Hostile, unfriendly, indifferent, friendly, helpful
• Lowered Abilities: Clumsy, drained, enfeebled, stupefied Some effects try to counteract spells, ,
Diseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages.
Name and Traits
The affliction’s name is given first, followed by its traits in parentheses—including the trait for the type of affliction (curse, disease, poison, and so forth). If the affliction needs to have a level specified, it follows the parentheses, followed by any unusual details, such as restrictions on removing the conditions imposed by an affliction. If no level is listed, the affliction matches the level of the creature, hazard, or item causing the affliction.
Saving Throw
When you’re first exposed to the affliction, you must attempt a saving throw against it. This first attempt to stave off the affliction is called the initial save. An affliction usually requires a Fortitude save, but the exact save and its DC are listed after the name and type of affliction. Spells that can cause an affliction typically use the caster’s spell DC.
On a successful initial saving throw, you are unaffected by that exposure to the affliction. You don’t need to attempt further saving throws against it unless you are exposed to the affliction again.
If you fail the initial saving throw, you advance to stage 1 of the affliction and are subjected to the listed effect. On a critical failure, after its onset period (if applicable), you advance to stage 2 of the affliction and are subjected to that effect instead.
Onset
Some afflictions have onset times. For these afflictions, once you fail your initial save, you don’t gain the effects for the first stage of the affliction until the onset time has elapsed. If this entry is absent, you gain the effects for the first stage (or the second stage on a critical failure) immediately upon failing the initial saving throw.
Maximum Duration
If an affliction lasts only a limited amount of time, it lists a maximum duration. Once this duration passes, the affliction ends. Otherwise, it lasts until you succeed at enough saves to recover, as described in Stages below.
Stages
An affliction typically has multiple stages, each of which lists an effect followed by an interval in parentheses. When you reach a given stage of an affliction, you are subjected to the effects listed for that stage.
At the end of a stage’s listed interval, you must attempt a new saving throw. On a success, you reduce the stage by 1; on a critical success, you reduce the stage by 2. You are then subjected to the effects of the new stage. If the affliction’s stage is ever reduced below stage 1, the affliction ends and you don’t need to attempt further saves unless you’re exposed to the affliction again.
On a failure, the stage increases by 1; on a critical failure, the stage increases by 2. You are then subjected to the effects listed for the new stage. If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage.
Damage and Conditions
Any damage listed for a stage happens immediately when you reach that stage. Conditions affect you when you reach the stage and last for their normal duration. For instance, if you were drained for an affliction with a maximum duration of 5 minutes, you remain drained after the affliction ends, as normal for the drained condition. A condition that automatically changes its value or ends under certain circumstances, like frightened, still does so. Any condition that doesn’t have a default duration, such as clumsy or paralyzed, lasts as long as you’re at that stage unless noted otherwise, as do any penalties or any other effect of the stage that doesn’t list a duration.
Multiple Exposures
Multiple exposures to the same curse or disease currently affecting you have no effect. For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you’re within the poison’s onset period, though it doesn’t change the onset length. If the poison does not have an onset time or it’s already elapsed, you are immediately subject to the effects of the new stage.
Virulent Afflictions
Afflictions with the virulent trait are harder to remove. You must succeed at two consecutive saves to reduce a virulent affliction’s stage by 1. A critical success reduces a virulent affliction’s stage by only 1 instead of by 2.
Removing Afflictions
Apart from waiting them out, afflictions can be removed through certain uses of the skills and spells. The Treat Disease and Treat Poison uses of Medicine are commonly used to treat those afflictions.
The cleanse affliction spell is also available to most spellcasters. Spells that counteract conditions at the source, such as sound body, can also be effective against diseases and poisons that cause those conditions.
Curses are trickier, requiring solutions that specifically mention them, such as a 4th-rank cleanse affliction or the Break Curse skill feat.
conditions, or other effects. Counteract checks compare the power of two forces and determine which defeats the other. Successfully counteracting an effect disrupts it, preventing it from having any effect, unless noted otherwise.
When attempting a counteract check, add the relevant skill modifier or other appropriate modifier to your check against the target’s DC. If you’re counteracting an ,
Diseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages.
Name and Traits
The affliction’s name is given first, followed by its traits in parentheses—including the trait for the type of affliction (curse, disease, poison, and so forth). If the affliction needs to have a level specified, it follows the parentheses, followed by any unusual details, such as restrictions on removing the conditions imposed by an affliction. If no level is listed, the affliction matches the level of the creature, hazard, or item causing the affliction.
Saving Throw
When you’re first exposed to the affliction, you must attempt a saving throw against it. This first attempt to stave off the affliction is called the initial save. An affliction usually requires a Fortitude save, but the exact save and its DC are listed after the name and type of affliction. Spells that can cause an affliction typically use the caster’s spell DC.
On a successful initial saving throw, you are unaffected by that exposure to the affliction. You don’t need to attempt further saving throws against it unless you are exposed to the affliction again.
If you fail the initial saving throw, you advance to stage 1 of the affliction and are subjected to the listed effect. On a critical failure, after its onset period (if applicable), you advance to stage 2 of the affliction and are subjected to that effect instead.
Onset
Some afflictions have onset times. For these afflictions, once you fail your initial save, you don’t gain the effects for the first stage of the affliction until the onset time has elapsed. If this entry is absent, you gain the effects for the first stage (or the second stage on a critical failure) immediately upon failing the initial saving throw.
Maximum Duration
If an affliction lasts only a limited amount of time, it lists a maximum duration. Once this duration passes, the affliction ends. Otherwise, it lasts until you succeed at enough saves to recover, as described in Stages below.
Stages
An affliction typically has multiple stages, each of which lists an effect followed by an interval in parentheses. When you reach a given stage of an affliction, you are subjected to the effects listed for that stage.
At the end of a stage’s listed interval, you must attempt a new saving throw. On a success, you reduce the stage by 1; on a critical success, you reduce the stage by 2. You are then subjected to the effects of the new stage. If the affliction’s stage is ever reduced below stage 1, the affliction ends and you don’t need to attempt further saves unless you’re exposed to the affliction again.
On a failure, the stage increases by 1; on a critical failure, the stage increases by 2. You are then subjected to the effects listed for the new stage. If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage.
Damage and Conditions
Any damage listed for a stage happens immediately when you reach that stage. Conditions affect you when you reach the stage and last for their normal duration. For instance, if you were drained for an affliction with a maximum duration of 5 minutes, you remain drained after the affliction ends, as normal for the drained condition. A condition that automatically changes its value or ends under certain circumstances, like frightened, still does so. Any condition that doesn’t have a default duration, such as clumsy or paralyzed, lasts as long as you’re at that stage unless noted otherwise, as do any penalties or any other effect of the stage that doesn’t list a duration.
Multiple Exposures
Multiple exposures to the same curse or disease currently affecting you have no effect. For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you’re within the poison’s onset period, though it doesn’t change the onset length. If the poison does not have an onset time or it’s already elapsed, you are immediately subject to the effects of the new stage.
Virulent Afflictions
Afflictions with the virulent trait are harder to remove. You must succeed at two consecutive saves to reduce a virulent affliction’s stage by 1. A critical success reduces a virulent affliction’s stage by only 1 instead of by 2.
Removing Afflictions
Apart from waiting them out, afflictions can be removed through certain uses of the skills and spells. The Treat Disease and Treat Poison uses of Medicine are commonly used to treat those afflictions.
The cleanse affliction spell is also available to most spellcasters. Spells that counteract conditions at the source, such as sound body, can also be effective against diseases and poisons that cause those conditions.
Curses are trickier, requiring solutions that specifically mention them, such as a 4th-rank cleanse affliction or the Break Curse skill feat.
the DC is in the ’s
Diseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages.
Name and Traits
The affliction’s name is given first, followed by its traits in parentheses—including the trait for the type of affliction (curse, disease, poison, and so forth). If the affliction needs to have a level specified, it follows the parentheses, followed by any unusual details, such as restrictions on removing the conditions imposed by an affliction. If no level is listed, the affliction matches the level of the creature, hazard, or item causing the affliction.
Saving Throw
When you’re first exposed to the affliction, you must attempt a saving throw against it. This first attempt to stave off the affliction is called the initial save. An affliction usually requires a Fortitude save, but the exact save and its DC are listed after the name and type of affliction. Spells that can cause an affliction typically use the caster’s spell DC.
On a successful initial saving throw, you are unaffected by that exposure to the affliction. You don’t need to attempt further saving throws against it unless you are exposed to the affliction again.
If you fail the initial saving throw, you advance to stage 1 of the affliction and are subjected to the listed effect. On a critical failure, after its onset period (if applicable), you advance to stage 2 of the affliction and are subjected to that effect instead.
Onset
Some afflictions have onset times. For these afflictions, once you fail your initial save, you don’t gain the effects for the first stage of the affliction until the onset time has elapsed. If this entry is absent, you gain the effects for the first stage (or the second stage on a critical failure) immediately upon failing the initial saving throw.
Maximum Duration
If an affliction lasts only a limited amount of time, it lists a maximum duration. Once this duration passes, the affliction ends. Otherwise, it lasts until you succeed at enough saves to recover, as described in Stages below.
Stages
An affliction typically has multiple stages, each of which lists an effect followed by an interval in parentheses. When you reach a given stage of an affliction, you are subjected to the effects listed for that stage.
At the end of a stage’s listed interval, you must attempt a new saving throw. On a success, you reduce the stage by 1; on a critical success, you reduce the stage by 2. You are then subjected to the effects of the new stage. If the affliction’s stage is ever reduced below stage 1, the affliction ends and you don’t need to attempt further saves unless you’re exposed to the affliction again.
On a failure, the stage increases by 1; on a critical failure, the stage increases by 2. You are then subjected to the effects listed for the new stage. If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage.
Damage and Conditions
Any damage listed for a stage happens immediately when you reach that stage. Conditions affect you when you reach the stage and last for their normal duration. For instance, if you were drained for an affliction with a maximum duration of 5 minutes, you remain drained after the affliction ends, as normal for the drained condition. A condition that automatically changes its value or ends under certain circumstances, like frightened, still does so. Any condition that doesn’t have a default duration, such as clumsy or paralyzed, lasts as long as you’re at that stage unless noted otherwise, as do any penalties or any other effect of the stage that doesn’t list a duration.
Multiple Exposures
Multiple exposures to the same curse or disease currently affecting you have no effect. For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you’re within the poison’s onset period, though it doesn’t change the onset length. If the poison does not have an onset time or it’s already elapsed, you are immediately subject to the effects of the new stage.
Virulent Afflictions
Afflictions with the virulent trait are harder to remove. You must succeed at two consecutive saves to reduce a virulent affliction’s stage by 1. A critical success reduces a virulent affliction’s stage by only 1 instead of by 2.
Removing Afflictions
Apart from waiting them out, afflictions can be removed through certain uses of the skills and spells. The Treat Disease and Treat Poison uses of Medicine are commonly used to treat those afflictions.
The cleanse affliction spell is also available to most spellcasters. Spells that counteract conditions at the source, such as sound body, can also be effective against diseases and poisons that cause those conditions.
Curses are trickier, requiring solutions that specifically mention them, such as a 4th-rank cleanse affliction or the Break Curse skill feat.
stat block. If it’s a spell, use the caster’s DC. The GM can also calculate a DC based on the target effect’s level. For spells, the counteract check modifier is your spellcasting attribute modifier plus your spellcasting proficiency bonus, plus any bonuses and penalties that specifically apply to counteract checks.
What you can counteract depends on the check result and the target’s counteract rank. If an effect is a spell, its rank is the counteract rank. Otherwise, halve its level and round up to determine its counteract rank (minimum counteract rank 0). If an effect’s level is unclear and it came from a creature, halve and round up the creature’s level.
• Critical Success Counteract the target if its counteract rank is no more than 3 higher than your effect’s counteract rank.
• Success Counteract the target if its counteract rank is no more than 1 higher than your effect’s counteract rank.
• Failure Counteract the target if its counteract rank is lower than your effect’s counteract rank.
• Critical Failure You fail to counteract the target. When you’re behind an obstacle that could block weapons, guard you against explosions, and make you harder to detect, you’re behind cover. Standard cover gives you a +2 circumstance bonus to AC, to Reflex saves against area effects, and to Stealth checks to ,
◆ Secret
You huddle behind cover or greater cover or deeper into concealment to become hidden, rather than observed. The GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you’re observed by but that you have cover or greater cover against or are concealed from. You get a +2 circumstance bonus to your check if you have standard cover (or +4 from greater cover).
Success If the creature could see you, you’re now hidden from it instead of observed. If you were hidden from or undetected by the creature, you retain that condition.
If you successfully become hidden to a creature but then cease to have cover or greater cover against it or be concealed from it, you become observed again. You cease being hidden if you do anything except Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains off-guard against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check.
If a creature uses Seek to make you observed by it, you must successfully Hide to become hidden from it again.
,
◆ Move, Secret
You attempt to move to another place while becoming or staying undetected. Stride up to half your Speed. (You can use Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type; you must move at half that Speed.)
At the end of your movement, the GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you were hidden from or undetected by at the start of your movement. If you have cover or greater cover from the creature throughout your Stride, you gain the +2 circumstance bonus from cover (or +4 from greater cover) to your Stealth check. Because you’re moving, the bonus increase from Taking Cover doesn’t apply. You don’t get to roll against a creature if, at the end of your movement, you neither are concealed from it nor have cover or greater cover against it. You automatically become observed by such a creature.
Success You’re undetected by the creature during your movement and remain undetected by the creature at the end of it.
You become observed as soon as you do anything other than Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains off-guard against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check. If you speak or make a deliberate loud noise, you become hidden instead of undetected.
If a creature uses Seek and you become hidden to it as a result, you must Sneak if you want to become undetected by that creature again.
Failure A telltale sound or other sign gives your position away, though you still remain unseen. You’re hidden from the creature throughout your movement and remain so.
Critical Failure You’re spotted! You’re observed by the creature throughout your movement and remain so. If you’re invisible and were hidden from the creature, instead of being observed you’re hidden throughout your movement and remain so.
or otherwise avoid detection. You can increase this to greater cover using the
◆
Requirements You are benefiting from standard cover, are near a feature that allows you to take cover, or are prone.
You press yourself against a wall or duck behind an obstacle to take better advantage of cover. If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to Stealth checks to Hide, Sneak, or otherwise avoid detection. Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead).
You can Take Cover while prone to hunker down and gain greater cover against ranged attacks, even if you don’t have an object to get behind, which grants you a +4 circumstance bonus to AC against ranged attacks (but you remain off-guard).
This lasts until you move from your current space, use an attack action, become unconscious, or end this effect as a free action.
basic action, increasing the circumstance bonus to +4. If cover is especially light, typically when it’s provided by a creature, you have lesser cover, which grants a +1 circumstance bonus to AC. A creature with standard cover or greater cover can attempt to use Stealth to ,
◆ Secret
You huddle behind cover or greater cover or deeper into concealment to become hidden, rather than observed. The GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you’re observed by but that you have cover or greater cover against or are concealed from. You get a +2 circumstance bonus to your check if you have standard cover (or +4 from greater cover).
Success If the creature could see you, you’re now hidden from it instead of observed. If you were hidden from or undetected by the creature, you retain that condition.
If you successfully become hidden to a creature but then cease to have cover or greater cover against it or be concealed from it, you become observed again. You cease being hidden if you do anything except Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains off-guard against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check.
If a creature uses Seek to make you observed by it, you must successfully Hide to become hidden from it again.
but lesser cover isn’t sufficient.
Cover is relative, so you might simultaneously have cover against one creature and not another. Cover applies only if your path to the target is partially blocked. If a creature is entirely behind a wall or the like, you don’t have
When creating an effect, you usually need an unblocked path to the target of a spell, the origin point of an effect’s area, or the place where you create something with a spell or other ability. This is called a line of effect. You have line of effect unless a creature is entirely behind a solid physical barrier. Visibility doesn’t matter for line of effect, nor do portcullises and other barriers that aren’t totally solid. Usually a 1-foot-square gap is enough to maintain a line of effect, though the GM makes the final call.
In an area effect, creatures or targets must have line of effect to the point of origin to be affected. If there’s no line of effect between the origin of the area and the target, the effect doesn’t apply to that target. For example, if there’s a solid wall between the origin of a fireball and a creature that’s within the burst radius, the wall blocks the effect—that creature is unaffected by the fireball and doesn’t need to attempt a save against it. Likewise, any ongoing effects created by an ability with an area cease to affect anyone who moves outside of the line of effect.
and typically can’t target it at all.
Usually, the GM can quickly decide whether your target has cover. If you’re uncertain or need to be more precise, draw a line from the center of your space to the center of the target’s space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has ).
◆
Requirements You are benefiting from standard cover, are near a feature that allows you to take cover, or are prone.
You press yourself against a wall or duck behind an obstacle to take better advantage of cover. If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to Stealth checks to Hide, Sneak, or otherwise avoid detection. Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead).
You can Take Cover while prone to hunker down and gain greater cover against ranged attacks, even if you don’t have an object to get behind, which grants you a +4 circumstance bonus to AC against ranged attacks (but you remain off-guard).
This lasts until you move from your current space, use an attack action, become unconscious, or end this effect as a free action.
If the line passes through a creature instead, the target has lesser cover. When measuring cover against an area effect, draw the line from the effect’s point of origin to the center of the creature’s space.
Cover and Large Creatures
If a creature between you and a target is two or more sizes larger than both you and your target, that creature’s space blocks the effect enough to provide standard cover instead of lesser cover. The GM might determine that a creature doesn’t gain cover from terrain that it’s significantly larger than. For example, a Huge dragon probably wouldn’t receive any benefit from being behind a 1-foot-wide pillar.
Special Circumstances
Your GM might allow you to overcome your target’s cover in some situations. If you’re right next to an arrow slit, you can shoot without penalty, but you have greater cover against someone shooting back at you from far away. Your GM might let you reduce or negate cover by leaning around a corner to shoot or the like. This usually takes an action to set up, and the GM might measure cover from an edge or corner of your space instead of your center. Each creature’s rules appear in a stat block, with a structure similar to those of feats, spells, and magic items. Because creatures have more abilities than those game elements, however, their statistics include more entries, many of which have special formatting.
A creature’s traits line sometimes begins with a rarity; if the creature’s rarity is common, no rarity is listed. The next entry is the creature’s size (Tiny, Small, Medium, Large, Huge, or Gargantuan). Any other traits are then listed alphabetically.
Actions and activities the creature can use have the appropriate icons next to those abilities’ names noting how many actions they require. A creature always has the requisite proficiency ranks or other abilities required to use what’s listed in its stat block. For instance, a spellcasting creature can perform the
The casting of a spell can range from a simple word of magical might that creates a fleeting effect to a complex process taking hours to cast and producing a long-term impact. Casting a spell requires the caster to make gestures and utter incantations, so being unable to speak prevents spellcasting for most casters. If your character has a long-term disability that prevents or complicates them from speaking (as described in GM Core), work with the GM to determine an analogous way they cast their spells, such as tapping in code on their staff or whistling.
Spellcasting creates obvious sensory manifestations, such as bright lights, crackling sounds, and sharp smells from the gathering magic. Nearly all spells manifest a spell signature—a colorful, glowing ring of magical runes that appears in midair, typically around your hands, though what kind of spellcaster you are can affect this— academic wizards typically have neat and ordered spell signatures, while a druid’s might be more organic and a cleric’s might be inspired by their deity. How spellcasting looks can vary from one spellcasting tradition or class to another, or even from person to person. You have a great deal of freedom in flavoring your character’s magic however you wish!
Spells can vary in how many actions they take, as shown in the spell’s stat block. You cast cantrips, spells from spell slots, and focus spells using the same process, but must expend the spell when casting a spell from a spell slot and must spend 1 Focus Point to cast a focus spell. Some rules will refer to the Cast a Spell activity, such as “if the next action you use is to Cast a Spell.” Any spell qualifies as a Cast a Spell activity, and any characteristics of the spell use those of the specific spell you’re casting.
activity, and a creature is never untrained with any of its items.
Skills
The creature is trained or better in these skills. For untrained skills, use the corresponding attribute modifier.
Melee and Ranged
◆ Attack
You attack with a weapon you’re wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you’re using, and compare the result to the target creature’s AC to determine the effect.
Critical Success You make a damage roll according to the weapon or unarmed attack and deal double damage.
Success You make a damage roll according to the weapon or unarmed attack and deal damage.
The name of the weapon or unarmed attack the creature uses for a melee ,
◆ Attack
You attack with a weapon you’re wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you’re using, and compare the result to the target creature’s AC to determine the effect.
Critical Success You make a damage roll according to the weapon or unarmed attack and deal double damage.
Success You make a damage roll according to the weapon or unarmed attack and deal damage.
followed by the attack modifier and traits in parentheses. If a creature has any abilities or gear that would affect its attack modifier, such as a weapon with a +1 weapon potency rune, those calculations are already included, Damage amount and damage type, plus any additional effects (this entry is Effect if the
◆ Attack
You attack with a weapon you’re wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you’re using, and compare the result to the target creature’s AC to determine the effect.
Critical Success You make a damage roll according to the weapon or unarmed attack and deal double damage.
Success You make a damage roll according to the weapon or unarmed attack and deal damage.
doesn’t deal damage).
Ranged: As Melee, but also lists range or range increment with traits, Damage as Melee.
Spells
The entry starts with the magical tradition and whether the spells are prepared or spontaneous, followed by the DC (and spell attack modifier if any spells require spell attack rolls). Spells are listed by rank, followed by .
A cantrip is a special type of spell that’s weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip’s stat block says “Cantrip” instead of “Spell”, and the spell has the cantrip trait. Casting a cantrip doesn’t use up your spell slots; you can cast a cantrip at will, any number of times per day. If you’re a prepared caster, you can prepare a specific number of cantrips each day. You can’t prepare a cantrip in a spell slot.
A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its rank is equal to the highest rank of spell slot you have.
A spell prepared multiple times lists the number of times in parentheses—for example, “(×2).” Spontaneous spells list the number of spell slots after the spell rank.
Innate Spells
These are listed like other spells, but can also include constant, at-will, and focus spells. If the creature has a focus spell as an ,
Certain spells are natural to your character, typically coming from your ancestry or a magic item. They’re called innate spells. Innate spells don’t let you qualify for abilities that require you to be a spellcaster—those require you to have spell slots. The ability that gives you an innate spell tells you how often you can cast it—usually once per day—and its magical tradition. Innate spells are refreshed during your daily preparations. Innate cantrips are cast at will and automatically heightened as normal for cantrips unless otherwise specified.
When you gain an innate spell, you become trained in the spell attack modifier and spell DC statistics. At 12th level, these proficiencies increase to expert. Unless noted otherwise, Charisma is your spellcasting attribute modifier for innate spells.
If you have an innate spell, you can cast it even if it’s not of a spell rank you can normally cast. This is especially common for monsters.
You can’t use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can’t heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher rank than its base rank or change the rank at which you cast the spell.
Creature Innate Spells
These are listed like other spells, but can also include constant, at-will, and focus spells. If the creature has a focus spell as an innate spell, it works like other innate spells with listed uses, rather than costing Focus Points. Spells that can be used an unlimited number of times list “(at will)” after the spell’s name. Constant spells appear at the end, separated by rank.
At-Will Spells
The monster can cast its at-will spells any number of times without using up spell slots.
Constant Spells
A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
it works like other
Certain spells are natural to your character, typically coming from your ancestry or a magic item. They’re called innate spells. Innate spells don’t let you qualify for abilities that require you to be a spellcaster—those require you to have spell slots. The ability that gives you an innate spell tells you how often you can cast it—usually once per day—and its magical tradition. Innate spells are refreshed during your daily preparations. Innate cantrips are cast at will and automatically heightened as normal for cantrips unless otherwise specified.
When you gain an innate spell, you become trained in the spell attack modifier and spell DC statistics. At 12th level, these proficiencies increase to expert. Unless noted otherwise, Charisma is your spellcasting attribute modifier for innate spells.
If you have an innate spell, you can cast it even if it’s not of a spell rank you can normally cast. This is especially common for monsters.
You can’t use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can’t heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher rank than its base rank or change the rank at which you cast the spell.
Creature Innate Spells
These are listed like other spells, but can also include constant, at-will, and focus spells. If the creature has a focus spell as an innate spell, it works like other innate spells with listed uses, rather than costing Focus Points. Spells that can be used an unlimited number of times list “(at will)” after the spell’s name. Constant spells appear at the end, separated by rank.
At-Will Spells
The monster can cast its at-will spells any number of times without using up spell slots.
Constant Spells
A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
with listed uses, rather than costing Focus Points. Spells that can be used an unlimited number of times list “(at will)” after the spell’s name. Constant spells appear at the end, separated by rank.
Focus Spells
If a creature has focus spells, this entry lists the spells, the spells’ rank, the Focus Points in the creature’s focus pool, and the DC.
Rituals
Any rituals the creature can cast appear here. The creature can choose to automatically succeed without rolling on any of these rituals or can roll normally. Whenever you attempt a check, you compare your result against the Difficulty Class (DC) of the check. Your check succeeds if it’s equal to or greater than the DC. If you roll anything less than the DC, you fail.
Many times, it’s important to determine not only if you succeed or fail, but also how spectacularly you succeed or fail. Exceptional results—either good or bad—can cause you to critically succeed or critically fail at a check.
You critically succeed when the check’s result meets or exceeds the DC by 10 or more. If the check is an attack roll, this is also known as a critical hit. You can also critically fail a check. The rules for critical failure—sometimes called a fumble—are the same as those for a critical success, but in the other direction: if you fail a check by 10 or more, that’s a critical failure.
Some actions and abilities have stronger effects on a critical success or failure. For example, a
◆ Attack
You attack with a weapon you’re wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you’re using, and compare the result to the target creature’s AC to determine the effect.
Critical Success You make a damage roll according to the weapon or unarmed attack and deal double damage.
Success You make a damage roll according to the weapon or unarmed attack and deal damage.
deals double damage on a critical hit. If an effect doesn’t list a critical success effect, the critical success effect is the same as the success effect, and the same goes for critical failures.
Natural 1 and Natural 20
If you rolled a 20 on the die (a “natural 20”), your result is one degree of success better than it would be by numbers alone. If you roll a 1 on the d20 (a “natural 1”), your result is one degree worse. This means that a natural 20 usually results in a critical success and natural 1 usually results in a critical failure. However, if you were going up against a very high DC, you might get only a success with a natural 20, or even a failure if 20 plus your total modifier is 10 or more below the DC. Likewise, if your modifier for a statistic is so high that adding it to a 1 from your d20 roll exceeds the DC by 10 or more, you can succeed even if you roll a natural 1!
Certain abilities can change the degree of success on a roll. When resolving such an ability, apply the adjustment from a natural 20 or natural 1 before anything else. Various abilities and conditions, such as a ,
↺
Trigger A creature within the monster’s reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using; Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn’t count toward the monster’s multiple attack penalty, and its multiple attack penalty doesn’t apply to this Strike.
can disrupt an action. When an action is disrupted, you still use the actions or reactions you committed and you still expend any costs, but the action’s effects don’t occur. In the case of an activity, you usually lose all actions spent for the activity up through the end of that turn. For instance, if you began to
The casting of a spell can range from a simple word of magical might that creates a fleeting effect to a complex process taking hours to cast and producing a long-term impact. Casting a spell requires the caster to make gestures and utter incantations, so being unable to speak prevents spellcasting for most casters. If your character has a long-term disability that prevents or complicates them from speaking (as described in GM Core), work with the GM to determine an analogous way they cast their spells, such as tapping in code on their staff or whistling.
Spellcasting creates obvious sensory manifestations, such as bright lights, crackling sounds, and sharp smells from the gathering magic. Nearly all spells manifest a spell signature—a colorful, glowing ring of magical runes that appears in midair, typically around your hands, though what kind of spellcaster you are can affect this— academic wizards typically have neat and ordered spell signatures, while a druid’s might be more organic and a cleric’s might be inspired by their deity. How spellcasting looks can vary from one spellcasting tradition or class to another, or even from person to person. You have a great deal of freedom in flavoring your character’s magic however you wish!
Spells can vary in how many actions they take, as shown in the spell’s stat block. You cast cantrips, spells from spell slots, and focus spells using the same process, but must expend the spell when casting a spell from a spell slot and must spend 1 Focus Point to cast a focus spell. Some rules will refer to the Cast a Spell activity, such as “if the next action you use is to Cast a Spell.” Any spell qualifies as a Cast a Spell activity, and any characteristics of the spell use those of the specific spell you’re casting.
requiring 3 actions and the first action was disrupted, you lose all 3 actions that you committed to that activity.
The GM decides what effects a disruption causes beyond simply negating the effects that would have occurred from the disrupted action. For instance, a Leap disrupted midway wouldn’t transport you back to the start of your jump, and a disrupted item hand off might cause the item to fall to the ground instead of staying in the hand of the creature who was trying to give it away. Getting Knocked Out
Creatures can’t be reduced to fewer than 0 Hit Points. When most creatures reach 0 Hit Points, they die and are removed from play unless the attack was nonlethal, in which case they’re instead knocked out for a significant amount of time (usually 10 minutes or more). When undead and constructs reach 0 Hit Points, they’re destroyed.
Player characters, their companions, and other significant characters and creatures don’t automatically die when they reach 0 Hit Points. Instead, they are knocked out and are at risk of death. The GM might determine that villains, powerful monsters, special NPCs, and enemies with special abilities that are likely to bring them back to the fight (like ferocity, regeneration, or healing magic) can use these rules as well.
As a player character, when you’re reduced to 0 Hit Points, you’re knocked out with the following effects:
• Move your initiative position to directly before the turn in which you were reduced to 0 HP.
• Gain the dying 1 condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the dying 2 condition instead. If you have the wounded condition, increase your dying value by an amount equal to your wounded value. If the damage was dealt by a nonlethal attack or nonlethal effect, you don’t gain the dying condition; you’re instead unconscious with 0 Hit Points.
Dying
While you have the dying condition, you’re bleeding out or otherwise at death’s door. You’re unconscious while you have the dying condition. Dying always includes a value. If this value ever reaches dying 4, you die. While you’re dying, your dying value can increase or decrease in two ways.
Recovery Checks
While you’re dying, attempt a recovery check at the start of each of your turns. This is a
When the chance something will happen or fail to happen is based purely on chance, you’ll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks’ DCs; most such effects affect only certain types of flat checks.
If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail.
with a DC equal to 10 + your current dying value to see if you get better or worse.
• Critical Success Your dying value is reduced by 2.
• Success Your dying value is reduced by 1.
• Failure Your dying value increases by 1.
• Critical Failure Your dying value increases by 2.
Taking Damage
If you take damage while you already have the dying condition, increase your dying condition value by 1, or by 2 if the damage came from an attacker’s critical hit or your own critical failure.
Losing the Dying Condition
You lose the dying condition if it ever reaches dying 0. If you’re still at 0 Hit Points, you remain unconscious, but you can wake up as described in that condition. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more.
Anytime you lose the dying condition, you gain the wounded 1 condition, or increase your wounded value by 1 if you already have that condition.
Death
After you die, you can’t act or regain actions, can’t be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes, you’re an object. When you die, you’re reduced to 0 Hit Points if you had a different amount, and you can’t be brought above 0 Hit Points as long as you remain dead. Some magic can bring creatures back to life, such as the resurrect ritual or the raise dead spell, though these abilities aren’t without their risks or effects, and rare artifacts and powers can even interfere with them.
Death Effects
Some spells and abilities can kill you immediately or bring you closer to death without needing to reduce you to 0 Hit Points first. These abilities have the death trait and usually involve energy from the Void, the antithesis of life, or other effects that target the mind or soul. If you’re reduced to 0 Hit Points by a death effect, you’re slain instantly without needing to reach dying 4. For instance, the vision of death spell automatically kills those it reduces to 0 Hit Points as terrifying hallucinations cause them to drop dead.
A death effect might state that it kills you outright, without dealing damage, in which case you die without having to first reach dying 4 or be reduced to 0 Hit Points. For instance, the Grim Reaper, an extremely powerful entity of death, can automatically slay creatures who fail their save against its death strike ability.
Massive Damage
You die instantly if you ever take damage equal to or greater than double your maximum Hit Points in one blow.
Heroic Recovery
If you have at least 1 Hero Point, you can spend all of your remaining Hero Points at the start of your turn or when your dying value would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don’t gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don’t lose it or decrease its value. When the chance something will happen or fail to happen is based purely on chance, you’ll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks’ DCs; most such effects affect only certain types of flat checks.
If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail. Effects can change the number of actions you can use on your turn, or whether you can use actions at all. The slowed condition, for example, causes you to lose actions, while the quickened condition causes you to gain them. Whenever you lose a number of actions—whether from these conditions or in any other way—you choose which to lose if there’s any difference between them. For instance, the haste spell makes you quickened, but it limits what you can use your extra action to do. If you lost an action while haste was active, you might want to lose the action from haste first, since it’s more limited than your normal actions.
Some effects are even more restrictive. Certain abilities, instead of or in addition to changing the number of actions you can use, say specifically that you can’t use reactions. The most restrictive form of reducing actions is when an effect states that you can’t act: this means you can’t use any actions, or even speak. When you can’t act, you still regain your actions unless another effect (like the stunned condition) prevents it. Damage and effects can be negated, deal less damage, or deal more damage due to the recipient’s immunity, weakness, or resistance.
Apply immunities first, then weaknesses, and resistances third.
Immunity
When you have immunity to a specific type of damage, you ignore all damage of that type. If you have immunity to a specific condition or type of effect, you can’t be affected by that condition or any effect of that type. You can still be targeted by an ability that includes an effect or condition you are immune to; you just don’t apply that particular effect or condition.
If you have immunity to effects with a certain trait (such as death effects, poison, or disease), you are unaffected by effects with that trait. Often, an effect both has a trait and deals that type of damage (such as a lightning bolt spell). In these cases, the immunity applies to the effect corresponding to the trait, not just the damage. However, some complex effects might have parts that affect you even if you’re immune to one of the effect’s traits; for instance, a spell that deals both fire and acid damage can still deal acid damage to you even if you’re immune to fire.
Immunity to Critical Hits
Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit by a
◆ Attack
You attack with a weapon you’re wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you’re using, and compare the result to the target creature’s AC to determine the effect.
Critical Success You make a damage roll according to the weapon or unarmed attack and deal double damage.
Success You make a damage roll according to the weapon or unarmed attack and deal damage.
or other attack that deals damage, it takes normal damage instead of double damage. This does not make it immune to any other critical success effects of the actions, such as a critical specialization effect or the extra damage of the deadly trait. However, in some cases the GM might determine the added effects don’t apply.
Immunity to Nonlethal
Another exception is immunity to the nonlethal trait. If you’re immune to nonlethal, you’re immune to all damage from attacks and effects with the nonlethal trait, no matter what other type the damage has. For instance, a typical construct has immunity to nonlethal attacks. No matter how hard you hit it with your fist, you’re not going to damage it. However, you can take a penalty to remove the nonlethal trait from your fist, and some abilities give you unarmed attacks without the nonlethal trait.
Temporary Immunity
Some effects grant you immunity to the same effect for a set amount of time. If an effect grants you temporary immunity, repeated applications of that effect don’t affect you for as long as the temporary immunity lasts. Unless the effect says it applies only to a certain creature’s ability, it doesn’t matter who created the effect. For example, the blindness spell says, “The target is temporarily immune to blindness for 1 minute.” If anyone casts blindness on that creature again before 1 minute passes, the spell has no effect.
Temporary immunity doesn’t prevent or end ongoing effects of the source of the temporary immunity. For instance, if an ability makes you frightened and you then gain temporary immunity to the ability, you don’t immediately lose the frightened condition due to the immunity you just gained—you simply don’t become frightened if you’re targeted by the ability again before the immunity ends.
Weakness
If you have a weakness to a certain type of damage or damage from a certain source, that type of damage is extra effective against you. Whenever you would take that type of damage, increase the damage you take by the value of the weakness. For instance, if you are dealt 2d6 fire damage and have weakness 5 to fire, you take 2d6+5 fire damage.
If you have a weakness to something that doesn’t normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it. The GM determines when this weakness is triggered.
Resistance
If you have resistance to a type of damage, each time you take that type of damage, reduce the amount of damage you take by the listed number (to a minimum of 0 damage).
Resistance can specify combinations of damage types or other traits. For instance, you might encounter a monster that’s resistant to non-magical bludgeoning damage, meaning it would take less damage from bludgeoning attacks that weren’t magical, but would take normal damage from your +1 mace (since it’s magical) or a non-magical spear (since it deals piercing damage). A resistance also might have an exception. For example, resistance 10 to physical damage (except silver) would reduce any physical damage by 10 unless that damage was dealt by a silver weapon.
Applying Weaknesses and Resistances
Apply each applicable weakness and resistance only once to a single effect. Different weaknesses can apply to the same effect, including a damage-type weakness and a weakness to a material. If several resistances could reduce the same damage type, apply only one, normally the highest. A broad resistance, such as resistance to physical damage, all damage, or spells, is applied once to the effect; the recipient chooses which eligible damage type it reduces. The same damage can trigger a weakness and then be reduced by a resistance.
For an activity with ,
You will need to track your actions carefully in an encounter. At the start of each turn you take in an encounter, you regain 3 actions and 1 reaction to spend that round. You can spend your actions in many different ways.
There are four types of actions: single actions, activities, reactions, and free actions.
Single actions can be completed in a very short time. They’re self-contained, and their effects are generated within the span of that single action.
Activities usually take longer and require using multiple actions, which must be spent in succession. Stride is a single action, but Sudden Charge is an activity in which you use both the Stride and Strike actions to generate its effect.
Reactions have triggers, which must be met for you to use the reaction. You can use a reaction anytime its trigger is met, whether it’s your turn or not. Outside of encounters, your use of reactions is more flexible and up to the GM. Reactions are usually triggered by other creatures or by events outside your control.
Free actions don’t cost you any of your actions per turn, nor do they cost your reaction. A free action with no trigger follows the same rules as a single action (except the action cost). It must be used on your turn and can’t be used during another action. A free action with a trigger follows the same rules as a reaction (except the reaction cost). It can be used any time its trigger is met.
Activities
An activity typically involves using multiple actions to create an effect greater than you can produce with a single action, or combining multiple single actions to produce an effect that’s different from merely the sum of those actions. In some cases, usually when spellcasting, an activity can consist of only 1 action, 1 reaction, or even 1 free action.
An activity might cause you to use specific actions within it. You don’t have to spend additional actions to perform them—they’re already factored into the activity’s required actions.
You have to spend all the actions of an activity at once to gain its effects. In an encounter, this means you must complete it during your turn. If an activity gets interrupted or disrupted in an encounter, you lose all the actions you committed to it.
Actions with Triggers
You can use free actions that have triggers and reactions only in response to certain events. Each such reaction and free action lists the trigger that must happen for you to perform it. When its trigger is satisfied—and only when it is satisfied—you can use the reaction or free action, though you don’t have to use the action if you don’t want to.
Limitations on Triggers
The triggers listed in the stat blocks of reactions and some free actions limit when you can use those actions. You can use only one action in response to a given trigger. For example, if you had a reaction and a free action that both had a trigger of “your turn begins,” you could use either of them at the start of your turn—but not both. If two triggers are similar, but not identical, the GM determines whether you can use one action in response to each or whether they’re effectively the same thing. Usually, this decision will be based on what’s happening in the narrative. This limitation of one action per trigger is per creature; more than one creature can use a reaction or free action in response to a given trigger. If multiple actions would be occurring at the same time, and it’s unclear in what order they happen, the GM determines the order based on the narrative.
Simultaneous Actions
You can use only one single action, activity, or free action that doesn’t have a trigger at a time. You must complete one before beginning another. For example, the Sudden Charge activity states you must Stride twice and then Strike, so you couldn’t use an Interact action to open a door in the middle of the movement, nor could you perform part of the move, make your attack, and then finish the move.
Free actions with triggers and reactions work differently. You can use these whenever the trigger occurs, even if the trigger occurs in the middle of another action.
Subordinate Actions
An action might allow you to use a simpler action— usually one of the Basic Actions—in a different circumstance or with different effects. This subordinate action still has its normal traits and effects, but it’s modified in any ways listed in the larger action. For example, an activity that tells you to Stride up to half your Speed alters the normal distance you can move in a Stride. The Stride would still have the move trait, would still trigger reactions that occur based on movement, and so on. The subordinate action doesn’t gain any of the traits of the larger action unless specified. The action that allows you to use a subordinate action doesn’t require you to spend more actions or reactions to do so; that cost is already factored in.
Using an activity is not the same as using any of its subordinate actions. For example, the quickened condition you get from the haste spell lets you spend an extra action each turn to Stride or Strike, but you couldn’t use the extra action for an activity that includes a Stride or Strike. As another example, if you used an action that specified, “If the next action you use is a Strike,” an activity that includes a Strike wouldn’t count, because the next thing you are doing is starting an activity, not using the Strike basic action.
resolve each subordinate action’s weaknesses and resistances separately unless the activity specifically combines their damage for this purpose. Certain spells are natural to your character, typically coming from your ancestry or a magic item. They’re called innate spells. Innate spells don’t let you qualify for abilities that require you to be a spellcaster—those require you to have spell slots. The ability that gives you an innate spell tells you how often you can cast it—usually once per day—and its magical tradition. Innate spells are refreshed during your daily preparations. Innate
A cantrip is a special type of spell that’s weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip’s stat block says “Cantrip” instead of “Spell”, and the spell has the cantrip trait. Casting a cantrip doesn’t use up your spell slots; you can cast a cantrip at will, any number of times per day. If you’re a prepared caster, you can prepare a specific number of cantrips each day. You can’t prepare a cantrip in a spell slot.
A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its rank is equal to the highest rank of spell slot you have.
are cast at will and automatically heightened as normal for
A cantrip is a special type of spell that’s weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip’s stat block says “Cantrip” instead of “Spell”, and the spell has the cantrip trait. Casting a cantrip doesn’t use up your spell slots; you can cast a cantrip at will, any number of times per day. If you’re a prepared caster, you can prepare a specific number of cantrips each day. You can’t prepare a cantrip in a spell slot.
A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its rank is equal to the highest rank of spell slot you have.
unless otherwise specified.
When you gain an innate spell, you become trained in the spell attack modifier and spell DC statistics. At 12th level, these proficiencies increase to expert. Unless noted otherwise, Charisma is your spellcasting attribute modifier for innate spells.
If you have an innate spell, you can cast it even if it’s not of a spell rank you can normally cast. This is especially common for monsters.
You can’t use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can’t heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher rank than its base rank or change the rank at which you cast the spell.
Creature Innate Spells
These are listed like other spells, but can also include constant, at-will, and focus spells. If the creature has a focus spell as an innate spell, it works like other innate spells with listed uses, rather than costing Focus Points. Spells that can be used an unlimited number of times list “(at will)” after the spell’s name. Constant spells appear at the end, separated by rank.
At-Will Spells
The monster can cast its at-will spells any number of times without using up spell slots.
Constant Spells
A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires. Three conditions measure the degree to which you can sense a creature: observed, hidden, and undetected. However, the concealed and invisible conditions can partially mask a creature, and the unnoticed condition indicates you have no idea a creature is around.
With the exception of invisible, these conditions are relative to the viewer—it’s possible for a creature to be observed to you but hidden from your ally. Most of these rules apply to objects as well as creatures.
Typically, the GM tracks how well creatures detect each other, since neither party has perfect information. For example, you might think a creature is in the last place you sensed it, but it was able to
◆ Move, Secret
You attempt to move to another place while becoming or staying undetected. Stride up to half your Speed. (You can use Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type; you must move at half that Speed.)
At the end of your movement, the GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you were hidden from or undetected by at the start of your movement. If you have cover or greater cover from the creature throughout your Stride, you gain the +2 circumstance bonus from cover (or +4 from greater cover) to your Stealth check. Because you’re moving, the bonus increase from Taking Cover doesn’t apply. You don’t get to roll against a creature if, at the end of your movement, you neither are concealed from it nor have cover or greater cover against it. You automatically become observed by such a creature.
Success You’re undetected by the creature during your movement and remain undetected by the creature at the end of it.
You become observed as soon as you do anything other than Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains off-guard against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check. If you speak or make a deliberate loud noise, you become hidden instead of undetected.
If a creature uses Seek and you become hidden to it as a result, you must Sneak if you want to become undetected by that creature again.
Failure A telltale sound or other sign gives your position away, though you still remain unseen. You’re hidden from the creature throughout your movement and remain so.
Critical Failure You’re spotted! You’re observed by the creature throughout your movement and remain so. If you’re invisible and were hidden from the creature, instead of being observed you’re hidden throughout your movement and remain so.
away. Or you might think a creature can’t see you in the dark, but it has darkvision.
You can attempt to avoid detection by using the Stealth skill to Avoid Notice, ,
◆ Secret
You huddle behind cover or greater cover or deeper into concealment to become hidden, rather than observed. The GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you’re observed by but that you have cover or greater cover against or are concealed from. You get a +2 circumstance bonus to your check if you have standard cover (or +4 from greater cover).
Success If the creature could see you, you’re now hidden from it instead of observed. If you were hidden from or undetected by the creature, you retain that condition.
If you successfully become hidden to a creature but then cease to have cover or greater cover against it or be concealed from it, you become observed again. You cease being hidden if you do anything except Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains off-guard against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check.
If a creature uses Seek to make you observed by it, you must successfully Hide to become hidden from it again.
or ,
◆ Move, Secret
You attempt to move to another place while becoming or staying undetected. Stride up to half your Speed. (You can use Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type; you must move at half that Speed.)
At the end of your movement, the GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you were hidden from or undetected by at the start of your movement. If you have cover or greater cover from the creature throughout your Stride, you gain the +2 circumstance bonus from cover (or +4 from greater cover) to your Stealth check. Because you’re moving, the bonus increase from Taking Cover doesn’t apply. You don’t get to roll against a creature if, at the end of your movement, you neither are concealed from it nor have cover or greater cover against it. You automatically become observed by such a creature.
Success You’re undetected by the creature during your movement and remain undetected by the creature at the end of it.
You become observed as soon as you do anything other than Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains off-guard against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check. If you speak or make a deliberate loud noise, you become hidden instead of undetected.
If a creature uses Seek and you become hidden to it as a result, you must Sneak if you want to become undetected by that creature again.
Failure A telltale sound or other sign gives your position away, though you still remain unseen. You’re hidden from the creature throughout your movement and remain so.
Critical Failure You’re spotted! You’re observed by the creature throughout your movement and remain so. If you’re invisible and were hidden from the creature, instead of being observed you’re hidden throughout your movement and remain so.
or by using Deception to Create a Diversion.
Precise Senses
Average vision is a precise sense—a sense that can be used to perceive the world in nuanced detail. The only way to target a creature without having drawbacks is to use a precise sense. You can usually detect a creature automatically with a precise sense unless that creature is hiding or obscured by the environment, in which case you can use the
◆ Concentrate, Secret
You scan an area for signs of creatures or objects, possibly including secret doors or hazards. Choose an area to scan. The GM determines the area you can scan with one Seek action—almost always 30 feet or less in any dimension. The GM might impose a penalty if you search far away from you or adjust the number of actions it takes to Seek a particularly cluttered area.
The GM attempts a single secret Perception check for you and compares the result to the Stealth DCs of any undetected or hidden creatures in the area, or the DC to detect each object in the area (as determined by the GM or by someone Concealing the Object). A creature you detect might remain hidden, rather than becoming observed, if you’re using an imprecise sense or if an effect (such as invisibility) prevents the subject from being observed.
Critical Success Any undetected or hidden creature you critically succeeded against becomes observed by you. You learn the location of objects in the area you critically succeeded against.
Success Any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. You learn the location of any object or get a clue to its whereabouts, as determined by the GM.
basic action to better detect the creature.
Imprecise Senses
Average hearing is an imprecise sense—it can’t detect the full range of detail that a precise sense can. You can usually sense a creature automatically with an imprecise sense, but it has the hidden condition instead of the observed condition. It might be undetected by you if it’s using Stealth or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the
◆ Concentrate, Secret
You scan an area for signs of creatures or objects, possibly including secret doors or hazards. Choose an area to scan. The GM determines the area you can scan with one Seek action—almost always 30 feet or less in any dimension. The GM might impose a penalty if you search far away from you or adjust the number of actions it takes to Seek a particularly cluttered area.
The GM attempts a single secret Perception check for you and compares the result to the Stealth DCs of any undetected or hidden creatures in the area, or the DC to detect each object in the area (as determined by the GM or by someone Concealing the Object). A creature you detect might remain hidden, rather than becoming observed, if you’re using an imprecise sense or if an effect (such as invisibility) prevents the subject from being observed.
Critical Success Any undetected or hidden creature you critically succeeded against becomes observed by you. You learn the location of objects in the area you critically succeeded against.
Success Any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. You learn the location of any object or get a clue to its whereabouts, as determined by the GM.
basic action to detect the creature. At best, an imprecise sense can be used to make an undetected creature (or one you didn’t even know was there) merely hidden—it can’t make the creature observed.
Vague Senses
A character also has many vague senses—ones that can alert you that something is there but aren’t useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an unnoticed creature, making it undetected. Even then, the vague sense isn’t sufficient to make the creature hidden or observed.
When one creature might detect another, the GM almost always uses the most precise sense available.
Pathfinder’s rules assume that a given creature has vision as its only precise sense and hearing as its only imprecise sense. Some characters and creatures, however, have precise or imprecise senses that don’t match this assumption. For instance, a character with poor vision might treat that sense as imprecise, an animal with the scent ability can use its sense of smell as an imprecise sense, and a creature with echolocation or a similar ability can use hearing as a precise sense. Such senses are often given special names and appear as “echolocation (precise),” “scent (imprecise) 30 feet,” etc.
Light
There are three levels of light: bright light, dim light, and darkness. The rules in this book assume that all creatures are in bright light unless otherwise noted. A source of light lists the radius in which it sheds bright light, and it sheds dim light to double that radius.
Bright Light
In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better.
Dim Light
Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the concealed condition, unless the seeker has darkvision or low-light vision, or a precise sense other than vision.
Darkness
A creature or object within darkness is hidden or undetected unless the seeker has darkvision or a precise sense other than vision. A creature without darkvision or another means of perceiving in darkness has the blinded condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you dazzled for a short time, as determined by the GM. Spell Slots
Characters of spellcasting classes can cast a number of spells each day; the spells you can cast in a day are referred to as spell slots. At 1st level, a character has only a small number of 1st-rank spell slots per day, but as you advance in level, you gain more spell slots of higher rank. A spell’s rank indicates its overall power, from 1 to 10.
Prepared Spells
If you’re a prepared spellcaster—such as a cleric, druid, witch, or wizard—you must spend time each day preparing spells for that day. At the start of your daily preparations, you select a number of spells of different spell ranks, determined by your character level and class. Your spells remain prepared until you cast them or until you prepare spells again.
Each prepared spell is expended after a single casting, so if you want to cast a particular spell more than once in a day, you need to prepare that spell multiple times. The exception to this rule is for spells with the
A cantrip is a special type of spell that’s weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip’s stat block says “Cantrip” instead of “Spell”, and the spell has the cantrip trait. Casting a cantrip doesn’t use up your spell slots; you can cast a cantrip at will, any number of times per day. If you’re a prepared caster, you can prepare a specific number of cantrips each day. You can’t prepare a cantrip in a spell slot.
A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its rank is equal to the highest rank of spell slot you have.
trait; once you prepare a ,
A cantrip is a special type of spell that’s weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip’s stat block says “Cantrip” instead of “Spell”, and the spell has the cantrip trait. Casting a cantrip doesn’t use up your spell slots; you can cast a cantrip at will, any number of times per day. If you’re a prepared caster, you can prepare a specific number of cantrips each day. You can’t prepare a cantrip in a spell slot.
A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its rank is equal to the highest rank of spell slot you have.
you can cast it as many times as you want until the next time you prepare spells.
You might gain an ability that allows you to swap prepared spells or perform other aspects of preparing spells at different times throughout the day, but only your daily preparation counts for the purpose of effects that last until the next time you prepare spells.
Spontaneous Spells
If you’re a spontaneous spellcaster—such as a bard—you choose which spell from your spell repertoire that you’re using a spell slot for at the moment you decide to cast it. This provides you with more freedom in your spellcasting, but you have fewer spells in your spell repertoire, as determined by your character level and class. When you make your daily preparations, all your spell slots are refreshed, but you don’t get to change the spells in your repertoire.
Heightened Spells
Both prepared and spontaneous spellcasters can cast a spell at a higher spell rank than that listed for the spell. This is called heightening the spell. A prepared spellcaster can heighten a spell by preparing it in a higher-rank slot than its normal spell rank, while a spontaneous spellcaster can heighten a spell by casting it using a higher-rank spell slot, so long as they know the spell at that rank (see Heightened Spontaneous Spells below). When you heighten your spell, the spell’s rank increases to match the higher rank of the spell slot you’ve prepared it in or used to cast it. This is useful for any spell, because some effects, such as ,
Some effects try to counteract spells, afflictions, conditions, or other effects. Counteract checks compare the power of two forces and determine which defeats the other. Successfully counteracting an effect disrupts it, preventing it from having any effect, unless noted otherwise.
When attempting a counteract check, add the relevant skill modifier or other appropriate modifier to your check against the target’s DC. If you’re counteracting an affliction, the DC is in the affliction’s stat block. If it’s a spell, use the caster’s DC. The GM can also calculate a DC based on the target effect’s level. For spells, the counteract check modifier is your spellcasting attribute modifier plus your spellcasting proficiency bonus, plus any bonuses and penalties that specifically apply to counteract checks.
What you can counteract depends on the check result and the target’s counteract rank. If an effect is a spell, its rank is the counteract rank. Otherwise, halve its level and round up to determine its counteract rank (minimum counteract rank 0). If an effect’s level is unclear and it came from a creature, halve and round up the creature’s level.
• Critical Success Counteract the target if its counteract rank is no more than 3 higher than your effect’s counteract rank.
• Success Counteract the target if its counteract rank is no more than 1 higher than your effect’s counteract rank.
• Failure Counteract the target if its counteract rank is lower than your effect’s counteract rank.
• Critical Failure You fail to counteract the target.
depend on the spell’s rank.
In addition, many spells have additional specific benefits when they are heightened, such as increased damage. These extra benefits are described at the end of the spell’s stat block. Some heightened entries specify one or more ranks at which the spell must be prepared or cast to gain these extra advantages. Each of these heightened entries states specifically which aspects of the spell change at the given rank. Read the heightened entry only for the spell rank you’re using or preparing; if its benefits are meant to include any of the effects of a lower-rank heightened entry, those benefits will be included in the entry.
Other heightened entries give a number after a plus sign, indicating that heightening grants extra advantages over multiple ranks. The listed effect applies for every increment of ranks by which the spell is heightened above its lowest spell rank, and the benefit is cumulative. For example, fireball says “Heightened (+1) The damage increases by 2d6.” Because fireball deals 6d6 fire damage at 3rd rank, a 4th-rank fireball would deal 8d6 fire damage, a 5th-rank spell would deal 10d6 fire damage, and so on.
Heightened Spontaneous Spells
If you’re a spontaneous spellcaster, you must know a spell at the specific rank that you want to cast it in order to heighten it. You can add a spell to your spell repertoire at more than a single rank so that you have more options when casting it. For example, if you added fireball to your repertoire as a 3rd-rank spell and again as a 5th-rank spell, you could cast it as a 3rd-rank or a 5th-rank spell; however, you couldn’t cast it as a 4th-rank spell.
Many spontaneous spellcasting classes provide abilities like the signature spells class feature, which allows you to cast a limited number of spells as heightened versions even if you know the spell at only a single rank.
As a spontaneous caster, you can also choose to cast a lower-rank spell using a higher-rank spell slot without heightening it or knowing it at a higher rank. This casts the spell at the rank you know the spell, not the rank of the higher slot. The spell doesn’t have any heightened effects, so it’s usually not a very efficient use of your magic outside of highly specific circumstances. For instance, if your party was having trouble with an invisible enemy, and you had revealing light in your repertoire but had already spent all of your 2nd-rank spell slots, it might be worth it to use a 3rd-rank spell slot to cast the spell, even though it’d have no heightened benefit.
A cantrip is a special type of spell that’s weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip’s stat block says “Cantrip” instead of “Spell”, and the spell has the cantrip trait. Casting a cantrip doesn’t use up your spell slots; you can cast a cantrip at will, any number of times per day. If you’re a prepared caster, you can prepare a specific number of cantrips each day. You can’t prepare a cantrip in a spell slot.
A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its rank is equal to the highest rank of spell slot you have.
A
A cantrip is a special type of spell that’s weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip’s stat block says “Cantrip” instead of “Spell”, and the spell has the cantrip trait. Casting a cantrip doesn’t use up your spell slots; you can cast a cantrip at will, any number of times per day. If you’re a prepared caster, you can prepare a specific number of cantrips each day. You can’t prepare a cantrip in a spell slot.
A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its rank is equal to the highest rank of spell slot you have.
is a special type of spell that’s weaker than other spells but can be used with greater freedom and flexibility. The title of a ’s
A cantrip is a special type of spell that’s weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip’s stat block says “Cantrip” instead of “Spell”, and the spell has the cantrip trait. Casting a cantrip doesn’t use up your spell slots; you can cast a cantrip at will, any number of times per day. If you’re a prepared caster, you can prepare a specific number of cantrips each day. You can’t prepare a cantrip in a spell slot.
A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its rank is equal to the highest rank of spell slot you have.
stat block says “”
A cantrip is a special type of spell that’s weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip’s stat block says “Cantrip” instead of “Spell”, and the spell has the cantrip trait. Casting a cantrip doesn’t use up your spell slots; you can cast a cantrip at will, any number of times per day. If you’re a prepared caster, you can prepare a specific number of cantrips each day. You can’t prepare a cantrip in a spell slot.
A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its rank is equal to the highest rank of spell slot you have.
instead of “Spell”, and the spell has the
A cantrip is a special type of spell that’s weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip’s stat block says “Cantrip” instead of “Spell”, and the spell has the cantrip trait. Casting a cantrip doesn’t use up your spell slots; you can cast a cantrip at will, any number of times per day. If you’re a prepared caster, you can prepare a specific number of cantrips each day. You can’t prepare a cantrip in a spell slot.
A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its rank is equal to the highest rank of spell slot you have.
trait. Casting a
A cantrip is a special type of spell that’s weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip’s stat block says “Cantrip” instead of “Spell”, and the spell has the cantrip trait. Casting a cantrip doesn’t use up your spell slots; you can cast a cantrip at will, any number of times per day. If you’re a prepared caster, you can prepare a specific number of cantrips each day. You can’t prepare a cantrip in a spell slot.
A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its rank is equal to the highest rank of spell slot you have.
doesn’t use up your spell slots; you can cast a
A cantrip is a special type of spell that’s weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip’s stat block says “Cantrip” instead of “Spell”, and the spell has the cantrip trait. Casting a cantrip doesn’t use up your spell slots; you can cast a cantrip at will, any number of times per day. If you’re a prepared caster, you can prepare a specific number of cantrips each day. You can’t prepare a cantrip in a spell slot.
A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its rank is equal to the highest rank of spell slot you have.
at will, any number of times per day. If you’re a prepared caster, you can prepare a specific number of
A cantrip is a special type of spell that’s weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip’s stat block says “Cantrip” instead of “Spell”, and the spell has the cantrip trait. Casting a cantrip doesn’t use up your spell slots; you can cast a cantrip at will, any number of times per day. If you’re a prepared caster, you can prepare a specific number of cantrips each day. You can’t prepare a cantrip in a spell slot.
A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its rank is equal to the highest rank of spell slot you have.
each day. You can’t prepare a
A cantrip is a special type of spell that’s weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip’s stat block says “Cantrip” instead of “Spell”, and the spell has the cantrip trait. Casting a cantrip doesn’t use up your spell slots; you can cast a cantrip at will, any number of times per day. If you’re a prepared caster, you can prepare a specific number of cantrips each day. You can’t prepare a cantrip in a spell slot.
A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its rank is equal to the highest rank of spell slot you have.
in a spell slot.
A
A cantrip is a special type of spell that’s weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip’s stat block says “Cantrip” instead of “Spell”, and the spell has the cantrip trait. Casting a cantrip doesn’t use up your spell slots; you can cast a cantrip at will, any number of times per day. If you’re a prepared caster, you can prepare a specific number of cantrips each day. You can’t prepare a cantrip in a spell slot.
A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its rank is equal to the highest rank of spell slot you have.
is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its rank is equal to the highest rank of spell slot you have.
Focus Spells
Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can’t prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can’t spend your Focus Points to cast spells that aren’t focus spells. Even some classes that don’t normally grant spellcasting can grant focus spells, such as the ranger. The title of a focus spell’s stat block says “Focus” instead of “Spell”, and the spell has the focus trait.
Focus spells are automatically heightened to half your level rounded up, just like
A cantrip is a special type of spell that’s weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip’s stat block says “Cantrip” instead of “Spell”, and the spell has the cantrip trait. Casting a cantrip doesn’t use up your spell slots; you can cast a cantrip at will, any number of times per day. If you’re a prepared caster, you can prepare a specific number of cantrips each day. You can’t prepare a cantrip in a spell slot.
A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its rank is equal to the highest rank of spell slot you have.
are. You can’t cast a focus spell if its minimum rank is greater than half your level rounded up, even if you somehow gain access to it.
Casting any of your focus spells costs you 1 Focus Point. You automatically gain a focus pool the first time you gain an ability that gives you a focus spell. The maximum number of points in your pool is equal to the number of focus spells you know or 3, whichever is lower. This counts only spells that require Focus Points to cast. For example, a bard’s composition
A cantrip is a special type of spell that’s weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip’s stat block says “Cantrip” instead of “Spell”, and the spell has the cantrip trait. Casting a cantrip doesn’t use up your spell slots; you can cast a cantrip at will, any number of times per day. If you’re a prepared caster, you can prepare a specific number of cantrips each day. You can’t prepare a cantrip in a spell slot.
A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its rank is equal to the highest rank of spell slot you have.
don’t count toward the size of the pool.
You replenish all the Focus Points in your pool during your daily preparations. You can also use the
Concentrate, Exploration
Requirements You have a focus pool.
You spend 10 minutes performing deeds to restore your magical connection. This restores 1 Focus Point to your focus pool. The deeds you need to perform are specified in the class or ability that gives you your focus spells. These deeds can usually overlap with other tasks that relate to the source of your focus spells. For instance, a cleric with focus spells from a holy deity can usually Refocus while tending the wounds of their allies.
activity to pray, study, meditate, or otherwise reattune yourself to the source of your focus magic and regain 1 Focus Point. You can
Concentrate, Exploration
Requirements You have a focus pool.
You spend 10 minutes performing deeds to restore your magical connection. This restores 1 Focus Point to your focus pool. The deeds you need to perform are specified in the class or ability that gives you your focus spells. These deeds can usually overlap with other tasks that relate to the source of your focus spells. For instance, a cleric with focus spells from a holy deity can usually Refocus while tending the wounds of their allies.
multiple times to regain multiple points, up to your pool’s maximum.
Casting Spells
The casting of a spell can range from a simple word of magical might that creates a fleeting effect to a complex process taking hours to cast and producing a long-term impact. Casting a spell requires the caster to make gestures and utter incantations, so being unable to speak prevents spellcasting for most casters. If your character has a long-term disability that prevents or complicates them from speaking (as described in GM Core), work with the GM to determine an analogous way they cast their spells, such as tapping in code on their staff or whistling.
Spellcasting creates obvious sensory manifestations, such as bright lights, crackling sounds, and sharp smells from the gathering magic. Nearly all spells manifest a spell signature—a colorful, glowing ring of magical runes that appears in midair, typically around your hands, though what kind of spellcaster you are can affect this— academic wizards typically have neat and ordered spell signatures, while a druid’s might be more organic and a cleric’s might be inspired by their deity. How spellcasting looks can vary from one spellcasting tradition or class to another, or even from person to person. You have a great deal of freedom in flavoring your character’s magic however you wish!
Spells can vary in how many actions they take, as shown in the spell’s stat block. You cast ,
A cantrip is a special type of spell that’s weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip’s stat block says “Cantrip” instead of “Spell”, and the spell has the cantrip trait. Casting a cantrip doesn’t use up your spell slots; you can cast a cantrip at will, any number of times per day. If you’re a prepared caster, you can prepare a specific number of cantrips each day. You can’t prepare a cantrip in a spell slot.
A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its rank is equal to the highest rank of spell slot you have.
spells from spell slots, and focus spells using the same process, but must expend the spell when casting a spell from a spell slot and must spend 1 Focus Point to cast a focus spell. Some rules will refer to the Cast a Spell activity, such as “if the next action you use is to Cast a Spell.” Any spell qualifies as a Cast a Spell activity, and any characteristics of the spell use those of the specific spell you’re casting.
Costs and Loci
Some spells require you to pay a cost or provide a locus. If the spell lists a cost, you must have the listed money, valuable materials, or other resources to cast the spell (such as gems or magical reagents), and they’re expended during the casting.
A locus is an object that funnels or directs the magical energy of the spell but is not consumed in its casting. As part of Casting the Spell, you retrieve the locus (if necessary, and if you have a free hand), and you can put it away again if you so choose. Loci tend to be expensive, and you need to acquire them in advance to cast the spell, but they aren’t expended like costs are. Unless noted otherwise, a locus has negligible Bulk.
Long Casting Times
Some spells take minutes or hours to cast. You can’t use other actions or reactions while casting such a spell, though at the GM’s discretion, you might be able to speak a few sentences. As with other activities that take a long time, these spells have the
An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.
trait, and you can’t cast them in an encounter. If combat breaks out while you’re casting one, your spell is disrupted (see Disrupted and Lost Spells below).
Disrupted and Lost Spells
Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you’ve already expended the spell slot and spent the spell’s costs and actions. If a spell is disrupted during a
◆ Concentrate
Choose one of your effects that has a sustained duration or lists a special benefit when you Sustain it. Most such effects come from spells or magic item activations. If the effect has a sustained duration, its duration extends until the end of your next turn. (Sustaining more than once in the same turn doesn’t extend the duration to subsequent turns.) If an ability can be sustained but doesn’t list how long, it can be sustained up to 10 minutes.
An effect might list an additional benefit that occurs if you Sustain it, and this can even appear on effects that don’t have a sustained duration. If the effect has both a special benefit and a sustained duration, your Sustain action extends the duration as well as having the special benefit.
If your Sustain action is disrupted, the ability ends.
action, the spell immediately ends.
Durations
The duration of a spell is how long the spell effect lasts. Spells that last for more than an instant have a Duration entry. A spell might last until the start or end of a turn, for some number of rounds, for minutes, or even longer. If a spell’s duration is given in rounds, the number of rounds remaining decreases by 1 at the start of each of the spellcaster’s turns, ending when the duration reaches 0.
Some spells have effects that remain even after the spell’s magic is gone. Any ongoing effect that isn’t part of the spell’s duration entry isn’t magical. For instance, a spell that creates a brief, loud sound might deafen someone for a time, even permanently. This deafness couldn’t be counteracted because it is not itself magical (though it might be cured by other magic, such as sound body).
If a spell’s caster dies or is incapacitated during the spell’s duration, the spell remains in effect until its duration ends, using the caster’s initiative order.
◆ Concentrate
Choose one of your effects that has a sustained duration or lists a special benefit when you Sustain it. Most such effects come from spells or magic item activations. If the effect has a sustained duration, its duration extends until the end of your next turn. (Sustaining more than once in the same turn doesn’t extend the duration to subsequent turns.) If an ability can be sustained but doesn’t list how long, it can be sustained up to 10 minutes.
An effect might list an additional benefit that occurs if you Sustain it, and this can even appear on effects that don’t have a sustained duration. If the effect has both a special benefit and a sustained duration, your Sustain action extends the duration as well as having the special benefit.
If your Sustain action is disrupted, the ability ends.
Spells
If the spell’s duration is “sustained,” it lasts until the end of your next turn unless you use the
◆ Concentrate
Choose one of your effects that has a sustained duration or lists a special benefit when you Sustain it. Most such effects come from spells or magic item activations. If the effect has a sustained duration, its duration extends until the end of your next turn. (Sustaining more than once in the same turn doesn’t extend the duration to subsequent turns.) If an ability can be sustained but doesn’t list how long, it can be sustained up to 10 minutes.
An effect might list an additional benefit that occurs if you Sustain it, and this can even appear on effects that don’t have a sustained duration. If the effect has both a special benefit and a sustained duration, your Sustain action extends the duration as well as having the special benefit.
If your Sustain action is disrupted, the ability ends.
action on that turn to extend the duration of that spell.
◆ Concentrate
You end an effect that states you can Dismiss it. Dismissing ends the entire effect unless noted otherwise.
Some spells can be dismissed, ending the duration early. This requires the caster or target to use the
◆ Concentrate
You end an effect that states you can Dismiss it. Dismissing ends the entire effect unless noted otherwise.
action. A trait is a keyword that conveys additional information about a rules element, such as which ancestry a feat belongs to or the rarity of an item. Often, a trait indicates how other rules interact with an ability, creature, item, or another rules element that has that trait.
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a .
The more attacks you make beyond your first in a single turn, the less accurate you become, represented by the multiple attack penalty. The second time you use an attack action during your turn, you take a –5 penalty to your check. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your check. Every check that has the attack trait counts toward your multiple attack penalty, including Strikes, spell attack rolls, certain skill actions like Shove, and many others.
Some weapons and abilities reduce multiple attack penalties, such as agile weapons, which reduce these penalties to –4 on the second attack or –8 on further attacks.
Always calculate your multiple attack penalty based on the weapon you’re using on that attack, not ones you used on previous attacks. For example, let’s say you’re wielding a longsword in one hand and a shortsword (which has the agile trait) in your other hand, and you make three Strikes with these weapons over the course of your turn. The first Strike you make during your turn has no penalty, no matter what weapon you are using. The second Strike will take either a –5 penalty if you use the longsword or a –4 penalty if you use the shortsword. Your third attack would be a –10 penalty with the longsword and a –8 penalty with the shortsword, no matter what weapon you used for your previous Strikes.
The multiple attack penalty applies only during your turn, so you don’t have to keep track of it if you can perform a Reactive Strike or a similar reaction that lets you make a Strike on someone else’s turn.
An action with this trait requires a degree of mental concentration and discipline.
An action with this trait requires a degree of mental concentration and discipline.
An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the
An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one
Whenever you attempt a check, you compare your result against the Difficulty Class (DC) of the check. Your check succeeds if it’s equal to or greater than the DC. If you roll anything less than the DC, you fail.
Many times, it’s important to determine not only if you succeed or fail, but also how spectacularly you succeed or fail. Exceptional results—either good or bad—can cause you to critically succeed or critically fail at a check.
You critically succeed when the check’s result meets or exceeds the DC by 10 or more. If the check is an attack roll, this is also known as a critical hit. You can also critically fail a check. The rules for critical failure—sometimes called a fumble—are the same as those for a critical success, but in the other direction: if you fail a check by 10 or more, that’s a critical failure.
Some actions and abilities have stronger effects on a critical success or failure. For example, a Strike deals double damage on a critical hit. If an effect doesn’t list a critical success effect, the critical success effect is the same as the success effect, and the same goes for critical failures.
Natural 1 and Natural 20
If you rolled a 20 on the die (a “natural 20”), your result is one degree of success better than it would be by numbers alone. If you roll a 1 on the d20 (a “natural 1”), your result is one degree worse. This means that a natural 20 usually results in a critical success and natural 1 usually results in a critical failure. However, if you were going up against a very high DC, you might get only a success with a natural 20, or even a failure if 20 plus your total modifier is 10 or more below the DC. Likewise, if your modifier for a statistic is so high that adding it to a 1 from your d20 roll exceeds the DC by 10 or more, you can succeed even if you roll a natural 1!
Certain abilities can change the degree of success on a roll. When resolving such an ability, apply the adjustment from a natural 20 or natural 1 before anything else.
better, or the result of any check the spellcaster made to incapacitate them as one
Whenever you attempt a check, you compare your result against the Difficulty Class (DC) of the check. Your check succeeds if it’s equal to or greater than the DC. If you roll anything less than the DC, you fail.
Many times, it’s important to determine not only if you succeed or fail, but also how spectacularly you succeed or fail. Exceptional results—either good or bad—can cause you to critically succeed or critically fail at a check.
You critically succeed when the check’s result meets or exceeds the DC by 10 or more. If the check is an attack roll, this is also known as a critical hit. You can also critically fail a check. The rules for critical failure—sometimes called a fumble—are the same as those for a critical success, but in the other direction: if you fail a check by 10 or more, that’s a critical failure.
Some actions and abilities have stronger effects on a critical success or failure. For example, a Strike deals double damage on a critical hit. If an effect doesn’t list a critical success effect, the critical success effect is the same as the success effect, and the same goes for critical failures.
Natural 1 and Natural 20
If you rolled a 20 on the die (a “natural 20”), your result is one degree of success better than it would be by numbers alone. If you roll a 1 on the d20 (a “natural 1”), your result is one degree worse. This means that a natural 20 usually results in a critical success and natural 1 usually results in a critical failure. However, if you were going up against a very high DC, you might get only a success with a natural 20, or even a failure if 20 plus your total modifier is 10 or more below the DC. Likewise, if your modifier for a statistic is so high that adding it to a 1 from your d20 roll exceeds the DC by 10 or more, you can succeed even if you roll a natural 1!
Certain abilities can change the degree of success on a roll. When resolving such an ability, apply the adjustment from a natural 20 or natural 1 before anything else.
worse. If any other effect has the
An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Something with the
Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the
Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
trait. Any of these traits indicate that the item is magical.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions. Almost all characters start out trained in unarmed attacks. You can
◆ Attack
You attack with a weapon you’re wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you’re using, and compare the result to the target creature’s AC to determine the effect.
Critical Success You make a damage roll according to the weapon or unarmed attack and deal double damage.
Success You make a damage roll according to the weapon or unarmed attack and deal damage.
with your fist or another body part, calculating your attack and damage rolls in the same way you would with a weapon. Unarmed attacks can belong to a weapon group, and they might have weapon traits. However, unarmed attacks aren’t weapons, and effects and abilities that work with weapons never work with unarmed attacks unless they specifically say so.
The Unarmed Attacks table lists the statistics for an unarmed attack with a fist, though you’ll usually use the same statistics for attacks made with any other parts of your body. Certain ancestry feats, class features, and spells give access to special, more powerful unarmed attacks. For instance, goblins with the razortooth heritage can attack with their sharp jaws. While most unarmed attacks are melee, some, especially those from certain ancestries, might even be ranged, like the leshy’s ability to launch hard seedpods. Details for those unarmed attacks are provided in the abilities that grant them.
| Unarmed Attack | Price | Damage | Bulk | Hands | Group | Weapon Traits |
|---|---|---|---|---|---|---|
| Fist | — | 1d4 B | — | 1 | Brawling | Agile, finesse, nonlethal, unarmed |
Skills

While your character’s attributes represent their raw talent and potential, skills represent their training and experience at performing certain tasks. Each skill is keyed to one of your character’s attributes and used for an array of related actions. Your character’s expertise in a skill comes from several sources, including their background and class. This section describes skills, their scope, and the actions they can be used for.
A character’s acumen in skills can come from all sorts of training, from practicing acrobatic tricks to studying academic topics to rehearsing a performing art. When you create your character and as they advance in level, you have flexibility as to which skills they become better at and when. Some classes depend heavily on certain skills—such as the bard’s reliance on Performance—but for most classes, you can choose whichever skills make the most sense for your character’s theme and backstory at 1st level, then use their adventure and downtime experiences to inform how their skills should improve as your character levels up.
A character gains training in certain skills at 1st level: typically two from their background, a small number of predetermined skills from their class, and several skills of your choice granted by their class. This training increases your proficiency ranks for those skills to trained instead of untrained and lets you use more of the skills’ actions. Sometimes you might become trained in the same skill from multiple sources, such as if your background granted training in Survival and you took the ranger class, which also grants training in Survival. Each time after the first that you’d become trained in a given skill, you instead allocate the trained proficiency to any other skill of your choice—though if the skill is a Lore skill, the new skill must also be a Lore skill.
Key Attribute
Each skill is tied to a key attribute. You add your modifier for this attribute to checks and DCs when using that skill. For example, skulking about the shadows of a city at night with Stealth uses your Dexterity modifier, navigating the myriad personalities and power plays of court politics with Society uses your Intelligence modifier, and so on. The key attribute for each skill is listed on the Skills, Key Attributes, and Actions table and also appears in parentheses following the skill’s name in the skill entries below. If the GM deems it appropriate for a certain situation, however, they might have you use a different attribute modifier for a skill check or when determining your skill DC.
Skill Actions
The actions you can perform with a given skill are sorted into those you can use untrained and those that require you to be trained in the skill, as shown on the Skills, Key Attributes, and Actions table. The untrained and trained actions of each skill appear in separate sections within the skill’s description.
Anyone can use a skill’s untrained actions, but you can use trained actions only if you have a proficiency rank of trained or better in that skill. A circumstance, condition, or effect might bar you from a skill action regardless of your proficiency rank, and sometimes using a skill in a specific situation might require you to have a higher proficiency rank than what is listed on the table. For instance, even though a fighter untrained in Arcana could identify a construct with a lucky roll using Arcana to Recall Knowledge, the GM might decide that Recalling Knowledge to determine the spells used to create such a construct is beyond the scope of the fighter’s anecdotal knowledge. The GM decides whether a task requires a particular proficiency rank.
Improving Skills
As your character advances in level, there are two main ways their skills improve: skill increases and skill feats. Your class lists the levels at which you gain each of these improvements.
Skill Increases
Skill increases improve your proficiency in skills of your choice. You can use these increases to become trained in new skills or increase your proficiency rank in skills you’re trained in (from trained to expert at any level, expert to master at 7th level or higher, and master to legendary at 15th level or higher). Unlike when you first become trained at a skill, if two different abilities would make you an expert, master, or legendary in a skill, you don’t get to choose a second skill to become expert in—the redundant benefit simply has no effect.
Skill Feats
Skill feats are a type of general feat that often grant you a new way to use a skill or make you better at using a skill in a particular way. Skill feats always have the skill trait.
Skill Checks and DCs
When you’re actively using a skill, often by performing one of its actions, you might attempt a skill check: rolling a d20 and adding your skill modifier. To determine this modifier, add your attribute modifier for the skill’s key attribute, your proficiency bonus for the skill, and any other bonuses and penalties.
Skill modifier = skill’s key attribute modifier + proficiency bonus + other bonuses + penalties
Proficiency Bonus
When attempting a check that involves something you have some training in, you will also add your proficiency bonus. This bonus depends on your proficiency rank: untrained, trained, expert, master, or legendary. If you’re untrained, your bonus is +0—you must rely on raw talent and any bonuses from the situation. Otherwise, the bonus equals your character’s level plus a certain amount depending on your rank. If your proficiency rank is trained, this bonus is equal to your level + 2, and higher proficiency ranks further increase the amount you add to your level.
When noting the modifier on your character sheet, you should write down only the numbers that always apply—typically just your attribute modifier and proficiency bonus at 1st level. At higher levels, you may wear or use items to improve your skills with item bonuses pretty much all the time; you should include those in your calculation, too.
The GM sets the DC of a skill check. The DCs you’re most likely to encounter frequently are the five simple skill DCs below, which are presented here to give you a sense of what number you’ll need to roll to succeed at most tasks.
When someone or something tests your skill, they attempt a check against your skill DC, which is equal to 10 plus your skill modifier. A skill DC works like any other DC to determine the effect of an opposing creature’s skill action.
Armor and Skills
Some armor imposes a penalty on specific skill checks and DCs. If a creature is wearing armor that imparts a skill penalty, that penalty is applied to the creature’s Strength- and Dexterity-based skill checks and skill DCs, unless the action has the attack trait.
Secret Checks
Sometimes you won’t know whether you have succeeded at a skill check. If an action has the secret trait, the GM rolls the check for you and informs you of the effect without revealing the result of the roll or the degree of success. The GM rolls secret checks when your knowledge about the outcome is imperfect, like when you’re searching for a hidden creature or object, attempting to deceive someone, translating a tricky bit of ancient text, or remembering some piece of lore. This way, you as the player don’t know things that your character wouldn’t. This rule is the default for actions with the secret trait, but the GM can choose not to use secret checks if they would rather some or all rolls be public.
Exploration and Downtime Activities
Some skill activities have the exploration or downtime trait. Exploration activities usually take a minute or more, while downtime activities may take a day or more. They usually can’t be used during an encounter, though the GM might bend this restriction. If you’re not sure whether you have the time to use one of these activities, ask your GM.
D: This skill action is used during downtime.
E: This skill action is used during exploration.
G: This is a general skill action, described in General Skill Actions.
Reading Skill Entries
The following entries describe the skills in the game. The heading for each entry provides the skill’s name, with that skill’s key attribute in parentheses.
A brief description of the skill is followed by a list of actions anyone can use, and then the actions you can perform only if you are trained in that skill. Some actions list sample tasks for each rank to give you a better sense of what you can accomplish as your proficiency increases. As the actions of a skill aren’t comprehensive, there may be times when the GM asks you to attempt a skill check without using any of the listed actions, or times when the GM asks you to roll using a different key attribute modifier.
Most skills include entries for success and failure, as well as descriptions of what occurs on a critical success or a critical failure. If either of the critical entries is absent, treat those results as a success or failure, as normal.
A character’s acumen in skills can come from all sorts of training, from practicing acrobatic tricks to studying academic topics to rehearsing a performing art. When you create your character and as they advance in level, you have flexibility as to which skills they become better at and when. Some classes depend heavily on certain skills—such as the bard’s reliance on Performance—but for most classes, you can choose whichever skills make the most sense for your character’s theme and backstory at 1st level, then use their adventure and downtime experiences to inform how their skills should improve as your character levels up.
A character gains training in certain skills at 1st level: typically two from their background, a small number of predetermined skills from their class, and several skills of your choice granted by their class. This training increases your proficiency ranks for those skills to trained instead of untrained and lets you use more of the skills’ actions. Sometimes you might become trained in the same skill from multiple sources, such as if your background granted training in Survival and you took the ranger class, which also grants training in Survival. Each time after the first that you’d become trained in a given skill, you instead allocate the trained proficiency to any other skill of your choice—though if the skill is a Lore skill, the new skill must also be a Lore skill.
Key Attribute
Each skill is tied to a key attribute. You add your modifier for this attribute to checks and DCs when using that skill. For example, skulking about the shadows of a city at night with Stealth uses your Dexterity modifier, navigating the myriad personalities and power plays of court politics with Society uses your Intelligence modifier, and so on. The key attribute for each skill is listed on the Skills, Key Attributes, and Actions table and also appears in parentheses following the skill’s name in the skill entries below. If the GM deems it appropriate for a certain situation, however, they might have you use a different attribute modifier for a skill check or when determining your skill DC.
Skill Actions
The actions you can perform with a given skill are sorted into those you can use untrained and those that require you to be trained in the skill, as shown on the Skills, Key Attributes, and Actions table. The untrained and trained actions of each skill appear in separate sections within the skill’s description.
Anyone can use a skill’s untrained actions, but you can use trained actions only if you have a proficiency rank of trained or better in that skill. A circumstance, condition, or effect might bar you from a skill action regardless of your proficiency rank, and sometimes using a skill in a specific situation might require you to have a higher proficiency rank than what is listed on the table. For instance, even though a fighter untrained in Arcana could identify a construct with a lucky roll using Arcana to Recall Knowledge, the GM might decide that Recalling Knowledge to determine the spells used to create such a construct is beyond the scope of the fighter’s anecdotal knowledge. The GM decides whether a task requires a particular proficiency rank.
Improving Skills
As your character advances in level, there are two main ways their skills improve: skill increases and skill feats. Your class lists the levels at which you gain each of these improvements.
Skill Increases
Skill increases improve your proficiency in skills of your choice. You can use these increases to become trained in new skills or increase your proficiency rank in skills you’re trained in (from trained to expert at any level, expert to master at 7th level or higher, and master to legendary at 15th level or higher). Unlike when you first become trained at a skill, if two different abilities would make you an expert, master, or legendary in a skill, you don’t get to choose a second skill to become expert in—the redundant benefit simply has no effect.
Skill Feats
Skill feats are a type of general feat that often grant you a new way to use a skill or make you better at using a skill in a particular way. Skill feats always have the skill trait.
Skill Checks and DCs
When you’re actively using a skill, often by performing one of its actions, you might attempt a skill check: rolling a d20 and adding your skill modifier. To determine this modifier, add your attribute modifier for the skill’s key attribute, your proficiency bonus for the skill, and any other bonuses and penalties.
Skill modifier = skill’s key attribute modifier + proficiency bonus + other bonuses + penalties
Proficiency Bonus
When attempting a check that involves something you have some training in, you will also add your proficiency bonus. This bonus depends on your proficiency rank: untrained, trained, expert, master, or legendary. If you’re untrained, your bonus is +0—you must rely on raw talent and any bonuses from the situation. Otherwise, the bonus equals your character’s level plus a certain amount depending on your rank. If your proficiency rank is trained, this bonus is equal to your level + 2, and higher proficiency ranks further increase the amount you add to your level.
| Proficiency Rank | Proficiency Bonus |
|---|---|
| Untrained | 0 |
| Trained | Your level + 2 |
| Expert | Your level + 4 |
| Master | Your level + 6 |
| Legendary | Your level + 8 |
The GM sets the DC of a skill check. The DCs you’re most likely to encounter frequently are the five simple skill DCs below, which are presented here to give you a sense of what number you’ll need to roll to succeed at most tasks.
| Task Difficulty | Simple DC |
|---|---|
| Untrained | 10 |
| Trained | 15 |
| Expert | 20 |
| Master | 30 |
| Legendary | 40 |
Armor and Skills
Some armor imposes a penalty on specific skill checks and DCs. If a creature is wearing armor that imparts a skill penalty, that penalty is applied to the creature’s Strength- and Dexterity-based skill checks and skill DCs, unless the action has the attack trait.
Secret Checks
Sometimes you won’t know whether you have succeeded at a skill check. If an action has the secret trait, the GM rolls the check for you and informs you of the effect without revealing the result of the roll or the degree of success. The GM rolls secret checks when your knowledge about the outcome is imperfect, like when you’re searching for a hidden creature or object, attempting to deceive someone, translating a tricky bit of ancient text, or remembering some piece of lore. This way, you as the player don’t know things that your character wouldn’t. This rule is the default for actions with the secret trait, but the GM can choose not to use secret checks if they would rather some or all rolls be public.
Exploration and Downtime Activities
Some skill activities have the exploration or downtime trait. Exploration activities usually take a minute or more, while downtime activities may take a day or more. They usually can’t be used during an encounter, though the GM might bend this restriction. If you’re not sure whether you have the time to use one of these activities, ask your GM.
| Skill | Key Attribute | Untrained Actions | Trained Actions |
|---|---|---|---|
| Acrobatics | Dexterity | Balance ◆; Tumble Through ◆ | Maneuver in Flight ◆; Squeeze (E) |
| Arcana | Intelligence | Recall Knowledge (G) ◆ | Borrow an Arcane Spell (E); Decipher Writing (E, G); Identify Magic (E, G); Learn a Spell (E, G) |
| Athletics | Strength | Climb ◆; Force Open ◆; Grapple ◆; High Jump ◆◆; Long Jump ◆◆; Reposition ◆; Shove ◆; Swim ◆; Trip ◆ | Disarm ◆ |
| Crafting | Intelligence | Recall Knowledge (G) ◆; Repair (E) | Craft (D); Earn Income (D, G); Identify Alchemy (E) |
| Deception | Charisma | Create a Diversion ◆; Impersonate (E); Lie | Feint ◆ |
| Diplomacy | Charisma | Gather Information (E); Make an Impression (E); Request ◆ | — |
| Intimidation | Charisma | Coerce (E); Demoralize ◆ | — |
| Lore | Intelligence | Recall Knowledge (G) ◆ | Earn Income (D, G) |
| Medicine | Wisdom | Administer First Aid ◆◆; Recall Knowledge (G) ◆ | Treat Disease (D); Treat Poison ◆; Treat Wounds (E) |
| Nature | Wisdom | Command an Animal ◆; Recall Knowledge (G) ◆ | Identify Magic (E, G); Learn a Spell (E, G) |
| Occultism | Intelligence | Recall Knowledge (G) ◆ | Decipher Writing (E, G); Identify Magic (E, G); Learn a Spell (E, G) |
| Performance | Charisma | Perform ◆ | Earn Income (D, G) |
| Religion | Wisdom | Recall Knowledge (G) ◆ | Decipher Writing (E, G); Identify Magic (E, G); Learn a Spell (E, G) |
| Society | Intelligence | Recall Knowledge (G) ◆; Subsist (D, G) | Create Forgery (D); Decipher Writing (E, G) |
| Stealth | Dexterity | Conceal an Object ◆; Hide ◆; Sneak ◆ | — |
| Survival | Wisdom | Sense Direction (E); Subsist (D, G) | Cover Tracks (E); Track (E) |
| Thievery | Dexterity | Palm an Object ◆; Steal ◆ | Disable a Device ◆◆; Pick a Lock ◆◆ |
E: This skill action is used during exploration.
G: This is a general skill action, described in General Skill Actions.
Reading Skill Entries
The following entries describe the skills in the game. The heading for each entry provides the skill’s name, with that skill’s key attribute in parentheses.
A brief description of the skill is followed by a list of actions anyone can use, and then the actions you can perform only if you are trained in that skill. Some actions list sample tasks for each rank to give you a better sense of what you can accomplish as your proficiency increases. As the actions of a skill aren’t comprehensive, there may be times when the GM asks you to attempt a skill check without using any of the listed actions, or times when the GM asks you to roll using a different key attribute modifier.
Most skills include entries for success and failure, as well as descriptions of what occurs on a critical success or a critical failure. If either of the critical entries is absent, treat those results as a success or failure, as normal.
General skill actions are skill actions that can be used with multiple different skills. When you use a general skill action, you might use your modifier from any skill that lists it as one of the skill’s actions, depending on the situation.
Decipher Writing (Trained)
Skills: Arcana, Occultism, Religion, Society
When you encounter particularly archaic or esoteric texts, the GM might require you to Decipher the Writing before you can understand it. You must be trained in the relevant skill to Decipher Writing.
The skills used for Deciphering Writing and the types of texts they usually decipher are:
• Arcana for writing about magic or science
• Occultism for esoteric texts about mysteries and philosophy
• Religion for scripture
• Society for coded messages or archaic documents.
DECIPHER WRITING
Traits Concentrate, Exploration, Secret
You attempt to decipher complicated writing or literature on an obscure topic. This usually takes 1 minute per page of text, but might take longer (typically an hour per page for decrypting ciphers or the like). The text must be in a language you can read, though the GM might allow you to attempt to decipher text written in an unfamiliar language using Society instead.
The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text.
Critical Success You understand the true meaning of the text.
Success You understand the true meaning of the text. If it was a coded document, you know the general meaning but might not have a word-for-word translation.
Failure You can’t understand the text and take a –2 circumstance penalty to further checks to decipher it.
Critical Failure You believe you understand the text on that page, but you have in fact misconstrued its message.
Sample Decipher Tasks
• Trained entry-level philosophy treatise
• Expert complex code, such as a cipher
• Master spymaster’s code or advanced research notes
• Legendary esoteric planar text written in metaphor by an ancient celestial
Earn Income (Trained)
Skills: Crafting, Lore, Performance, others
You can use a skill to earn money during downtime. You must be trained in the skill to do so. This takes time to set up, and your income depends on your proficiency rank and how lucrative a task you can find. Because this process requires a significant amount of time and involves tracking things outside the progress of adventures, it won’t come up in every campaign.
The most typical ways to Earn Income, detailed further in this section are:
• Crafting goods for the market (Crafting)
• Practicing a Trade (Lore)
• Staging a Performance (Performance)
In some cases, the GM might let you use a different skill to Earn Income through specialized work. Usually, this is scholarly work, such as using Religion in a monastery to study old texts—but giving sermons at a church would still fall under Performance instead of Religion. You also might be able to use physical skills to make money, such as using Acrobatics to perform feats in a circus or Thievery to pick pockets. If you’re using a skill other than Crafting, Lore, or Performance, the DC tends to be significantly higher.
EARN INCOME
Traits Downtime
You use one of your skills to make money during downtime. The GM assigns a task level representing the most lucrative job available. You can search for lower-level tasks, with the GM determining whether you find any. Sometimes you can attempt to find better work than the initial offerings, though this takes time and requires using the Diplomacy skill to Gather Information, doing some research, or socializing.
When you take on a job, the GM secretly sets the DC of your skill check. After your first day of work, you roll to determine your earnings. You gain an amount of income based on your result, the task’s level, and your proficiency rank (as listed on the Income Earned table).
You can continue working at the task on subsequent days without needing to roll again. For each day you spend after the first, you earn the same amount as the first day, up until the task’s completion. The GM determines how long you can work at the task. Most tasks last a week or two, though some can take months or even years.
Critical Success You do outstanding work. Gain the amount of currency listed for the task level + 1 and your proficiency rank.
Success You do competent work. Gain the amount of currency listed for the task level and your proficiency rank.
Failure You do shoddy work and get paid the bare minimum for your time. Gain the amount of currency listed in the failure column for the task level. The GM will likely reduce how long you can continue at the task.
Critical Failure You earn nothing for your work and are fired immediately. You can’t continue at the task. Your reputation suffers, potentially making it difficult for you to find rewarding jobs in that community in the future.
Sample Earn Income Tasks
These examples use Alcohol Lore to work in a bar or Legal Lore to perform legal work.
• Trained bartend, do legal research
• Expert curate drink selection, present minor court cases
• Master run a large brewery, present important court cases
• Legendary run an international brewing franchise, present a case in Hell’s courts
Crafting Goods for the Market (Crafting)
Using Crafting, you can work at producing common items for the market. It’s usually easy to find work making basic items whose level is 1 or 2 below your settlement’s level.
Higher-level tasks represent special commissions, which might require you to Craft a specific item using the Craft downtime activity and sell it to a buyer at full Price. These opportunities don’t occur as often and might have special requirements—or serious consequences if you disappoint a prominent client.
Practicing a Trade (Lore)
You apply the practical benefits of one of your Lore specialties during downtime by practicing your trade. This is most effective for Lore specialties such as business, law, or sailing, where there’s high demand for workers. The GM might increase the DC or determine only low-level tasks are available if you’re attempting to use an obscure Lore skill to Earn Income. You might also need specialized tools to accept a job, like mining tools to work in a mine or a merchant’s scale to buy and sell valuables in a market.
Staging a Performance (Performance)
You perform for an audience to make money. The available audiences determine the level of your task, since more discerning audiences are harder to impress but provide a bigger payout. The GM determines the task level based on the audiences available. Performing for a typical audience of commoners on the street is a level 0 task, but a performance for a group of artisans with more refined tastes might be a 2nd- or 3rd-level task, and ones for merchants, nobility, and royalty are increasingly higher level.
Your degree of success determines whether you moved your audience and whether you were rewarded with applause or rotten fruit.
Extra Preparation
When Earning Income, you might be able to spend days of downtime to prepare for your task and lower the DC of the skill check. This might involve rehearsing a play, studying a topic, and so on. The GM determines how long preparation takes and how much the DC changes. This is most useful when you’re trying a task that’s higher level than you.
Ending or Interrupting Tasks
When a task you’re doing is complete, or if you stop in the middle of one, you normally have to find a new task if you want to keep Earning Income. For instance, if you quit your job working at the docks, you’ll need to find another place of employment instead of picking up where you left off. This usually takes 1 day or more of downtime looking for leads on new jobs.
However, you might pause a task due to an adventure or event that wouldn’t prevent you from returning to the old job later. The GM might decide that you can pick up where you left off, assuming the task hasn’t been completed by others in your absence. Whether you roll a new skill check when you resume is also up to the GM. Generally speaking, if you had a good initial roll and want to keep it, you can, but if you had a bad initial roll, you can’t try for a better one by pausing to do something else. If your statistics changed during the break—usually because you leveled up while adventuring—you can attempt a new check.
Income Examples
The following examples show the kinds of tasks your character might take on to Earn Income during low-level and high-level play.
Harsk Makes Tea
Harsk is a 3rd-level ranger and an expert at harvesting and brewing tea. He has a Tea Lore modifier of +7.
He has 30 days of downtime at his disposal and decides to work at a prestigious local tea house. The GM decides this is a 5th-level task if Harsk wants to assist the tea master, or a 2nd-level task if he wants to serve tea. Harsk chooses the tougher task, and the GM secretly sets the DC at 20.
Harsk rolls a 4 on his Tea Lore check for a result of 11. Poor Harsk has failed! He earns only 2 sp for his efforts and continues working for 3 more days, for a total of 8 sp.
At that point, the GM offers Harsk a choice: either he can finish out the week with the tea master and look for a new job, or he can lower his ambitions and serve in the tea house. Harsk, now more aware of his own capabilities, accepts the less prestigious job for now. He moves to his new job and attempts a new Tea Lore check against DC 16. Rolling a 19, he gets a result of 26—a critical success! He earns 5 sp per day (like a success at a 3rd-level task).
The GM rules that demand will be high enough that Harsk can work there for the remainder of his downtime if he so chooses, a total of 26 days. Harsk accepts and earns a total of 138 sp (13 gp, 8 sp) that month.
Lem Performs
Lem is a 16th-level bard and legendary in Performance, and he has a magical flute that grants him an item bonus on Performance checks. He has a Performance modifier of +31 when playing his magical flute.
With 30 days of downtime ahead of him, Lem wonders if he can find something that might excite him more than performing in front of a bunch of stuffy nobles. He finds a momentous offer indeed—a performance in a celestial realm, and Lem’s patron goddess Shelyn might even be in attendance! This is a 20th-level task, and the GM secretly sets the DC at 40.
Lem rolls an 11 on his Performance check for a result of 42. Success! The engagement lasts for a week, and at the end, the grateful celestials present Lem with a beautiful living diamond rose in constant bloom worth 1,400 gold pieces (200 gp per day for 7 days).
With 23 days of downtime left, Lem accepts a 14th-level task performing at a prestigious bardic college for members of a royal court. The GM secretly sets the DC at 32, and Lem critically succeeds, earning 28 gp per day for a total of 644 gp. Between the two performances, Lem has earned just over 2,000 gold pieces during his downtime—though he’s not sure he’ll ever sell that rose.
Magical Traditions and Skills
Each magical tradition has a corresponding skill, as shown on the table below. You must have the trained proficiency rank in a skill to use it to Identify Magic or Learn a Spell. Something without a specific tradition, such as an item with the magical trait, can be identified using any of these skills.
Identify Magic (Trained)
Skills: Arcana, Nature, Occultism, Religion
Using the skill related to the appropriate tradition, as explained in Magical Traditions and Skills, you can attempt to identify a magical item, location, or ongoing effect. In many cases, you can use a skill to attempt to Identify Magic of a tradition other than your own at a higher DC. The GM determines whether you can do this and what the DC is.
IDENTIFY MAGIC
Traits Concentrate, Exploration, Secret
Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic. If your attempt is interrupted, you must start over. The GM sets the DC for your check. Cursed magic or esoteric subjects usually have higher DCs or might even be impossible to identify using this activity alone. Heightening a spell doesn’t increase the DC to identify it.
Critical Success You learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it is cursed.
Success For an item or location, you get a sense of what it does and learn any means of activating it. For an ongoing effect (such as a spell with a duration), you learn the effect’s name and what it does. You can’t try again in hopes of getting a critical success.
Failure You fail to identify the magic and can’t try again for 1 day.
Critical Failure You misidentify the magic as something else of the GM’s choice.
Learn a Spell (Trained)
Skills: Arcana, Nature, Occultism, Religion
If you’re a spellcaster, you can use the skill corresponding to your magical tradition to learn a new spell of that tradition. The Learning a Spell table lists the Price of the materials needed to Learn a Spell of each rank. Learning a Spell is most useful for classes that use a limited list of spells, like the bard, witch, or wizard, though other classes might use it to gain rare or uncommon spells.
LEARN A SPELL
Traits Concentrate, Exploration
Requirements You have a spellcasting class feature, and the spell you want to learn is on your magical tradition’s spell list.
You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll. If you can cast spells of multiple traditions, you can Learn a Spell of any of those traditions, but you must use the corresponding skill to do so. For example, if you were a cleric with the bard multiclass archetype, you couldn’t use Religion to add an occult spell to your bardic spell repertoire.
To learn the spell, you must do the following:
• Spend 1 hour per spell rank, during which you must remain in conversation with a person who knows the spell or have the magical writing in your possession.
• Have materials with the Price indicated in the Learning a Spell table.
• Attempt a skill check for the skill corresponding to your tradition (DC determined by the GM, often close to the DC on the Learning a Spell Table). Uncommon or rare spells have higher DCs; full guidelines for the GM appear in GM Core.
Critical Success You expend half the materials and learn the spell.
Success You expend the materials and learn the spell.
Failure You fail to learn the spell but can try again after you gain a level. The materials aren’t expended.
Critical Failure As failure, except you expend half the materials.
Learned Spells
A spell you learn is added to your repository of spells, such as a spellbook for a wizard, familiar for a witch, or spell list for a cleric or druid. If you have a spell repertoire, such as a bard, it’s not automatically added since you can only know a limited number of spells. Instead, you can select it when you add or swap spells.
Recall Knowledge (Untrained)
Skills: Arcana, Crafting, Lore, Medicine, Nature, Occultism, Religion, Society, others
To remember useful information on a topic, you can attempt to Recall Knowledge. This action is one you’re likely to use frequently. Learning more about the world and people around you is one of the best ways to inform your decisions, and Recalling Knowledge can help you figure out how to best fight monsters and figure out puzzles and social challenges.
You might know basic information about something without needing to attempt a check, but Recall Knowledge requires you to stop and think for a moment so you can recollect more specific facts and apply them. You might even need to spend time investigating first. For instance, to use Medicine to learn the cause of death, you might need to conduct a forensic examination before attempting to Recall Knowledge.
RECALL KNOWLEDGE ◆
Traits Concentrate, Secret
You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill. Suggest which skill you’d like to use and ask the GM one question. The GM determines the DC. You might need to collaborate with the GM to narrow down the question or skills, and you can decide not to Recall Knowledge before committing to the action if you don’t like your options.
Critical Success You recall the knowledge accurately. The GM answers your question truthfully and either tells you additional information or context, or answers one follow-up question.
Success You recall the knowledge accurately. The GM answers your question truthfully.
Critical Failure You recall incorrect information. The GM answers your question falsely (or decides to give you no information, as on a failure).
Recall Knowledge Tasks
The following examples use Society or Religion.
• Untrained name of a ruler, head of state, key noble, or major deity
• Trained line of succession for a major noble family, core doctrines of a major deity
• Expert genealogy of a minor noble, teachings of an ancient priest
• Master hierarchy of a genie noble court, major extraplanar temples of a deity
• Legendary existence of a long-lost noble heir, secret doctrines of a religion
Recall Knowledge Skills
The following skills can be used to Recall Knowledge about the listed topics. Some topics might appear on multiple lists, but the skills could give different information. For example, Arcana might tell you about the magical defenses of a construct, whereas Crafting could tell you about its sturdy resistance to physical attacks.
• Arcana: Arcane theories, magical traditions, creatures of arcane significance, and arcane planes.
• Crafting: Alchemical reactions and creatures, item value, engineering, unusual materials, and constructs.
• Lore: The subject of the Lore skill’s subcategory.
• Medicine: Diseases, poisons, wounds, and forensics.
• Nature: The environment, flora, geography, weather, creatures of natural origin, and natural planes.
• Occultism: Ancient mysteries, folk superstition, obscure philosophy, creatures of occult significance, and esoteric planes.
• Religion: Divine agents, divine planes, theology, obscure myths, and creatures of religious significance.
• Society: Local history, key personalities, legal institutions, societal structure, and humanoid culture.
Using an applicable Lore to Recall Knowledge about a topic, such as Engineering Lore instead of Crafting to find structural weaknesses in a bridge, typically comes with a lower DC. Your special interests can pay off! In some cases, you can get the GM’s permission to use a different but related skill, usually against a higher DC than normal. The GM might allow checks to Recall Knowledge using other skills. For example, you might assess the skill of an acrobat using Acrobatics. If you’re using a physical skill (like in this example), the GM will most likely have you use a mental modifier—typically Intelligence—instead of the skill’s normal physical attribute modifier.
Recall Knowledge Questions
When encountering a subject for the first time, your first question will likely be a basic “What is it?”, which the GM can answer with a name and basic description like, “That’s an ogre, a tough and cruel giant” or “This is the symbol of Urgathoa, a goddess of disease, gluttony, and undeath.” If you already know this base level of detail on the subject, the list below includes some reasonable questions. The GM determines what other questions to allow. Usually this is simple as long as you stick to one question. Any question must be about something observable in the game world, not the abstract numbers of the rules. The GM might tell you a lumbering monster’s Reflex save is its weakest—translating a concept your character could understand using the game term for clarity—but wouldn’t reveal the exact Reflex modifier. The GM can find more guidance in GM Core.
Creatures: “Can it be reasoned with?” “What environments does it live in?” “What’s its most notable offensive ability?” “Is it highly vulnerable or resistant to anything?” “Are any of its defenses weak?”
Magic: “How can it be avoided?” “What type of people use this magic?” “How long does it last?”
Organizations: “What kind of influence does it have?” “Where is it headquartered?” “How large is it?” “What kind of members does it have?” “Who are its major authorities?” “Do they have any notable allies and enemies?”
People: “What’s their personality like?” “What do they look like?” “Do they have any notable talents?” “Do they have notable allies and enemies?” “What kind of influence do they have?” “Do they have any vices?”
Sites: “What’s its general location?” “How large is it?” “What’s the government like?” “Do any notable people live there?” “What kind of monsters dwell there?” “What’s the environment and terrain like?”
Subsist (Untrained)
Skills: Society, Survival
If you need to provide food and shelter, you can use the Subsist downtime activity. This typically uses Society if you’re in a settlement or Survival if you’re in the wild.
SUBSIST
Traits Downtime
You try to provide food and shelter for yourself, and possibly others as well, with the standard of living given in the results below. The GM determines the DC based on the nature of the place where you’re trying to Subsist. You might need a minimum proficiency rank to Subsist in particularly strange environments. Unlike most downtime activities, you can Subsist after 8 hours or less of exploration, but if you do, you take a –5 penalty.
Critical Success You either provide a subsistence living for yourself and one additional creature, or you improve your own food and shelter, granting yourself a comfortable living.
Success You find enough food and shelter with basic protection from the elements to provide you a subsistence living.
Failure You’re exposed to the elements and don’t get enough food, becoming fatigued until you attain sufficient food and shelter.
Critical Failure You attract trouble, eat something you shouldn’t, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Subsist for 1 week. You don’t find any food at all; if you don’t have any stored up, you’re in danger of starving or dying of thirst if you continue failing.
Sample Subsist Tasks
• Untrained a lush forest with calm weather or a large city with plentiful resources
• Trained typical hillside or village
• Expert typical mountains or insular hamlet
• Master typical desert or city under siege
• Legendary barren wasteland or city of undead
| General Skill Action | Proficiency |
|---|---|
| Decipher Writing | Trained |
| Earn Income | Trained |
| Identify Magic | Trained |
| Learn a Spell | Trained |
| Recall Knowledge ◆ | Untrained |
| Subsist | Untrained |
Skills: Arcana, Occultism, Religion, Society
When you encounter particularly archaic or esoteric texts, the GM might require you to Decipher the Writing before you can understand it. You must be trained in the relevant skill to Decipher Writing.
The skills used for Deciphering Writing and the types of texts they usually decipher are:
• Arcana for writing about magic or science
• Occultism for esoteric texts about mysteries and philosophy
• Religion for scripture
• Society for coded messages or archaic documents.
DECIPHER WRITING
Traits Concentrate, Exploration, Secret
You attempt to decipher complicated writing or literature on an obscure topic. This usually takes 1 minute per page of text, but might take longer (typically an hour per page for decrypting ciphers or the like). The text must be in a language you can read, though the GM might allow you to attempt to decipher text written in an unfamiliar language using Society instead.
The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text.
Critical Success You understand the true meaning of the text.
Success You understand the true meaning of the text. If it was a coded document, you know the general meaning but might not have a word-for-word translation.
Failure You can’t understand the text and take a –2 circumstance penalty to further checks to decipher it.
Critical Failure You believe you understand the text on that page, but you have in fact misconstrued its message.
Sample Decipher Tasks
• Trained entry-level philosophy treatise
• Expert complex code, such as a cipher
• Master spymaster’s code or advanced research notes
• Legendary esoteric planar text written in metaphor by an ancient celestial
Earn Income (Trained)
Skills: Crafting, Lore, Performance, others
You can use a skill to earn money during downtime. You must be trained in the skill to do so. This takes time to set up, and your income depends on your proficiency rank and how lucrative a task you can find. Because this process requires a significant amount of time and involves tracking things outside the progress of adventures, it won’t come up in every campaign.
The most typical ways to Earn Income, detailed further in this section are:
• Crafting goods for the market (Crafting)
• Practicing a Trade (Lore)
• Staging a Performance (Performance)
In some cases, the GM might let you use a different skill to Earn Income through specialized work. Usually, this is scholarly work, such as using Religion in a monastery to study old texts—but giving sermons at a church would still fall under Performance instead of Religion. You also might be able to use physical skills to make money, such as using Acrobatics to perform feats in a circus or Thievery to pick pockets. If you’re using a skill other than Crafting, Lore, or Performance, the DC tends to be significantly higher.
EARN INCOME
Traits Downtime
You use one of your skills to make money during downtime. The GM assigns a task level representing the most lucrative job available. You can search for lower-level tasks, with the GM determining whether you find any. Sometimes you can attempt to find better work than the initial offerings, though this takes time and requires using the Diplomacy skill to Gather Information, doing some research, or socializing.
When you take on a job, the GM secretly sets the DC of your skill check. After your first day of work, you roll to determine your earnings. You gain an amount of income based on your result, the task’s level, and your proficiency rank (as listed on the Income Earned table).
You can continue working at the task on subsequent days without needing to roll again. For each day you spend after the first, you earn the same amount as the first day, up until the task’s completion. The GM determines how long you can work at the task. Most tasks last a week or two, though some can take months or even years.
Critical Success You do outstanding work. Gain the amount of currency listed for the task level + 1 and your proficiency rank.
Success You do competent work. Gain the amount of currency listed for the task level and your proficiency rank.
Failure You do shoddy work and get paid the bare minimum for your time. Gain the amount of currency listed in the failure column for the task level. The GM will likely reduce how long you can continue at the task.
Critical Failure You earn nothing for your work and are fired immediately. You can’t continue at the task. Your reputation suffers, potentially making it difficult for you to find rewarding jobs in that community in the future.
| Task Level | Failure | Trained | Expert | Master | Legendary |
|---|---|---|---|---|---|
| 0 | 1 cp | 5 cp | 5 cp | 5 cp | 5 cp |
| 1 | 2 cp | 2 sp | 2 sp | 2 sp | 2 sp |
| 2 | 4 cp | 3 sp | 3 sp | 3 sp | 3 sp |
| 3 | 8 cp | 5 sp | 5 sp | 5 sp | 5 sp |
| 4 | 1 sp | 7 sp | 8 sp | 8 sp | 8 sp |
| 5 | 2 sp | 9 sp | 1 gp | 1 gp | 1 gp |
| 6 | 3 sp | 1 gp, 5 sp | 2 gp | 2 gp | 2 gp |
| 7 | 4 sp | 2 gp | 2 gp, 5 sp | 2 gp, 5 sp | 2 gp, 5 sp |
| 8 | 5 sp | 2 gp, 5 sp | 3 gp | 3 gp | 3 gp |
| 9 | 6 sp | 3 gp | 4 gp | 4 gp | 4 gp |
| 10 | 7 sp | 4 gp | 5 gp | 6 gp | 6 gp |
| 11 | 8 sp | 5 gp | 6 gp | 8 gp | 8 gp |
| 12 | 9 sp | 6 gp | 8 gp | 10 gp | 10 gp |
| 13 | 1 gp | 7 gp | 10 gp | 15 gp | 15 gp |
| 14 | 1 gp, 5 sp | 8 gp | 15 gp | 20 gp | 20 gp |
| 15 | 2 gp | 10 gp | 20 gp | 28 gp | 28 gp |
| 16 | 2 gp, 5 sp | 13 gp | 25 gp | 36 gp | 40 gp |
| 17 | 3 gp | 15 gp | 30 gp | 45 gp | 55 gp |
| 18 | 4 gp | 20 gp | 45 gp | 70 gp | 90 gp |
| 19 | 6 gp | 30 gp | 60 gp | 100 gp | 130 gp |
| 20 | 8 gp | 40 gp | 75 gp | 150 gp | 200 gp |
| 20 (critical) | — | 50 gp | 90 gp | 175 gp | 300 gp |
These examples use Alcohol Lore to work in a bar or Legal Lore to perform legal work.
• Trained bartend, do legal research
• Expert curate drink selection, present minor court cases
• Master run a large brewery, present important court cases
• Legendary run an international brewing franchise, present a case in Hell’s courts
Crafting Goods for the Market (Crafting)
Using Crafting, you can work at producing common items for the market. It’s usually easy to find work making basic items whose level is 1 or 2 below your settlement’s level.
Higher-level tasks represent special commissions, which might require you to Craft a specific item using the Craft downtime activity and sell it to a buyer at full Price. These opportunities don’t occur as often and might have special requirements—or serious consequences if you disappoint a prominent client.
Practicing a Trade (Lore)
You apply the practical benefits of one of your Lore specialties during downtime by practicing your trade. This is most effective for Lore specialties such as business, law, or sailing, where there’s high demand for workers. The GM might increase the DC or determine only low-level tasks are available if you’re attempting to use an obscure Lore skill to Earn Income. You might also need specialized tools to accept a job, like mining tools to work in a mine or a merchant’s scale to buy and sell valuables in a market.
Staging a Performance (Performance)
You perform for an audience to make money. The available audiences determine the level of your task, since more discerning audiences are harder to impress but provide a bigger payout. The GM determines the task level based on the audiences available. Performing for a typical audience of commoners on the street is a level 0 task, but a performance for a group of artisans with more refined tastes might be a 2nd- or 3rd-level task, and ones for merchants, nobility, and royalty are increasingly higher level.
Your degree of success determines whether you moved your audience and whether you were rewarded with applause or rotten fruit.
Extra Preparation
When Earning Income, you might be able to spend days of downtime to prepare for your task and lower the DC of the skill check. This might involve rehearsing a play, studying a topic, and so on. The GM determines how long preparation takes and how much the DC changes. This is most useful when you’re trying a task that’s higher level than you.
Ending or Interrupting Tasks
When a task you’re doing is complete, or if you stop in the middle of one, you normally have to find a new task if you want to keep Earning Income. For instance, if you quit your job working at the docks, you’ll need to find another place of employment instead of picking up where you left off. This usually takes 1 day or more of downtime looking for leads on new jobs.
However, you might pause a task due to an adventure or event that wouldn’t prevent you from returning to the old job later. The GM might decide that you can pick up where you left off, assuming the task hasn’t been completed by others in your absence. Whether you roll a new skill check when you resume is also up to the GM. Generally speaking, if you had a good initial roll and want to keep it, you can, but if you had a bad initial roll, you can’t try for a better one by pausing to do something else. If your statistics changed during the break—usually because you leveled up while adventuring—you can attempt a new check.
Income Examples
The following examples show the kinds of tasks your character might take on to Earn Income during low-level and high-level play.
Harsk Makes Tea
Harsk is a 3rd-level ranger and an expert at harvesting and brewing tea. He has a Tea Lore modifier of +7.
He has 30 days of downtime at his disposal and decides to work at a prestigious local tea house. The GM decides this is a 5th-level task if Harsk wants to assist the tea master, or a 2nd-level task if he wants to serve tea. Harsk chooses the tougher task, and the GM secretly sets the DC at 20.
Harsk rolls a 4 on his Tea Lore check for a result of 11. Poor Harsk has failed! He earns only 2 sp for his efforts and continues working for 3 more days, for a total of 8 sp.
At that point, the GM offers Harsk a choice: either he can finish out the week with the tea master and look for a new job, or he can lower his ambitions and serve in the tea house. Harsk, now more aware of his own capabilities, accepts the less prestigious job for now. He moves to his new job and attempts a new Tea Lore check against DC 16. Rolling a 19, he gets a result of 26—a critical success! He earns 5 sp per day (like a success at a 3rd-level task).
The GM rules that demand will be high enough that Harsk can work there for the remainder of his downtime if he so chooses, a total of 26 days. Harsk accepts and earns a total of 138 sp (13 gp, 8 sp) that month.
Lem Performs
Lem is a 16th-level bard and legendary in Performance, and he has a magical flute that grants him an item bonus on Performance checks. He has a Performance modifier of +31 when playing his magical flute.
With 30 days of downtime ahead of him, Lem wonders if he can find something that might excite him more than performing in front of a bunch of stuffy nobles. He finds a momentous offer indeed—a performance in a celestial realm, and Lem’s patron goddess Shelyn might even be in attendance! This is a 20th-level task, and the GM secretly sets the DC at 40.
Lem rolls an 11 on his Performance check for a result of 42. Success! The engagement lasts for a week, and at the end, the grateful celestials present Lem with a beautiful living diamond rose in constant bloom worth 1,400 gold pieces (200 gp per day for 7 days).
With 23 days of downtime left, Lem accepts a 14th-level task performing at a prestigious bardic college for members of a royal court. The GM secretly sets the DC at 32, and Lem critically succeeds, earning 28 gp per day for a total of 644 gp. Between the two performances, Lem has earned just over 2,000 gold pieces during his downtime—though he’s not sure he’ll ever sell that rose.
Magical Traditions and Skills
Each magical tradition has a corresponding skill, as shown on the table below. You must have the trained proficiency rank in a skill to use it to Identify Magic or Learn a Spell. Something without a specific tradition, such as an item with the magical trait, can be identified using any of these skills.
| Magical Tradition | Corresponding Skill |
|---|---|
| Arcane | Arcana |
| Divine | Religion |
| Occult | Occultism |
| Primal | Nature |
Skills: Arcana, Nature, Occultism, Religion
Using the skill related to the appropriate tradition, as explained in Magical Traditions and Skills, you can attempt to identify a magical item, location, or ongoing effect. In many cases, you can use a skill to attempt to Identify Magic of a tradition other than your own at a higher DC. The GM determines whether you can do this and what the DC is.
IDENTIFY MAGIC
Traits Concentrate, Exploration, Secret
Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic. If your attempt is interrupted, you must start over. The GM sets the DC for your check. Cursed magic or esoteric subjects usually have higher DCs or might even be impossible to identify using this activity alone. Heightening a spell doesn’t increase the DC to identify it.
Critical Success You learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it is cursed.
Success For an item or location, you get a sense of what it does and learn any means of activating it. For an ongoing effect (such as a spell with a duration), you learn the effect’s name and what it does. You can’t try again in hopes of getting a critical success.
Failure You fail to identify the magic and can’t try again for 1 day.
Critical Failure You misidentify the magic as something else of the GM’s choice.
Learn a Spell (Trained)
Skills: Arcana, Nature, Occultism, Religion
If you’re a spellcaster, you can use the skill corresponding to your magical tradition to learn a new spell of that tradition. The Learning a Spell table lists the Price of the materials needed to Learn a Spell of each rank. Learning a Spell is most useful for classes that use a limited list of spells, like the bard, witch, or wizard, though other classes might use it to gain rare or uncommon spells.
LEARN A SPELL
Traits Concentrate, Exploration
Requirements You have a spellcasting class feature, and the spell you want to learn is on your magical tradition’s spell list.
You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll. If you can cast spells of multiple traditions, you can Learn a Spell of any of those traditions, but you must use the corresponding skill to do so. For example, if you were a cleric with the bard multiclass archetype, you couldn’t use Religion to add an occult spell to your bardic spell repertoire.
To learn the spell, you must do the following:
• Spend 1 hour per spell rank, during which you must remain in conversation with a person who knows the spell or have the magical writing in your possession.
• Have materials with the Price indicated in the Learning a Spell table.
• Attempt a skill check for the skill corresponding to your tradition (DC determined by the GM, often close to the DC on the Learning a Spell Table). Uncommon or rare spells have higher DCs; full guidelines for the GM appear in GM Core.
Critical Success You expend half the materials and learn the spell.
Success You expend the materials and learn the spell.
Failure You fail to learn the spell but can try again after you gain a level. The materials aren’t expended.
Critical Failure As failure, except you expend half the materials.
| Spell Rank | Price | Typical DC |
|---|---|---|
| 1st or cantrip | 2 gp | 15 |
| 2nd | 6 gp | 18 |
| 3rd | 16 gp | 20 |
| 4th | 36 gp | 23 |
| 5th | 70 gp | 26 |
| 6th | 140 gp | 28 |
| 7th | 300 gp | 31 |
| 8th | 650 gp | 34 |
| 9th | 1,500 gp | 36 |
| 10th | 7,000 gp | 41 |
A spell you learn is added to your repository of spells, such as a spellbook for a wizard, familiar for a witch, or spell list for a cleric or druid. If you have a spell repertoire, such as a bard, it’s not automatically added since you can only know a limited number of spells. Instead, you can select it when you add or swap spells.
Recall Knowledge (Untrained)
Skills: Arcana, Crafting, Lore, Medicine, Nature, Occultism, Religion, Society, others
To remember useful information on a topic, you can attempt to Recall Knowledge. This action is one you’re likely to use frequently. Learning more about the world and people around you is one of the best ways to inform your decisions, and Recalling Knowledge can help you figure out how to best fight monsters and figure out puzzles and social challenges.
You might know basic information about something without needing to attempt a check, but Recall Knowledge requires you to stop and think for a moment so you can recollect more specific facts and apply them. You might even need to spend time investigating first. For instance, to use Medicine to learn the cause of death, you might need to conduct a forensic examination before attempting to Recall Knowledge.
RECALL KNOWLEDGE ◆
Traits Concentrate, Secret
You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill. Suggest which skill you’d like to use and ask the GM one question. The GM determines the DC. You might need to collaborate with the GM to narrow down the question or skills, and you can decide not to Recall Knowledge before committing to the action if you don’t like your options.
Critical Success You recall the knowledge accurately. The GM answers your question truthfully and either tells you additional information or context, or answers one follow-up question.
Success You recall the knowledge accurately. The GM answers your question truthfully.
Critical Failure You recall incorrect information. The GM answers your question falsely (or decides to give you no information, as on a failure).
Recall Knowledge Tasks
The following examples use Society or Religion.
• Untrained name of a ruler, head of state, key noble, or major deity
• Trained line of succession for a major noble family, core doctrines of a major deity
• Expert genealogy of a minor noble, teachings of an ancient priest
• Master hierarchy of a genie noble court, major extraplanar temples of a deity
• Legendary existence of a long-lost noble heir, secret doctrines of a religion
Recall Knowledge Skills
The following skills can be used to Recall Knowledge about the listed topics. Some topics might appear on multiple lists, but the skills could give different information. For example, Arcana might tell you about the magical defenses of a construct, whereas Crafting could tell you about its sturdy resistance to physical attacks.
• Arcana: Arcane theories, magical traditions, creatures of arcane significance, and arcane planes.
• Crafting: Alchemical reactions and creatures, item value, engineering, unusual materials, and constructs.
• Lore: The subject of the Lore skill’s subcategory.
• Medicine: Diseases, poisons, wounds, and forensics.
• Nature: The environment, flora, geography, weather, creatures of natural origin, and natural planes.
• Occultism: Ancient mysteries, folk superstition, obscure philosophy, creatures of occult significance, and esoteric planes.
• Religion: Divine agents, divine planes, theology, obscure myths, and creatures of religious significance.
• Society: Local history, key personalities, legal institutions, societal structure, and humanoid culture.
Using an applicable Lore to Recall Knowledge about a topic, such as Engineering Lore instead of Crafting to find structural weaknesses in a bridge, typically comes with a lower DC. Your special interests can pay off! In some cases, you can get the GM’s permission to use a different but related skill, usually against a higher DC than normal. The GM might allow checks to Recall Knowledge using other skills. For example, you might assess the skill of an acrobat using Acrobatics. If you’re using a physical skill (like in this example), the GM will most likely have you use a mental modifier—typically Intelligence—instead of the skill’s normal physical attribute modifier.
Recall Knowledge Questions
When encountering a subject for the first time, your first question will likely be a basic “What is it?”, which the GM can answer with a name and basic description like, “That’s an ogre, a tough and cruel giant” or “This is the symbol of Urgathoa, a goddess of disease, gluttony, and undeath.” If you already know this base level of detail on the subject, the list below includes some reasonable questions. The GM determines what other questions to allow. Usually this is simple as long as you stick to one question. Any question must be about something observable in the game world, not the abstract numbers of the rules. The GM might tell you a lumbering monster’s Reflex save is its weakest—translating a concept your character could understand using the game term for clarity—but wouldn’t reveal the exact Reflex modifier. The GM can find more guidance in GM Core.
Creatures: “Can it be reasoned with?” “What environments does it live in?” “What’s its most notable offensive ability?” “Is it highly vulnerable or resistant to anything?” “Are any of its defenses weak?”
Magic: “How can it be avoided?” “What type of people use this magic?” “How long does it last?”
Organizations: “What kind of influence does it have?” “Where is it headquartered?” “How large is it?” “What kind of members does it have?” “Who are its major authorities?” “Do they have any notable allies and enemies?”
People: “What’s their personality like?” “What do they look like?” “Do they have any notable talents?” “Do they have notable allies and enemies?” “What kind of influence do they have?” “Do they have any vices?”
Sites: “What’s its general location?” “How large is it?” “What’s the government like?” “Do any notable people live there?” “What kind of monsters dwell there?” “What’s the environment and terrain like?”
Subsist (Untrained)
Skills: Society, Survival
If you need to provide food and shelter, you can use the Subsist downtime activity. This typically uses Society if you’re in a settlement or Survival if you’re in the wild.
SUBSIST
Traits Downtime
You try to provide food and shelter for yourself, and possibly others as well, with the standard of living given in the results below. The GM determines the DC based on the nature of the place where you’re trying to Subsist. You might need a minimum proficiency rank to Subsist in particularly strange environments. Unlike most downtime activities, you can Subsist after 8 hours or less of exploration, but if you do, you take a –5 penalty.
Critical Success You either provide a subsistence living for yourself and one additional creature, or you improve your own food and shelter, granting yourself a comfortable living.
Success You find enough food and shelter with basic protection from the elements to provide you a subsistence living.
Failure You’re exposed to the elements and don’t get enough food, becoming fatigued until you attain sufficient food and shelter.
Critical Failure You attract trouble, eat something you shouldn’t, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Subsist for 1 week. You don’t find any food at all; if you don’t have any stored up, you’re in danger of starving or dying of thirst if you continue failing.
Sample Subsist Tasks
• Untrained a lush forest with calm weather or a large city with plentiful resources
• Trained typical hillside or village
• Expert typical mountains or insular hamlet
• Master typical desert or city under siege
• Legendary barren wasteland or city of undead
Acrobatics measures your ability to perform tasks requiring coordination and grace. When you use the Escape basic action, you can use your Acrobatics modifier instead of your unarmed attack modifier. You can also use it for the basic actions Arrest a Fall and Grab an Edge instead of Reflex.
BALANCE ◆
Traits Move
Requirements You are in a square that contains a narrow surface, uneven ground, or another similar feature.
You move across a narrow surface or uneven ground, attempting an Acrobatics check against its Balance DC. You are off-guard while on a narrow surface or uneven ground.
Critical Success You move up to your Speed.
Success You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement).
Failure You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends.
Critical Failure You fall and your turn ends.
TUMBLE THROUGH ◆
Traits Move
You Stride up to your Speed. During this movement, you can try to move through the space of one enemy. Attempt an Acrobatics check against the enemy’s Reflex DC as soon as you try to enter its space. You can Tumble Through using Climb, Fly, Swim, or another action instead of Stride in the appropriate environment.
Success You move through the enemy’s space, treating the squares in its space as difficult terrain (every 5 feet costs 10 feet of movement). If you don’t have enough Speed to move all the way through its space, you get the same effect as a failure.
Failure Your movement ends, and you trigger reactions as if you had moved out of the square you started in.
Acrobatics Trained Actions
MANEUVER IN FLIGHT ◆
Traits Move
Requirements You have a fly Speed.
You try a difficult maneuver while flying. Attempt an Acrobatics check. The GM determines what maneuvers are possible, but they rarely allow you to move farther than your fly Speed.
Success You succeed at the maneuver.
Failure Your maneuver fails. The GM chooses if you simply can’t move or if some other detrimental effect happens. The outcome should be appropriate for the maneuver you attempted (for instance, being blown off course if you were trying to fly against a strong wind).
Critical Failure As failure, but the consequence is more dire.
SQUEEZE
Traits Exploration, Move
You contort yourself to squeeze through a space so small you can barely fit through. This action is for exceptionally small spaces; many tight spaces are difficult terrain that you can move through more quickly and without a check.
Critical Success You squeeze through the tight space in 1 minute per 10 feet of squeezing.
Success You squeeze through in 1 minute per 5 feet.
Critical Failure You become stuck in the tight space. While you’re stuck, you can spend 1 minute attempting another Acrobatics check at the same DC. Any result on that check other than a critical failure causes you to become unstuck.
BALANCE ◆
Traits Move
Requirements You are in a square that contains a narrow surface, uneven ground, or another similar feature.
You move across a narrow surface or uneven ground, attempting an Acrobatics check against its Balance DC. You are off-guard while on a narrow surface or uneven ground.
Critical Success You move up to your Speed.
Success You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement).
Failure You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends.
Critical Failure You fall and your turn ends.
| Proficiency Rank | Sample Tasks |
|---|---|
| Untrained | tangled roots, uneven cobblestones |
| Trained | wooden beam |
| Expert | deep, loose gravel |
| Master | tightrope, smooth sheet of ice |
| Legendary | razor’s edge, chunks of floor falling in midair |
Traits Move
You Stride up to your Speed. During this movement, you can try to move through the space of one enemy. Attempt an Acrobatics check against the enemy’s Reflex DC as soon as you try to enter its space. You can Tumble Through using Climb, Fly, Swim, or another action instead of Stride in the appropriate environment.
Success You move through the enemy’s space, treating the squares in its space as difficult terrain (every 5 feet costs 10 feet of movement). If you don’t have enough Speed to move all the way through its space, you get the same effect as a failure.
Failure Your movement ends, and you trigger reactions as if you had moved out of the square you started in.
Acrobatics Trained Actions
MANEUVER IN FLIGHT ◆
Traits Move
Requirements You have a fly Speed.
You try a difficult maneuver while flying. Attempt an Acrobatics check. The GM determines what maneuvers are possible, but they rarely allow you to move farther than your fly Speed.
Success You succeed at the maneuver.
Failure Your maneuver fails. The GM chooses if you simply can’t move or if some other detrimental effect happens. The outcome should be appropriate for the maneuver you attempted (for instance, being blown off course if you were trying to fly against a strong wind).
Critical Failure As failure, but the consequence is more dire.
| Proficiency Rank | Sample Tasks |
|---|---|
| Trained | steep ascent or descent |
| Expert | fly against the wind |
| Master | reverse direction |
| Legendary | fly through gale force winds |
Traits Exploration, Move
You contort yourself to squeeze through a space so small you can barely fit through. This action is for exceptionally small spaces; many tight spaces are difficult terrain that you can move through more quickly and without a check.
Critical Success You squeeze through the tight space in 1 minute per 10 feet of squeezing.
Success You squeeze through in 1 minute per 5 feet.
Critical Failure You become stuck in the tight space. While you’re stuck, you can spend 1 minute attempting another Acrobatics check at the same DC. Any result on that check other than a critical failure causes you to become unstuck.
| Proficiency Rank | Sample Tasks |
|---|---|
| Trained | space barely fitting your shoulders |
| Master | space barely fitting your head |
Arcana measures how much you know about arcane magic and creatures. Even if you’re untrained, you can Recall Knowledge.
• Recall Knowledge about arcane theories; magic traditions; creatures of arcane significance (like constructs, beasts, and elementals); and the Astral Plane, Elemental Planes, and the Netherworld.
Arcana Trained Actions
You must be trained in Arcana to use it for the following general skill actions.
• Decipher Writing about arcane theory.
• Identify Magic, particularly magic of the arcane tradition.
• Learn a Spell from the arcane tradition.
BORROW AN ARCANE SPELL
Traits Concentrate, Exploration
If you’re an arcane spellcaster who prepares spells, you can attempt to prepare a spell from someone else’s arcane spellbook, arcane witch familiar, or the like. The GM sets the DC for the check based on the spell’s rank and rarity; it’s typically a bit easier than Learning the Spell.
Success You prepare the borrowed spell as part of your normal spell preparation.
Failure You fail to prepare the spell, but the spell slot remains available for you to prepare a different spell. You can’t try to borrow this spell again until the next time you prepare spells.
• Recall Knowledge about arcane theories; magic traditions; creatures of arcane significance (like constructs, beasts, and elementals); and the Astral Plane, Elemental Planes, and the Netherworld.
Arcana Trained Actions
You must be trained in Arcana to use it for the following general skill actions.
• Decipher Writing about arcane theory.
• Identify Magic, particularly magic of the arcane tradition.
• Learn a Spell from the arcane tradition.
BORROW AN ARCANE SPELL
Traits Concentrate, Exploration
If you’re an arcane spellcaster who prepares spells, you can attempt to prepare a spell from someone else’s arcane spellbook, arcane witch familiar, or the like. The GM sets the DC for the check based on the spell’s rank and rarity; it’s typically a bit easier than Learning the Spell.
Success You prepare the borrowed spell as part of your normal spell preparation.
Failure You fail to prepare the spell, but the spell slot remains available for you to prepare a different spell. You can’t try to borrow this spell again until the next time you prepare spells.
Athletics allows you to perform deeds of physical prowess. Most Athletics actions let you move about the environment (Climb, High Jump, Long Jump, Swim) or control your opponent’s movement in combat (Grapple, Reposition, Shove, Trip, and Disarm).
Escape: When you use the Escape basic action, you can use your Athletics modifier instead of your unarmed attack modifier.
CLIMB ◆
Traits Move
Requirements You have two hands free.
You attempt an Athletics check to move a maximum distance of 5 feet up, down, or across an incline. You’re off-guard while climbing unless you have a climb Speed. The GM determines the DC based on the nature of the incline and environmental circumstances; you might get an automatic critical success on an incline that’s trivial to climb. If your land Speed is 40 feet or higher, increase the maximum distance by 5 feet for every 20 feet of Speed above 20 feet.
Critical Success You move along the incline, increasing the maximum distance by 5 feet.
Success You move along the incline.
Critical Failure You fall. If you began the climb on stable ground, you fall and land prone.
FORCE OPEN ◆
Traits Attack
Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate. With a high enough result, you can even smash through walls. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open.
Critical Success You open the door, window, container, or gate and can avoid damaging it in the process.
Success You break the door, window, container, or gate open, and it gains the broken condition. If it’s especially sturdy, the GM might have it take damage but not be broken.
Critical Failure Your attempt jams the door, window, container, or gate shut, imposing a –2 circumstance penalty on future attempts to Force it Open.
GRAPPLE ◆
Traits Attack
Requirements You have at least one free hand and your target is no more than one size larger than you.
You attempt to grab a creature or object with your free hand. Attempt an Athletics check against the target’s Fortitude DC. You can Grapple a target you already have grabbed or restrained without having a hand free.
Critical Success Your target is restrained until the end of your next turn unless you move or your target Escapes.
Success Your target is grabbed until the end of your next turn unless you move or your target Escapes.
Failure You fail to grab your target. If you already had the target grabbed or restrained using a Grapple, those conditions on the target end.
Critical Failure If you already had the target grabbed or restrained, it breaks free. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land prone.
HIGH JUMP ◆◆
You Stride, then attempt a DC 30 Athletics check to jump vertically. If you didn’t Stride at least 10 feet, you automatically fail. This DC might be increased or decreased due to the situation, as determined by the GM.
Critical Success You Leap up to 8 feet vertically and 10 feet horizontally.
Success You Leap up to 5 feet vertically and 5 feet horizontally.
Failure You Leap normally.
Critical Failure You fall prone in your space.
LONG JUMP ◆◆
You Stride, then attempt a DC 15 Athletics check to make a long jump in the direction you were Striding. If you didn’t Stride at least 10 feet, you automatically fail your check. The GM might increase or decrease this DC depending on the situation.
Success You Leap up to a distance equal to your check result rounded down to the nearest 5 feet. You can’t jump farther than your land Speed.
Failure You make a normal horizontal Leap.
Critical Failure You make a normal horizontal Leap, then fall and land prone.
REPOSITION ◆
Traits Attack
Requirements You either have at least one hand free, or you’re grabbing or restraining the target. The target can’t be more than one size larger than you.
You muscle a creature or object around. Attempt an Athletics check against the target’s Fortitude DC.
Critical Success You move the creature up to 10 feet. It must remain within your reach during this movement, and you can’t move it into or through obstacles.
Success You move the target up to 5 feet. It must remain within your reach during this movement, and you can’t move it into or through obstacles.
Critical Failure The target can move you up to 5 feet as though it successfully Repositioned you.
SHOVE ◆
Traits Attack
Requirements You have at least one hand free. The target can’t be more than one size larger than you.
You push a creature away from you. Attempt an Athletics check against your target’s Fortitude DC.
Critical Success You push your target up to 10 feet away from you. You can Stride after it, but you must move the same distance and in the same direction.
Success You push your target back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.
Critical Failure You lose your balance, fall, and land prone.
SWIM ◆
Traits Move
You attempt an Athletics check to move a maximum distance of 10 feet through water. The GM determines the DC based on the turbulence or danger of the water; in most instances of calm water, you get an automatic critical success. If your land Speed is 40 feet or higher, increase the maximum possible distance by 5 feet for every 20 feet of Speed above 20 feet.
If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. This doesn’t apply if your last action on your turn was to enter the water.
Critical Success You move through the water, increasing the maximum distance by 5 feet.
Success You move through the water.
Critical Failure You make no progress. If you’re holding your breath, you lose 1 round of air.
TRIP ◆
Traits Attack
Requirements You have at least one hand free. Your target can’t be more than one size larger than you.
You try to knock a creature to the ground. Attempt an Athletics check against the target’s Reflex DC.
Critical Success The target falls, lands prone, and takes 1d6 bludgeoning damage.
Success The target falls and lands prone.
Critical Failure You lose your balance, fall, and land prone.
Athletics Trained Action
DISARM ◆
Traits Attack
Requirements You have at least one hand free. The target can’t be more than one size larger than you.
You try to knock an item out of a creature’s grasp. Attempt an Athletics check against the target’s Reflex DC.
Critical Success You knock the item out of the target’s grasp. It falls to the ground in the target’s space.
Success You weaken your target’s grasp on the item. Further attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. The creature can end the effect by Interacting to change its grip on the item; otherwise, it lasts as long as the creature holds the item.
Critical Failure You lose your balance and become off-guard until the start of your next turn.
Falling
When you fall more than 5 feet, you take falling damage when you land, which is bludgeoning damage equal to half the distance you fell. If you take any damage from a fall, you’re knocked prone when you land. You can Grab an Edge as a reaction to reduce or eliminate the damage from some falls.
Multiple Attacks with Athletics
Several Athletics actions have the attack trait, meaning that using them more than once in the same turn makes them less accurate. Since these actions use your free hand, you use the traits for your fist attack to determine the multiple attack penalty, so your fist’s agile trait applies. Therefore, you take a –4 penalty if the action is your second attack of the turn, or a –8 if it’s the third.
Some weapon traits allow you to take these actions using a weapon, in which case the penalty might be –5 or –10 if the weapon doesn’t have the agile trait. Some characters can get unarmed attacks without the agile trait as well. If it’s unclear which penalty to use, the GM makes the call.
Leap
The Leap basic action is used for High Jump and Long Jump. A horizontal Leap lets you jump up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap if your Speed is between 15 feet and 30 feet, or a 10-foot gap if your Speed is 30 feet or more).
A vertical Leap lets you jump up to 3 feet vertically and 5 feet horizontally onto an elevated surface.
Forced Movement
Reposition and Shove force a creature to move. When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you’re not acting to move, this doesn’t trigger reactions triggered by movement.
Escape: When you use the Escape basic action, you can use your Athletics modifier instead of your unarmed attack modifier.
CLIMB ◆
Traits Move
Requirements You have two hands free.
You attempt an Athletics check to move a maximum distance of 5 feet up, down, or across an incline. You’re off-guard while climbing unless you have a climb Speed. The GM determines the DC based on the nature of the incline and environmental circumstances; you might get an automatic critical success on an incline that’s trivial to climb. If your land Speed is 40 feet or higher, increase the maximum distance by 5 feet for every 20 feet of Speed above 20 feet.
Critical Success You move along the incline, increasing the maximum distance by 5 feet.
Success You move along the incline.
Critical Failure You fall. If you began the climb on stable ground, you fall and land prone.
| Proficiency Rank | Sample Tasks |
|---|---|
| Untrained | ladder, steep slope, low-branched tree |
| Trained | rigging, rope, typical tree |
| Expert | wall with small handholds and footholds |
| Master | ceiling with handholds and footholds, rock wall |
| Legendary | smooth surface |
Traits Attack
Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate. With a high enough result, you can even smash through walls. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open.
Critical Success You open the door, window, container, or gate and can avoid damaging it in the process.
Success You break the door, window, container, or gate open, and it gains the broken condition. If it’s especially sturdy, the GM might have it take damage but not be broken.
Critical Failure Your attempt jams the door, window, container, or gate shut, imposing a –2 circumstance penalty on future attempts to Force it Open.
| Proficiency Rank | Sample Tasks |
|---|---|
| Untrained | fabric, flimsy glass |
| Trained | ice, sturdy glass |
| Expert | flimsy wooden door, wooden portcullis |
| Master | sturdy wooden door, iron portcullis, metal bar |
| Legendary | stone or iron door |
Traits Attack
Requirements You have at least one free hand and your target is no more than one size larger than you.
You attempt to grab a creature or object with your free hand. Attempt an Athletics check against the target’s Fortitude DC. You can Grapple a target you already have grabbed or restrained without having a hand free.
Critical Success Your target is restrained until the end of your next turn unless you move or your target Escapes.
Success Your target is grabbed until the end of your next turn unless you move or your target Escapes.
Failure You fail to grab your target. If you already had the target grabbed or restrained using a Grapple, those conditions on the target end.
Critical Failure If you already had the target grabbed or restrained, it breaks free. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land prone.
HIGH JUMP ◆◆
You Stride, then attempt a DC 30 Athletics check to jump vertically. If you didn’t Stride at least 10 feet, you automatically fail. This DC might be increased or decreased due to the situation, as determined by the GM.
Critical Success You Leap up to 8 feet vertically and 10 feet horizontally.
Success You Leap up to 5 feet vertically and 5 feet horizontally.
Failure You Leap normally.
Critical Failure You fall prone in your space.
LONG JUMP ◆◆
You Stride, then attempt a DC 15 Athletics check to make a long jump in the direction you were Striding. If you didn’t Stride at least 10 feet, you automatically fail your check. The GM might increase or decrease this DC depending on the situation.
Success You Leap up to a distance equal to your check result rounded down to the nearest 5 feet. You can’t jump farther than your land Speed.
Failure You make a normal horizontal Leap.
Critical Failure You make a normal horizontal Leap, then fall and land prone.
REPOSITION ◆
Traits Attack
Requirements You either have at least one hand free, or you’re grabbing or restraining the target. The target can’t be more than one size larger than you.
You muscle a creature or object around. Attempt an Athletics check against the target’s Fortitude DC.
Critical Success You move the creature up to 10 feet. It must remain within your reach during this movement, and you can’t move it into or through obstacles.
Success You move the target up to 5 feet. It must remain within your reach during this movement, and you can’t move it into or through obstacles.
Critical Failure The target can move you up to 5 feet as though it successfully Repositioned you.
SHOVE ◆
Traits Attack
Requirements You have at least one hand free. The target can’t be more than one size larger than you.
You push a creature away from you. Attempt an Athletics check against your target’s Fortitude DC.
Critical Success You push your target up to 10 feet away from you. You can Stride after it, but you must move the same distance and in the same direction.
Success You push your target back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.
Critical Failure You lose your balance, fall, and land prone.
SWIM ◆
Traits Move
You attempt an Athletics check to move a maximum distance of 10 feet through water. The GM determines the DC based on the turbulence or danger of the water; in most instances of calm water, you get an automatic critical success. If your land Speed is 40 feet or higher, increase the maximum possible distance by 5 feet for every 20 feet of Speed above 20 feet.
If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. This doesn’t apply if your last action on your turn was to enter the water.
Critical Success You move through the water, increasing the maximum distance by 5 feet.
Success You move through the water.
Critical Failure You make no progress. If you’re holding your breath, you lose 1 round of air.
| Proficiency Rank | Sample Tasks |
|---|---|
| Untrained | lake or other still water |
| Trained | flowing water, like a river |
| Expert | swiftly flowing river |
| Master | stormy sea |
| Legendary | maelstrom, waterfall |
Traits Attack
Requirements You have at least one hand free. Your target can’t be more than one size larger than you.
You try to knock a creature to the ground. Attempt an Athletics check against the target’s Reflex DC.
Critical Success The target falls, lands prone, and takes 1d6 bludgeoning damage.
Success The target falls and lands prone.
Critical Failure You lose your balance, fall, and land prone.
Athletics Trained Action
DISARM ◆
Traits Attack
Requirements You have at least one hand free. The target can’t be more than one size larger than you.
You try to knock an item out of a creature’s grasp. Attempt an Athletics check against the target’s Reflex DC.
Critical Success You knock the item out of the target’s grasp. It falls to the ground in the target’s space.
Success You weaken your target’s grasp on the item. Further attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. The creature can end the effect by Interacting to change its grip on the item; otherwise, it lasts as long as the creature holds the item.
Critical Failure You lose your balance and become off-guard until the start of your next turn.
Falling
When you fall more than 5 feet, you take falling damage when you land, which is bludgeoning damage equal to half the distance you fell. If you take any damage from a fall, you’re knocked prone when you land. You can Grab an Edge as a reaction to reduce or eliminate the damage from some falls.
Multiple Attacks with Athletics
Several Athletics actions have the attack trait, meaning that using them more than once in the same turn makes them less accurate. Since these actions use your free hand, you use the traits for your fist attack to determine the multiple attack penalty, so your fist’s agile trait applies. Therefore, you take a –4 penalty if the action is your second attack of the turn, or a –8 if it’s the third.
Some weapon traits allow you to take these actions using a weapon, in which case the penalty might be –5 or –10 if the weapon doesn’t have the agile trait. Some characters can get unarmed attacks without the agile trait as well. If it’s unclear which penalty to use, the GM makes the call.
Leap
The Leap basic action is used for High Jump and Long Jump. A horizontal Leap lets you jump up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap if your Speed is between 15 feet and 30 feet, or a 10-foot gap if your Speed is 30 feet or more).
A vertical Leap lets you jump up to 3 feet vertically and 5 feet horizontally onto an elevated surface.
Forced Movement
Reposition and Shove force a creature to move. When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you’re not acting to move, this doesn’t trigger reactions triggered by movement.
You can use this skill to create and repair items. Even if you’re untrained, you can Recall Knowledge.
• Recall Knowledge about alchemical reactions, the value of items, engineering, unusual materials, and alchemical or mechanical creatures. The GM determines which creatures this applies to, but it usually includes constructs.
REPAIR
Traits Exploration, Manipulate
Requirements You are holding or wearing a repair toolkit.
You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair toolkit with both hands. Roll a Crafting check. The GM sets the DC, but it’s usually about the same DC to Repair a given item as it is to Craft it in the first place. You can’t Repair a destroyed item.
Critical Success You restore 10 Hit Points to the item, plus an additional 10 Hit Points per proficiency rank you have in Crafting (a total of 20 HP if you’re trained, 30 HP if you’re an expert, 40 HP if you’re a master, or 50 HP if you’re legendary).
Success You restore 5 Hit Points to the item, plus an additional 5 per proficiency rank you have in Crafting (for a total of 10 HP if you are trained, 15 HP if you’re an expert, 20 HP if you’re a master, or 25 HP if you’re legendary).
Critical Failure You deal 2d6 damage to the item. Apply the item’s Hardness to this damage.
Crafting Trained Actions
You must be trained in Crafting to use it to Earn Income.
• Earn Income by crafting goods for the market.
CRAFT
Traits Downtime, Manipulate
You can make an item from raw materials. You need the Alchemical Crafting skill feat to create alchemical items and the Magical Crafting skill feat to create magic items.
To Craft an item, you must meet the following requirements:
• The item is your level or lower. An item that doesn’t list a level is level 0. If the item is 9th level or higher, you must be a master in Crafting, and if it’s 17th or higher, you must be legendary.
• The item must be common, or you must otherwise have access to it.
• You have an appropriate set of tools and, in many cases, a workshop. For example, you need access to a smithy to forge a metal shield, or an alchemist’s lab to produce alchemical items.
• You must supply raw materials worth at least half the item’s Price. You always expend at least that amount of raw materials when you Craft successfully. If you’re in a settlement, you can usually spend currency to get the amount of raw materials you need, except in the case of rarer precious materials.
You attempt a Crafting check after you spend 2 days of work setting up, or 1 day if you have the item’s formula. The GM determines the DC to Craft the item based on its level, rarity, and other circumstances.
If your attempt to create the item is successful, you expend the raw materials you supplied. You can pay the remaining portion of the item’s Price in materials to complete the item immediately, or you can spend additional downtime days working on it. For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This amount is determined using the Income Earned table, based on your proficiency rank in Crafting and using your own level instead of a task level.
After any of these downtime days, you can complete the item by spending the remaining portion of its Price in materials. If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off. An example of Crafting appears in the sidebar below.
Critical Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.
Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank.
Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.
Critical Failure You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest. If you want to try again, you must start over.
Alchemical and Magical Items
If you want to Craft alchemical items or magic items, you need to select the skill feat for Alchemical Crafting or Magical Crafting in addition to being trained. Stat blocks and details of these items appear in GM Core, so consult with your GM.
Consumables and Ammunition
You can Craft items with the consumable trait in batches, making up to four of the same item at once with a single check. This requires you to include the raw materials for all the items in the batch at the start, and you must complete the batch all at once. You also Craft non-magical ammunition in batches, using the quantity listed in the Ranged Weapons Table (typically 10).
Formulas
A written formula for an item helps you create it with less difficulty. This has two functions. First, it reduces the time needed to start Crafting from 2 days to 1, as you have less preparation to do. Second, you can Craft uncommon and rarer items if you’re able to acquire their formulas.
Crafting Example
Ezren is a 5th-level wizard and an expert in Crafting. He has a Crafting modifier of +13 and the Magical Crafting feat. With 2 weeks of downtime ahead of him, he decides to craft a striking rune, a 4th-level item. He uses the rune’s formula. The GM secretly chooses a DC of 19.
The item has a Price of 65 gp, so Ezren prepares 32 gp, 5 sp worth of raw materials. He has another 32 gp, 5 sp worth of raw materials on hand. After spending 1 day building and incanting spells, he rolls a 12 on his Crafting check, for a result of 25. That’s a success! At this point, Ezren can spend the additional 32 gp, 5 sp worth of materials to complete the item immediately for 65 gp.
However, Ezren has 13 more days on his hands, so he decides to spend additional time to complete the item. Because he’s a 5th-level character and an expert at Crafting, he reduces the amount he has to pay by 1 gp for each day spent. After spending 13 days working, he reduces the total cost to complete the item from 65 gp to 52 gp. He spends the remaining portion of its Price in materials, completes the striking rune, and goes out on his next adventure. (He could have stayed home to keep working on the striking rune, eventually reducing the item’s total Price to just the half he paid up front, but adventuring is far more lucrative!)
If Ezren’s Crafting check result were a 29 or higher, he’d have gotten a critical success. In that case, he’d reduce the remaining amount by 2 gp per day (the amount for a 6th-level expert), lowering the amount needed to complete the item after 13 additional days of work to 39 gp.
IDENTIFY ALCHEMY
Traits Concentrate, Exploration, Secret
Requirements You are holding or wearing an alchemist’s toolkit.
You can identify the nature of an alchemical item with 10 minutes of testing using your alchemist’s toolkit. If your attempt is interrupted in any way, you must start over.
Success You identify the item and the means of activating it.
Failure You fail to identify the item but can try again.
Critical Failure You misidentify the item as another item of the GM’s choice.
• Recall Knowledge about alchemical reactions, the value of items, engineering, unusual materials, and alchemical or mechanical creatures. The GM determines which creatures this applies to, but it usually includes constructs.
REPAIR
Traits Exploration, Manipulate
Requirements You are holding or wearing a repair toolkit.
You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair toolkit with both hands. Roll a Crafting check. The GM sets the DC, but it’s usually about the same DC to Repair a given item as it is to Craft it in the first place. You can’t Repair a destroyed item.
Critical Success You restore 10 Hit Points to the item, plus an additional 10 Hit Points per proficiency rank you have in Crafting (a total of 20 HP if you’re trained, 30 HP if you’re an expert, 40 HP if you’re a master, or 50 HP if you’re legendary).
Success You restore 5 Hit Points to the item, plus an additional 5 per proficiency rank you have in Crafting (for a total of 10 HP if you are trained, 15 HP if you’re an expert, 20 HP if you’re a master, or 25 HP if you’re legendary).
Critical Failure You deal 2d6 damage to the item. Apply the item’s Hardness to this damage.
Crafting Trained Actions
You must be trained in Crafting to use it to Earn Income.
• Earn Income by crafting goods for the market.
CRAFT
Traits Downtime, Manipulate
You can make an item from raw materials. You need the Alchemical Crafting skill feat to create alchemical items and the Magical Crafting skill feat to create magic items.
To Craft an item, you must meet the following requirements:
• The item is your level or lower. An item that doesn’t list a level is level 0. If the item is 9th level or higher, you must be a master in Crafting, and if it’s 17th or higher, you must be legendary.
• The item must be common, or you must otherwise have access to it.
• You have an appropriate set of tools and, in many cases, a workshop. For example, you need access to a smithy to forge a metal shield, or an alchemist’s lab to produce alchemical items.
• You must supply raw materials worth at least half the item’s Price. You always expend at least that amount of raw materials when you Craft successfully. If you’re in a settlement, you can usually spend currency to get the amount of raw materials you need, except in the case of rarer precious materials.
You attempt a Crafting check after you spend 2 days of work setting up, or 1 day if you have the item’s formula. The GM determines the DC to Craft the item based on its level, rarity, and other circumstances.
If your attempt to create the item is successful, you expend the raw materials you supplied. You can pay the remaining portion of the item’s Price in materials to complete the item immediately, or you can spend additional downtime days working on it. For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This amount is determined using the Income Earned table, based on your proficiency rank in Crafting and using your own level instead of a task level.
After any of these downtime days, you can complete the item by spending the remaining portion of its Price in materials. If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off. An example of Crafting appears in the sidebar below.
Critical Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.
Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank.
Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.
Critical Failure You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest. If you want to try again, you must start over.
Alchemical and Magical Items
If you want to Craft alchemical items or magic items, you need to select the skill feat for Alchemical Crafting or Magical Crafting in addition to being trained. Stat blocks and details of these items appear in GM Core, so consult with your GM.
Consumables and Ammunition
You can Craft items with the consumable trait in batches, making up to four of the same item at once with a single check. This requires you to include the raw materials for all the items in the batch at the start, and you must complete the batch all at once. You also Craft non-magical ammunition in batches, using the quantity listed in the Ranged Weapons Table (typically 10).
Formulas
A written formula for an item helps you create it with less difficulty. This has two functions. First, it reduces the time needed to start Crafting from 2 days to 1, as you have less preparation to do. Second, you can Craft uncommon and rarer items if you’re able to acquire their formulas.
Crafting Example
Ezren is a 5th-level wizard and an expert in Crafting. He has a Crafting modifier of +13 and the Magical Crafting feat. With 2 weeks of downtime ahead of him, he decides to craft a striking rune, a 4th-level item. He uses the rune’s formula. The GM secretly chooses a DC of 19.
The item has a Price of 65 gp, so Ezren prepares 32 gp, 5 sp worth of raw materials. He has another 32 gp, 5 sp worth of raw materials on hand. After spending 1 day building and incanting spells, he rolls a 12 on his Crafting check, for a result of 25. That’s a success! At this point, Ezren can spend the additional 32 gp, 5 sp worth of materials to complete the item immediately for 65 gp.
However, Ezren has 13 more days on his hands, so he decides to spend additional time to complete the item. Because he’s a 5th-level character and an expert at Crafting, he reduces the amount he has to pay by 1 gp for each day spent. After spending 13 days working, he reduces the total cost to complete the item from 65 gp to 52 gp. He spends the remaining portion of its Price in materials, completes the striking rune, and goes out on his next adventure. (He could have stayed home to keep working on the striking rune, eventually reducing the item’s total Price to just the half he paid up front, but adventuring is far more lucrative!)
If Ezren’s Crafting check result were a 29 or higher, he’d have gotten a critical success. In that case, he’d reduce the remaining amount by 2 gp per day (the amount for a 6th-level expert), lowering the amount needed to complete the item after 13 additional days of work to 39 gp.
IDENTIFY ALCHEMY
Traits Concentrate, Exploration, Secret
Requirements You are holding or wearing an alchemist’s toolkit.
You can identify the nature of an alchemical item with 10 minutes of testing using your alchemist’s toolkit. If your attempt is interrupted in any way, you must start over.
Success You identify the item and the means of activating it.
Failure You fail to identify the item but can try again.
Critical Failure You misidentify the item as another item of the GM’s choice.
You can trick and mislead others using disguises, lies, and other forms of subterfuge. Deception often has a drawback if you get found out, and it’s often best to be out of town by the time this happens.
CREATE A DIVERSION ◆
Traits Mental
With a gesture, a trick, or some distracting words, you can create a diversion that draws creatures’ attention elsewhere. If you use a gesture or trick, this action gains the manipulate trait. If you use distracting words, it gains the auditory and linguistic traits.
Attempt a single Deception check and compare it to the Perception DCs of the creatures whose attention you’re trying to divert. Whether or not you succeed, creatures you attempt to divert gain a +4 circumstance bonus to their Perception DCs against your attempts to Create a Diversion for 1 minute.
Success You become hidden to each creature whose Perception DC is less than or equal to your result. (The hidden condition allows you to Sneak away.) This lasts until the end of your turn or until you do anything except Step or use the Stealth skill to Hide or Sneak. If you Strike a creature, the creature remains off-guard against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise.
Failure You don’t divert the attention of any creatures whose Perception DC exceeds your result, and those creatures are aware you were trying to trick them.
IMPERSONATE
Traits Concentrate, Exploration, Manipulate, Secret
You create a disguise to pass yourself off as someone or something you are not. Assembling a convincing disguise takes 10 minutes and requires a disguise kit, but a simpler, quicker disguise might do the job if you’re not trying to imitate a specific individual, at the GM’s discretion.
In most cases, creatures have a chance to detect your deception only if they use the Seek action to attempt Perception checks against your Deception DC. If you attempt to directly interact with someone while disguised, the GM rolls a secret Deception check for you against that creature’s Perception DC instead.
If you’re disguised as a specific individual, the GM might give creatures you interact with a circumstance bonus based on how well they know the person you’re imitating, or the GM might roll a secret Deception check even if you aren’t directly interacting with others.
Success You trick the creature into thinking you’re the person you’re disguised as. You might have to attempt a new check if your behavior changes.
Failure The creature can tell you’re not who you claim to be.
Critical Failure The creature can tell you’re not who you claim to be, and it recognizes you if it would know you without a disguise.
LIE
Traits Auditory, Concentrate, Linguistic, Mental, Secret
You try to fool someone with an untruth. Doing so takes at least 1 round, or longer if the lie is elaborate. You roll a single Deception check and compare it against the Perception DC of every creature you are trying to fool. The GM might give them a circumstance bonus based on the situation and the nature of the lie you are trying to tell. Elaborate or highly unbelievable lies are much harder to get a creature to believe than simpler and more believable lies, and some lies are so big that it’s impossible to get anyone to believe them.
At the GM’s discretion, if a creature initially believes your lie, it might attempt a Perception check later to Sense Motive against your Deception DC to realize it’s a lie. This usually happens if the creature discovers enough evidence to counter your statements.
Success The target believes your lie.
Failure The target doesn’t believe your lie and gains a +4 circumstance bonus against your attempts to Lie for the duration of your conversation. The target is also more likely to be suspicious of you in the future.
Deception Trained Action
FEINT ◆
Traits Mental
Requirements You are within melee reach of the target you attempt to Feint.
With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against your target’s Perception DC.
Critical Success You throw your enemy’s defenses against you entirely off. The target is off-guard against melee attacks that you attempt against it until the end of your next turn.
Success Your foe is fooled, but only momentarily. The target is off-guard against the next melee attack that you attempt against it before the end of your current turn.
Critical Failure Your feint backfires. You are off-guard against melee attacks the target attempts against you until the end of your next turn.
CREATE A DIVERSION ◆
Traits Mental
With a gesture, a trick, or some distracting words, you can create a diversion that draws creatures’ attention elsewhere. If you use a gesture or trick, this action gains the manipulate trait. If you use distracting words, it gains the auditory and linguistic traits.
Attempt a single Deception check and compare it to the Perception DCs of the creatures whose attention you’re trying to divert. Whether or not you succeed, creatures you attempt to divert gain a +4 circumstance bonus to their Perception DCs against your attempts to Create a Diversion for 1 minute.
Success You become hidden to each creature whose Perception DC is less than or equal to your result. (The hidden condition allows you to Sneak away.) This lasts until the end of your turn or until you do anything except Step or use the Stealth skill to Hide or Sneak. If you Strike a creature, the creature remains off-guard against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise.
Failure You don’t divert the attention of any creatures whose Perception DC exceeds your result, and those creatures are aware you were trying to trick them.
IMPERSONATE
Traits Concentrate, Exploration, Manipulate, Secret
You create a disguise to pass yourself off as someone or something you are not. Assembling a convincing disguise takes 10 minutes and requires a disguise kit, but a simpler, quicker disguise might do the job if you’re not trying to imitate a specific individual, at the GM’s discretion.
In most cases, creatures have a chance to detect your deception only if they use the Seek action to attempt Perception checks against your Deception DC. If you attempt to directly interact with someone while disguised, the GM rolls a secret Deception check for you against that creature’s Perception DC instead.
If you’re disguised as a specific individual, the GM might give creatures you interact with a circumstance bonus based on how well they know the person you’re imitating, or the GM might roll a secret Deception check even if you aren’t directly interacting with others.
Success You trick the creature into thinking you’re the person you’re disguised as. You might have to attempt a new check if your behavior changes.
Failure The creature can tell you’re not who you claim to be.
Critical Failure The creature can tell you’re not who you claim to be, and it recognizes you if it would know you without a disguise.
LIE
Traits Auditory, Concentrate, Linguistic, Mental, Secret
You try to fool someone with an untruth. Doing so takes at least 1 round, or longer if the lie is elaborate. You roll a single Deception check and compare it against the Perception DC of every creature you are trying to fool. The GM might give them a circumstance bonus based on the situation and the nature of the lie you are trying to tell. Elaborate or highly unbelievable lies are much harder to get a creature to believe than simpler and more believable lies, and some lies are so big that it’s impossible to get anyone to believe them.
At the GM’s discretion, if a creature initially believes your lie, it might attempt a Perception check later to Sense Motive against your Deception DC to realize it’s a lie. This usually happens if the creature discovers enough evidence to counter your statements.
Success The target believes your lie.
Failure The target doesn’t believe your lie and gains a +4 circumstance bonus against your attempts to Lie for the duration of your conversation. The target is also more likely to be suspicious of you in the future.
Deception Trained Action
FEINT ◆
Traits Mental
Requirements You are within melee reach of the target you attempt to Feint.
With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against your target’s Perception DC.
Critical Success You throw your enemy’s defenses against you entirely off. The target is off-guard against melee attacks that you attempt against it until the end of your next turn.
Success Your foe is fooled, but only momentarily. The target is off-guard against the next melee attack that you attempt against it before the end of your current turn.
Critical Failure Your feint backfires. You are off-guard against melee attacks the target attempts against you until the end of your next turn.
You influence others through negotiation and flattery, or find out information through friendly chats.
GATHER INFORMATION
Traits Exploration, Secret
You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic. The GM determines the DC of the check and the amount of time it takes (typically 2 hours, but sometimes more), along with any benefit you might be able to gain by spending coin on bribes, drinks, or gifts.
Success You collect information about the individual or topic. The GM determines the specifics.
Critical Failure You collect incorrect information about the individual or topic.
MAKE AN IMPRESSION
Traits Auditory, Concentrate, Exploration, Linguistic, Mental
With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable. At the end of the conversation, attempt a Diplomacy check against the Will DC of one target. You can instead choose up to five targets if you take a –2 penalty. The GM might add other bonuses or penalties based on the situation. Any impression you make lasts for only the current social interaction unless the GM decides otherwise. See the Changing Attitudes sidebar for a summary of the attitude conditions.
Critical Success The target’s attitude toward you improves by two steps.
Success The target’s attitude toward you improves by one step.
Critical Failure The target’s attitude toward you decreases by one step.
REQUEST ◆
Traits Auditory, Concentrate, Linguistic, Mental
You can make a request of a creature that’s friendly or helpful to you. You must couch the request in terms that the target would accept given their current attitude toward you. The GM sets the DC based on the difficulty of the request. Some requests are unsavory or impossible, and even a helpful NPC would never agree to them.
Critical Success The target agrees to your request without qualifications.
Success The target agrees to your request, but they might demand added provisions or alterations to the request.
Failure The target refuses the request, though they might propose an alternative that is less extreme.
Critical Failure Not only does the target refuse the request, but their attitude toward you decreases by one step due to the temerity of the request.
Changing Attitudes
Your influence on NPCs is measured with a set of attitudes that reflect how they view your character. These are only a brief summary of a creature’s disposition. The GM will supply additional nuance based on the history and beliefs of the characters you’re interacting with, and their attitudes can change in accordance with the story. The attitudes are detailed in the Conditions Appendix and are summarized here.
• Helpful: Willing to help you and responds favorably to your requests.
• Friendly: Has a good attitude toward you, but won’t necessarily stick their neck out to help you.
• Indifferent: Doesn’t care about you either way. (Most NPCs start out indifferent.)
• Unfriendly: Dislikes you and doesn’t want to help you.
• Hostile: Actively works against you—and might attack you just because of their dislike.
No one can ever change the attitude of a player character with these skills. You can roleplay interactions with player characters, and even use Diplomacy results if the player wants a mechanical sense of how convincing or charming a character is, but players make the ultimate decisions about how their characters respond.
GATHER INFORMATION
Traits Exploration, Secret
You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic. The GM determines the DC of the check and the amount of time it takes (typically 2 hours, but sometimes more), along with any benefit you might be able to gain by spending coin on bribes, drinks, or gifts.
Success You collect information about the individual or topic. The GM determines the specifics.
Critical Failure You collect incorrect information about the individual or topic.
| Proficiency Rank | Sample Tasks |
|---|---|
| Untrained | talk of the town |
| Trained | common rumor |
| Expert | obscure rumor, poorly guarded secret |
| Master | well-guarded or esoteric information |
| Legendary | information known only to an incredibly select few, or only to extraordinary beings |
Traits Auditory, Concentrate, Exploration, Linguistic, Mental
With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable. At the end of the conversation, attempt a Diplomacy check against the Will DC of one target. You can instead choose up to five targets if you take a –2 penalty. The GM might add other bonuses or penalties based on the situation. Any impression you make lasts for only the current social interaction unless the GM decides otherwise. See the Changing Attitudes sidebar for a summary of the attitude conditions.
Critical Success The target’s attitude toward you improves by two steps.
Success The target’s attitude toward you improves by one step.
Critical Failure The target’s attitude toward you decreases by one step.
REQUEST ◆
Traits Auditory, Concentrate, Linguistic, Mental
You can make a request of a creature that’s friendly or helpful to you. You must couch the request in terms that the target would accept given their current attitude toward you. The GM sets the DC based on the difficulty of the request. Some requests are unsavory or impossible, and even a helpful NPC would never agree to them.
Critical Success The target agrees to your request without qualifications.
Success The target agrees to your request, but they might demand added provisions or alterations to the request.
Failure The target refuses the request, though they might propose an alternative that is less extreme.
Critical Failure Not only does the target refuse the request, but their attitude toward you decreases by one step due to the temerity of the request.
Changing Attitudes
Your influence on NPCs is measured with a set of attitudes that reflect how they view your character. These are only a brief summary of a creature’s disposition. The GM will supply additional nuance based on the history and beliefs of the characters you’re interacting with, and their attitudes can change in accordance with the story. The attitudes are detailed in the Conditions Appendix and are summarized here.
• Helpful: Willing to help you and responds favorably to your requests.
• Friendly: Has a good attitude toward you, but won’t necessarily stick their neck out to help you.
• Indifferent: Doesn’t care about you either way. (Most NPCs start out indifferent.)
• Unfriendly: Dislikes you and doesn’t want to help you.
• Hostile: Actively works against you—and might attack you just because of their dislike.
No one can ever change the attitude of a player character with these skills. You can roleplay interactions with player characters, and even use Diplomacy results if the player wants a mechanical sense of how convincing or charming a character is, but players make the ultimate decisions about how their characters respond.
You bend others to your will using threats. Unlike Deception or Diplomacy, Intimidation is typically a blunt instrument with little room for nuance or care.
COERCE
Traits Auditory, Concentrate, Emotion, Exploration, Linguistic, Mental
With threats either veiled or overt, you attempt to bully a creature into doing what you want. You must spend at least 1 minute of conversation with the creature. At the end of the conversation, attempt an Intimidation check against the target’s Will DC, modified by any circumstances the GM determines. (The attitudes referenced in the effects below are summarized in Changing Attitudes under Diplomacy and described in full in Conditions.)
Critical Success The target gives you the information you seek or agrees to follow your directives so long as they aren’t likely to harm the target in any way. The target continues to comply for an amount of time determined by the GM but not exceeding 1 day, at which point the target becomes unfriendly (if it wasn’t already unfriendly or hostile). However, the target is too scared of you to retaliate—at least in the short term.
Success As critical success, but once the target becomes unfriendly, they might decide to act against you—for example, by reporting you to the authorities or assisting your enemies.
Failure The target doesn’t do what you say, and if they were not already unfriendly or hostile, they become unfriendly.
Critical Failure The target refuses to comply, becomes hostile if they weren’t already, and is temporarily immune to your Coercion for at least 1 week.
DEMORALIZE ◆
Traits Auditory, Concentrate, Emotion, Fear, Mental
With a sudden shout, a well-timed taunt, or a cutting put‑down, you can shake an enemy’s resolve. Choose a creature within 30 feet of you who you’re aware of. Attempt an Intimidation check against that target’s Will DC. If the target doesn’t understand the language you are speaking, or you’re not speaking a language, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.
Critical Success The target becomes frightened 2.
Success The target becomes frightened 1.
COERCE
Traits Auditory, Concentrate, Emotion, Exploration, Linguistic, Mental
With threats either veiled or overt, you attempt to bully a creature into doing what you want. You must spend at least 1 minute of conversation with the creature. At the end of the conversation, attempt an Intimidation check against the target’s Will DC, modified by any circumstances the GM determines. (The attitudes referenced in the effects below are summarized in Changing Attitudes under Diplomacy and described in full in Conditions.)
Critical Success The target gives you the information you seek or agrees to follow your directives so long as they aren’t likely to harm the target in any way. The target continues to comply for an amount of time determined by the GM but not exceeding 1 day, at which point the target becomes unfriendly (if it wasn’t already unfriendly or hostile). However, the target is too scared of you to retaliate—at least in the short term.
Success As critical success, but once the target becomes unfriendly, they might decide to act against you—for example, by reporting you to the authorities or assisting your enemies.
Failure The target doesn’t do what you say, and if they were not already unfriendly or hostile, they become unfriendly.
Critical Failure The target refuses to comply, becomes hostile if they weren’t already, and is temporarily immune to your Coercion for at least 1 week.
DEMORALIZE ◆
Traits Auditory, Concentrate, Emotion, Fear, Mental
With a sudden shout, a well-timed taunt, or a cutting put‑down, you can shake an enemy’s resolve. Choose a creature within 30 feet of you who you’re aware of. Attempt an Intimidation check against that target’s Will DC. If the target doesn’t understand the language you are speaking, or you’re not speaking a language, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.
Critical Success The target becomes frightened 2.
Success The target becomes frightened 1.
You have specialized information on a narrow topic. Lore features many subcategories. You might have Military Lore, Sailing Lore, Vampire Lore, or any similar subcategory of the skill. Each subcategory counts as its own skill, so applying a skill increase to Planar Lore wouldn’t increase your proficiency with Sailing Lore, for example.
Most backgrounds make you trained in a specific subcategory of the Lore skill. The GM determines what other subcategories they’ll allow as Lore skills, though these categories are always less broad than any of the other skills that allow you to Recall Knowledge, and they should never be able to take the place of another skill’s Recall Knowledge action. For instance, you couldn’t choose Magic Lore to recall the breadth of knowledge about magic covered by Arcana, Nature, Occultism, and Religion, or choose Adventuring Lore to give you all the information an adventurer needs, or choose Planar Lore to gain all the information spread across various skills and subcategories such as Heaven Lore.
If you’re making a check and multiple subcategories of Lore could apply, or a non-Lore skill could apply, you can use whichever skill you prefer. If there’s any doubt whether a Lore skill applies to a specific topic or action, the GM decides whether it can be used or not.
Even if you’re untrained in Lore, you can use it to Recall Knowledge.
• Recall Knowledge about the subject of the Lore skill’s subcategory.
Lore Trained Action
You must be trained in Lore to use it to Earn Income.
• Earn Income by using your knowledge to practice a trade.
Common Lore Subcategories
You can learn any Lore skill your GM gives you permission to take. The following list covers a wide variety of common Lore topics appropriate for player characters in most campaigns. Backgrounds often grant you a Lore skill from this list.
• Academia Lore
• Accounting Lore
• Architecture Lore
• Art Lore
• Astronomy Lore
• Carpentry Lore
• Circus Lore
• Driving Lore
• Engineering Lore
• Farming Lore
• Fishing Lore
• Fortune-Telling Lore
• Games Lore
• Genealogy Lore
• Gladiatorial Lore
• Guild Lore
• Heraldry Lore
• Herbalism Lore
• Hunting Lore
• Labor Lore
• Legal Lore
• Library Lore
• Lore about a specific deity (Abadar Lore, Iomedae Lore)
• Lore about a specific creature or narrow category of creatures (Demon Lore, Giant Lore, Vampire Lore)
• Lore about a specific plane other than the Universe, or the plane in which the game is set if not the Universe (Astral Plane Lore, Heaven Lore, Outer Rifts Lore)
• Lore about a specific public organization (Hellknights Lore, Pathfinder Society Lore)
• Lore about a specific settlement (Absalom Lore, Magnimar Lore)
• Lore about a specific terrain (Mountain Lore, River Lore)
• Lore about a type of food or drink (Alcohol Lore, Baking Lore, Butchering Lore, Cooking Lore, Tea Lore)
• Mercantile Lore
• Midwifery Lore
• Milling Lore
• Mining Lore
• Piloting Lore
• Sailing Lore
• Scouting Lore
• Scribing Lore
• Stabling Lore
• Tanning Lore
• Theater Lore
• Underworld Lore
• Warfare Lore
Most backgrounds make you trained in a specific subcategory of the Lore skill. The GM determines what other subcategories they’ll allow as Lore skills, though these categories are always less broad than any of the other skills that allow you to Recall Knowledge, and they should never be able to take the place of another skill’s Recall Knowledge action. For instance, you couldn’t choose Magic Lore to recall the breadth of knowledge about magic covered by Arcana, Nature, Occultism, and Religion, or choose Adventuring Lore to give you all the information an adventurer needs, or choose Planar Lore to gain all the information spread across various skills and subcategories such as Heaven Lore.
If you’re making a check and multiple subcategories of Lore could apply, or a non-Lore skill could apply, you can use whichever skill you prefer. If there’s any doubt whether a Lore skill applies to a specific topic or action, the GM decides whether it can be used or not.
Even if you’re untrained in Lore, you can use it to Recall Knowledge.
• Recall Knowledge about the subject of the Lore skill’s subcategory.
Lore Trained Action
You must be trained in Lore to use it to Earn Income.
• Earn Income by using your knowledge to practice a trade.
Common Lore Subcategories
You can learn any Lore skill your GM gives you permission to take. The following list covers a wide variety of common Lore topics appropriate for player characters in most campaigns. Backgrounds often grant you a Lore skill from this list.
• Academia Lore
• Accounting Lore
• Architecture Lore
• Art Lore
• Astronomy Lore
• Carpentry Lore
• Circus Lore
• Driving Lore
• Engineering Lore
• Farming Lore
• Fishing Lore
• Fortune-Telling Lore
• Games Lore
• Genealogy Lore
• Gladiatorial Lore
• Guild Lore
• Heraldry Lore
• Herbalism Lore
• Hunting Lore
• Labor Lore
• Legal Lore
• Library Lore
• Lore about a specific deity (Abadar Lore, Iomedae Lore)
• Lore about a specific creature or narrow category of creatures (Demon Lore, Giant Lore, Vampire Lore)
• Lore about a specific plane other than the Universe, or the plane in which the game is set if not the Universe (Astral Plane Lore, Heaven Lore, Outer Rifts Lore)
• Lore about a specific public organization (Hellknights Lore, Pathfinder Society Lore)
• Lore about a specific settlement (Absalom Lore, Magnimar Lore)
• Lore about a specific terrain (Mountain Lore, River Lore)
• Lore about a type of food or drink (Alcohol Lore, Baking Lore, Butchering Lore, Cooking Lore, Tea Lore)
• Mercantile Lore
• Midwifery Lore
• Milling Lore
• Mining Lore
• Piloting Lore
• Sailing Lore
• Scouting Lore
• Scribing Lore
• Stabling Lore
• Tanning Lore
• Theater Lore
• Underworld Lore
• Warfare Lore
You can patch up wounds and help people recover from diseases and poisons. Treat Wounds is especially useful, allowing your adventuring party to heal up between fights. It can be made more efficient with skill feats like Continual Recovery and Ward Medic.
Even if you’re untrained in Medicine, you can use it to Recall Knowledge.
• Recall Knowledge about diseases, injuries, poisons, and other ailments. You can use this to perform forensic examinations if you spend 10 minutes (or more, as determined by the GM) checking for evidence such as wound patterns. This is most useful when determining how a body was injured or killed.
ADMINISTER FIRST AID ◆◆
Traits Manipulate
Requirements You’re wearing or holding a healer’s toolkit.
You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect.
• Stabilize Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value).
• Stop Bleeding Attempt a Medicine check on a creature that is taking persistent bleed damage. The DC is usually the DC of the effect that caused the bleed.
Success If you’re trying to stabilize, the target loses the dying condition (but remains unconscious). If you’re trying to stop bleeding, the target benefits from an assisted recovery with the lowered DC for particularly appropriate help.
Critical Failure If you were trying to stabilize, the target’s dying value increases by 1. If you were trying to stop bleeding, the target immediately takes an amount of damage equal to its persistent bleed damage.
Medicine Trained Actions
TREAT DISEASE
Traits Downtime, Manipulate
Requirements You’re wearing or holding a healer’s toolkit.
You spend at least 8 hours caring for a diseased creature. Attempt a Medicine check against the disease’s DC. After you attempt to Treat a Disease for a creature, you can’t try again until after that creature’s next save against the disease.
Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the disease.
Success You grant the creature a +2 circumstance bonus to its next saving throw against the disease.
Critical Failure Your efforts cause the creature to take a –2 circumstance penalty to its next save against the disease.
TREAT POISON ◆
Traits Manipulate
Requirements You’re wearing or holding a healer’s toolkit.
You treat a patient to prevent the spread of poison. Attempt a Medicine check against the poison’s DC. After you attempt to Treat a Poison for a creature, you can’t try again until after the next time that creature attempts a save against the poison.
Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the poison.
Success You grant the creature a +2 circumstance bonus to its next saving throw against the poison.
Critical Failure Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison.
TREAT WOUNDS
Traits Exploration, Healing, Manipulate
Requirements You’re wearing or holding a healer’s toolkit.
You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes).
The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.
If you succeed at your check, you can continue treating the target to grant additional healing. If you treat it for a total of 1 hour, double the Hit Points it regains from Treat Wounds.
The result of your Medicine check determines how many Hit Points the target regains.
Critical Success The target regains 4d8 Hit Points and loses the wounded condition.
Success The target regains 2d8 Hit Points, and loses the wounded condition.
Critical Failure The target takes 1d8 damage.
Even if you’re untrained in Medicine, you can use it to Recall Knowledge.
• Recall Knowledge about diseases, injuries, poisons, and other ailments. You can use this to perform forensic examinations if you spend 10 minutes (or more, as determined by the GM) checking for evidence such as wound patterns. This is most useful when determining how a body was injured or killed.
ADMINISTER FIRST AID ◆◆
Traits Manipulate
Requirements You’re wearing or holding a healer’s toolkit.
You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect.
• Stabilize Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value).
• Stop Bleeding Attempt a Medicine check on a creature that is taking persistent bleed damage. The DC is usually the DC of the effect that caused the bleed.
Success If you’re trying to stabilize, the target loses the dying condition (but remains unconscious). If you’re trying to stop bleeding, the target benefits from an assisted recovery with the lowered DC for particularly appropriate help.
Critical Failure If you were trying to stabilize, the target’s dying value increases by 1. If you were trying to stop bleeding, the target immediately takes an amount of damage equal to its persistent bleed damage.
Medicine Trained Actions
TREAT DISEASE
Traits Downtime, Manipulate
Requirements You’re wearing or holding a healer’s toolkit.
You spend at least 8 hours caring for a diseased creature. Attempt a Medicine check against the disease’s DC. After you attempt to Treat a Disease for a creature, you can’t try again until after that creature’s next save against the disease.
Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the disease.
Success You grant the creature a +2 circumstance bonus to its next saving throw against the disease.
Critical Failure Your efforts cause the creature to take a –2 circumstance penalty to its next save against the disease.
TREAT POISON ◆
Traits Manipulate
Requirements You’re wearing or holding a healer’s toolkit.
You treat a patient to prevent the spread of poison. Attempt a Medicine check against the poison’s DC. After you attempt to Treat a Poison for a creature, you can’t try again until after the next time that creature attempts a save against the poison.
Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the poison.
Success You grant the creature a +2 circumstance bonus to its next saving throw against the poison.
Critical Failure Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison.
TREAT WOUNDS
Traits Exploration, Healing, Manipulate
Requirements You’re wearing or holding a healer’s toolkit.
You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes).
The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.
If you succeed at your check, you can continue treating the target to grant additional healing. If you treat it for a total of 1 hour, double the Hit Points it regains from Treat Wounds.
The result of your Medicine check determines how many Hit Points the target regains.
Critical Success The target regains 4d8 Hit Points and loses the wounded condition.
Success The target regains 2d8 Hit Points, and loses the wounded condition.
Critical Failure The target takes 1d8 damage.
You know about the natural world, and you command and train animals and magical beasts. Even if you’re untrained in Nature, you can use it to Recall Knowledge.
• Recall Knowledge about fauna, flora, geography, weather, the environment, creatures of natural origin (like animals, beasts, fey, and plants), the First World, and the Elemental Planes.
COMMAND AN ANIMAL ◆
Traits Auditory, Concentrate
You issue an order to an animal. Attempt a Nature check against the animal’s Will DC. The GM might adjust the DC if the animal has a good attitude toward you, you suggest a course of action it was predisposed toward, or you offer it a treat.
You automatically fail if the animal is hostile or unfriendly to you. If the animal is helpful to you, increase your degree of success by one step. You might be able to Command an Animal more easily with a feat like Ride.
Most animals know the Drop Prone, Leap, Seek, Stand, Stride, and Strike basic actions. If an animal knows an activity, such as a horse’s Gallop, you can Command the Animal to perform the activity, but you must spend as many actions on Command an Animal as the activity’s number of actions. You can also spend multiple actions to Command the Animal to perform that number of basic actions on its next turn; for instance, you could spend 3 actions to Command an Animal to Stride three times or to Stride twice and then make a Strike.
Success The animal does as you command on its next turn.
Failure The animal is hesitant or resistant, and it does nothing.
Critical Failure The animal misbehaves or misunderstands, and it takes some other action determined by the GM.
Nature Trained Actions
You must be trained in Nature to use it for the following general skill actions.
• Identify Magic, particularly magic of the primal tradition.
• Learn a Spell from the primal tradition.
Commanded Animals
Issuing commands to an animal doesn’t always go smoothly. An animal is an independent creature with limited intelligence. Most animals understand only the simplest instructions, so you might be able to instruct an animal to move to a certain square but not dictate a specific path to get there, or command it to attack a certain creature but not to make its attack nonlethal. The GM decides the specifics of the action the animal uses.
The animal does what you commanded as soon as it can, usually as its first action on its next turn. If you successfully commanded it multiple times, it does what you said in order. It forgets all commands beyond what it can accomplish on its turn. If multiple people command the same animal, the GM determines how the animal reacts. The GM might also make the DC higher if someone has already tried to Command the Animal that round.
If you have a pet, animal companion, familiar, or similar minion, you can command it much more effectively.
• Recall Knowledge about fauna, flora, geography, weather, the environment, creatures of natural origin (like animals, beasts, fey, and plants), the First World, and the Elemental Planes.
COMMAND AN ANIMAL ◆
Traits Auditory, Concentrate
You issue an order to an animal. Attempt a Nature check against the animal’s Will DC. The GM might adjust the DC if the animal has a good attitude toward you, you suggest a course of action it was predisposed toward, or you offer it a treat.
You automatically fail if the animal is hostile or unfriendly to you. If the animal is helpful to you, increase your degree of success by one step. You might be able to Command an Animal more easily with a feat like Ride.
Most animals know the Drop Prone, Leap, Seek, Stand, Stride, and Strike basic actions. If an animal knows an activity, such as a horse’s Gallop, you can Command the Animal to perform the activity, but you must spend as many actions on Command an Animal as the activity’s number of actions. You can also spend multiple actions to Command the Animal to perform that number of basic actions on its next turn; for instance, you could spend 3 actions to Command an Animal to Stride three times or to Stride twice and then make a Strike.
Success The animal does as you command on its next turn.
Failure The animal is hesitant or resistant, and it does nothing.
Critical Failure The animal misbehaves or misunderstands, and it takes some other action determined by the GM.
Nature Trained Actions
You must be trained in Nature to use it for the following general skill actions.
• Identify Magic, particularly magic of the primal tradition.
• Learn a Spell from the primal tradition.
Commanded Animals
Issuing commands to an animal doesn’t always go smoothly. An animal is an independent creature with limited intelligence. Most animals understand only the simplest instructions, so you might be able to instruct an animal to move to a certain square but not dictate a specific path to get there, or command it to attack a certain creature but not to make its attack nonlethal. The GM decides the specifics of the action the animal uses.
The animal does what you commanded as soon as it can, usually as its first action on its next turn. If you successfully commanded it multiple times, it does what you said in order. It forgets all commands beyond what it can accomplish on its turn. If multiple people command the same animal, the GM determines how the animal reacts. The GM might also make the DC higher if someone has already tried to Command the Animal that round.
If you have a pet, animal companion, familiar, or similar minion, you can command it much more effectively.
You know a great deal about ancient philosophies, esoteric lore, obscure mysticism, and supernatural creatures. Even if you’re untrained in Occultism, you can use it to Recall Knowledge.
• Recall Knowledge about ancient mysteries; obscure philosophies; creatures of occult significance (like aberrations, spirits, and oozes); and esoteric planes like the Astral Plane, Creation’s Forge, the Ethereal Plane, the Netherworld, and the Void.
Occultism Trained Actions
You must be trained in Occultism to use it for the following general skill actions.
• Decipher Writing on occult topics, including complex metaphysical systems, syncretic principles, obscure philosophies, and incoherent ramblings.
• Identify Magic, particularly magic of the occult tradition.
• Learn a Spell from the occult tradition.
• Recall Knowledge about ancient mysteries; obscure philosophies; creatures of occult significance (like aberrations, spirits, and oozes); and esoteric planes like the Astral Plane, Creation’s Forge, the Ethereal Plane, the Netherworld, and the Void.
Occultism Trained Actions
You must be trained in Occultism to use it for the following general skill actions.
• Decipher Writing on occult topics, including complex metaphysical systems, syncretic principles, obscure philosophies, and incoherent ramblings.
• Identify Magic, particularly magic of the occult tradition.
• Learn a Spell from the occult tradition.
You are skilled at a form of performance, using your talents to impress a crowd or make a living.
Basic Competence
Some performances require you to be more than just charismatic, and if you don’t meet the demands of the art form or the audience, the GM might apply a penalty based on the relevant attribute. For example, if you’re dancing and have a negative Dexterity modifier, you might take a penalty to your attempt at dancing. Likewise, if you are orating and have a negative Intelligence modifier, you might have to hope your raw Charisma can overcome the penalties from your intellectual shortcomings—or ask someone to help write your speeches!
Performance Traits
When you use an action that utilizes the Performance skill, it gains one or more traits relevant to the type of performance. The GM might change these depending on the circumstances, but the most common performance-based traits are listed below.
If you want to be particularly skilled with one type of performance, you can select the Virtuosic Performer skill feat. That feat breaks down some of the performance listed above into specific instrument types, and your GM might allow you to add your own type.
PERFORM ◆
Traits Concentrate
When making a brief performance—one song, a quick dance, or a few jokes—you use the Perform action. This action is most useful when you want to prove your capability or impress someone quickly. Performing rarely has an impact on its own, but it might influence the DCs of subsequent Diplomacy checks against the observers, or even change their attitudes if the GM sees fit.
Critical Success Your performance impresses the observers, and they’re likely to share stories of your ability.
Success You prove yourself, and observers appreciate the quality of your performance.
Failure Your performance falls flat.
Critical Failure You demonstrate only incompetence.
Performance Trained Action
You must be trained in Performance to use it to Earn Income.
• Earn Income by staging a performance.
Basic Competence
Some performances require you to be more than just charismatic, and if you don’t meet the demands of the art form or the audience, the GM might apply a penalty based on the relevant attribute. For example, if you’re dancing and have a negative Dexterity modifier, you might take a penalty to your attempt at dancing. Likewise, if you are orating and have a negative Intelligence modifier, you might have to hope your raw Charisma can overcome the penalties from your intellectual shortcomings—or ask someone to help write your speeches!
Performance Traits
When you use an action that utilizes the Performance skill, it gains one or more traits relevant to the type of performance. The GM might change these depending on the circumstances, but the most common performance-based traits are listed below.
| Performance | Additional Traits |
|---|---|
| Act or perform comedy | Auditory, linguistic, and visual |
| Dance | Move and visual |
| Play an instrument | Auditory and manipulate |
| Orate or sing | Auditory and linguistic |
PERFORM ◆
Traits Concentrate
When making a brief performance—one song, a quick dance, or a few jokes—you use the Perform action. This action is most useful when you want to prove your capability or impress someone quickly. Performing rarely has an impact on its own, but it might influence the DCs of subsequent Diplomacy checks against the observers, or even change their attitudes if the GM sees fit.
Critical Success Your performance impresses the observers, and they’re likely to share stories of your ability.
Success You prove yourself, and observers appreciate the quality of your performance.
Failure Your performance falls flat.
Critical Failure You demonstrate only incompetence.
| Proficiency Rank | Task |
|---|---|
| Untrained | audience of commoners |
| Trained | audience of artisans |
| Expert | audience of merchants or minor nobles |
| Master | audience of high nobility or minor royalty |
| Legendary | audience of major royalty or otherworldly beings |
You must be trained in Performance to use it to Earn Income.
• Earn Income by staging a performance.
The secrets of deities, dogma, faith, and the realms of divine creatures both sublime and sinister are open to you. You also understand how magic works, though your training imparts a religious slant to that knowledge. Even if you’re untrained in Religion, you can use it to Recall Knowledge.
• Recall Knowledge about divine agents, the finer points of theology, obscure myths regarding a faith, and creatures of religious significance (like celestials, fiends, and undead), Creation’s Forge, the Void, and the Outer Sphere.
Religion Trained Actions
You must be trained in Religion to use it for the following general skill actions.
• Decipher Writing of a religious nature, including allegories, homilies, and proverbs.
• Identify Magic, particularly magic of the divine tradition.
• Learn a Spell from the divine tradition.
• Recall Knowledge about divine agents, the finer points of theology, obscure myths regarding a faith, and creatures of religious significance (like celestials, fiends, and undead), Creation’s Forge, the Void, and the Outer Sphere.
Religion Trained Actions
You must be trained in Religion to use it for the following general skill actions.
• Decipher Writing of a religious nature, including allegories, homilies, and proverbs.
• Identify Magic, particularly magic of the divine tradition.
• Learn a Spell from the divine tradition.
You understand the people and systems that make civilization run, and you know the historical events that make societies what they are today. Further, you can use that knowledge to navigate the complex physical, societal, and economic workings of settlements. Even if you’re untrained in Society, you can use it for the following general skill actions.
• Recall Knowledge about local history, important personalities, legal institutions, societal structure, and humanoid cultures. The GM might allow Society to apply to other creatures that are major elements of society in your region, such as the draconic nobility in a kingdom of humans ruled by dragons.
• Subsist in a settlement by finding shelter, scrounging, or begging for food.
Society Trained Actions
You must be trained in Society to use it to Decipher Writing.
• Decipher Writing that’s a coded message, text written in an incomplete or archaic form, or in some cases, text in a language you don’t know.
CREATE FORGERY
Traits Downtime, Secret
Requirements You provide the proper writing materials for your forgery.
You create a forged document, usually over the course of a day or a week. The GM rolls a secret DC 20 Society check. If you need to forge a specific person’s handwriting, you need a sample of that person’s handwriting. Otherwise, you need only to have seen a similar document, and you gain up to a +4 circumstance bonus to the check (the GM determines the bonus).
Success The forgery is of good enough quality that passive observers can’t notice the fake (but see Examining Forgeries).
Failure The forgery has some obvious signs of being a fake, potentially allowing passive observers to detect it. Each time a passive observer sees the document, the GM compares your check result to the observer’s Perception DC or Society DC, whichever is higher. If your result doesn’t exceed a passive observer’s DC, that observer knows the document is a forgery.
Examining Forgeries
A creature on the lookout for forgeries, even one who was fooled on a passive glance, can take time to closely examine a document to see if it’s a forgery. They apply different techniques and analysis methods to look beyond the surface elements and attempt a secret Perception or Society check against the forger’s Society DC; any bonus you had to create the forgery initially applies to this DC. On a success, the examiner knows the document is a forgery. On a failure, they think the document is genuine and can’t try again unless they get a new reason to be suspicious of the document. If a PC examines a genuine document, the GM might still pretend to roll a secret check before revealing the document is genuine.
• Recall Knowledge about local history, important personalities, legal institutions, societal structure, and humanoid cultures. The GM might allow Society to apply to other creatures that are major elements of society in your region, such as the draconic nobility in a kingdom of humans ruled by dragons.
• Subsist in a settlement by finding shelter, scrounging, or begging for food.
Society Trained Actions
You must be trained in Society to use it to Decipher Writing.
• Decipher Writing that’s a coded message, text written in an incomplete or archaic form, or in some cases, text in a language you don’t know.
CREATE FORGERY
Traits Downtime, Secret
Requirements You provide the proper writing materials for your forgery.
You create a forged document, usually over the course of a day or a week. The GM rolls a secret DC 20 Society check. If you need to forge a specific person’s handwriting, you need a sample of that person’s handwriting. Otherwise, you need only to have seen a similar document, and you gain up to a +4 circumstance bonus to the check (the GM determines the bonus).
Success The forgery is of good enough quality that passive observers can’t notice the fake (but see Examining Forgeries).
Failure The forgery has some obvious signs of being a fake, potentially allowing passive observers to detect it. Each time a passive observer sees the document, the GM compares your check result to the observer’s Perception DC or Society DC, whichever is higher. If your result doesn’t exceed a passive observer’s DC, that observer knows the document is a forgery.
Examining Forgeries
A creature on the lookout for forgeries, even one who was fooled on a passive glance, can take time to closely examine a document to see if it’s a forgery. They apply different techniques and analysis methods to look beyond the surface elements and attempt a secret Perception or Society check against the forger’s Society DC; any bonus you had to create the forgery initially applies to this DC. On a success, the examiner knows the document is a forgery. On a failure, they think the document is genuine and can’t try again unless they get a new reason to be suspicious of the document. If a PC examines a genuine document, the GM might still pretend to roll a secret check before revealing the document is genuine.
You are skilled at avoiding detection, allowing you to slip past foes, hide, or conceal an item.
CONCEAL AN OBJECT ◆
Traits Manipulate, Secret
You hide a small object on your person (such as a weapon of light Bulk). When you try to sneak a concealed object past someone who might notice it, the GM rolls your Stealth check and compares it to this passive observer’s Perception DC. Once the GM rolls your check for a concealed object, that same result is used no matter how many passive observers you try to sneak it past. If a creature is specifically searching you for an item, it can attempt a Perception check against your Stealth DC (finding the object on success).
You can also conceal an object somewhere other than your person, such as among undergrowth or in a secret compartment within a piece of furniture. In this case, characters Seeking in an area compare their Perception check results to your Stealth DC to determine whether they find the object.
Success The object remains undetected.
Failure The searcher finds the object.
HIDE ◆
Traits Secret
You huddle behind cover or greater cover or deeper into concealment to become hidden, rather than observed. The GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you’re observed by but that you have cover or greater cover against or are concealed from. You get a +2 circumstance bonus to your check if you have standard cover (or +4 from greater cover).
Success If the creature could see you, you’re now hidden from it instead of observed. If you were hidden from or undetected by the creature, you retain that condition.
If you successfully become hidden to a creature but then cease to have cover or greater cover against it or be concealed from it, you become observed again. You cease being hidden if you do anything except Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains off-guard against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check.
If a creature uses Seek to make you observed by it, you must successfully Hide to become hidden from it again.
SNEAK ◆
Traits Move, Secret
You attempt to move to another place while becoming or staying undetected. Stride up to half your Speed. (You can use Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type; you must move at half that Speed.)
At the end of your movement, the GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you were hidden from or undetected by at the start of your movement. If you have cover or greater cover from the creature throughout your Stride, you gain the +2 circumstance bonus from cover (or +4 from greater cover) to your Stealth check. Because you’re moving, the bonus increase from Taking Cover doesn’t apply. You don’t get to roll against a creature if, at the end of your movement, you neither are concealed from it nor have cover or greater cover against it. You automatically become observed by such a creature.
Success You’re undetected by the creature during your movement and remain undetected by the creature at the end of it.
You become observed as soon as you do anything other than Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains off-guard against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check. If you speak or make a deliberate loud noise, you become hidden instead of undetected.
If a creature uses Seek and you become hidden to it as a result, you must Sneak if you want to become undetected by that creature again.
Failure A telltale sound or other sign gives your position away, though you still remain unseen. You’re hidden from the creature throughout your movement and remain so.
Critical Failure You’re spotted! You’re observed by the creature throughout your movement and remain so. If you’re invisible and were hidden from the creature, instead of being observed you’re hidden throughout your movement and remain so.
Being Stealthy
If you want to sneak around when there are creatures that can see you, you can use a combination of Hide and Sneak to do so.
• First, Hide behind something (either by taking advantage of cover or having the concealed condition due to fog, a spell, or a similar effect). A successful Stealth check makes you hidden, though the creatures still know roughly where you are.
• Second, now that you’re hidden, you can Sneak. That means you can move at half your Speed and attempt another Stealth check. If it’s successful, you’re now undetected. That means the creatures don’t know which square you’re in anymore.
If you were approaching creatures that didn’t know you were there, you could begin Sneaking right away, since they didn’t know your location to start with. Some actions can cause you to become observed again, but they’re mostly what you’d expect: standing out in the open, attacking someone, making a bunch of noise, and so forth. Quiet actions such as reloading or Recalling Knowledge do not, by themselves, make a hidden or undetected creature easier to detect. If you Strike someone after successfully Hiding or Sneaking, though, they’re off-guard to that Strike.
Creatures can try to find you using the Seek action.
Three conditions explain the states of detection. Remember that these conditions are relative to each creature—you can be observed by one creature while hidden to another and undetected by a third.
Observed
You’re in the creature’s clear view.
Hidden
The creature knows your location but can’t see you.
Undetected
The creature doesn’t know your location.
Unobservable Stealth
In some cases, it can be impossible for a creature to fully observe you. Typically this happens if you’re invisible, the observer is blinded, or you’re in darkness and the creature can’t see in darkness. In such cases, any critical failure you roll on a check to Sneak is a failure instead. You also continue to be undetected if you lose cover or greater cover against or are no longer concealed from such a creature.
CONCEAL AN OBJECT ◆
Traits Manipulate, Secret
You hide a small object on your person (such as a weapon of light Bulk). When you try to sneak a concealed object past someone who might notice it, the GM rolls your Stealth check and compares it to this passive observer’s Perception DC. Once the GM rolls your check for a concealed object, that same result is used no matter how many passive observers you try to sneak it past. If a creature is specifically searching you for an item, it can attempt a Perception check against your Stealth DC (finding the object on success).
You can also conceal an object somewhere other than your person, such as among undergrowth or in a secret compartment within a piece of furniture. In this case, characters Seeking in an area compare their Perception check results to your Stealth DC to determine whether they find the object.
Success The object remains undetected.
Failure The searcher finds the object.
HIDE ◆
Traits Secret
You huddle behind cover or greater cover or deeper into concealment to become hidden, rather than observed. The GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you’re observed by but that you have cover or greater cover against or are concealed from. You get a +2 circumstance bonus to your check if you have standard cover (or +4 from greater cover).
Success If the creature could see you, you’re now hidden from it instead of observed. If you were hidden from or undetected by the creature, you retain that condition.
If you successfully become hidden to a creature but then cease to have cover or greater cover against it or be concealed from it, you become observed again. You cease being hidden if you do anything except Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains off-guard against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check.
If a creature uses Seek to make you observed by it, you must successfully Hide to become hidden from it again.
SNEAK ◆
Traits Move, Secret
You attempt to move to another place while becoming or staying undetected. Stride up to half your Speed. (You can use Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type; you must move at half that Speed.)
At the end of your movement, the GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you were hidden from or undetected by at the start of your movement. If you have cover or greater cover from the creature throughout your Stride, you gain the +2 circumstance bonus from cover (or +4 from greater cover) to your Stealth check. Because you’re moving, the bonus increase from Taking Cover doesn’t apply. You don’t get to roll against a creature if, at the end of your movement, you neither are concealed from it nor have cover or greater cover against it. You automatically become observed by such a creature.
Success You’re undetected by the creature during your movement and remain undetected by the creature at the end of it.
You become observed as soon as you do anything other than Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains off-guard against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check. If you speak or make a deliberate loud noise, you become hidden instead of undetected.
If a creature uses Seek and you become hidden to it as a result, you must Sneak if you want to become undetected by that creature again.
Failure A telltale sound or other sign gives your position away, though you still remain unseen. You’re hidden from the creature throughout your movement and remain so.
Critical Failure You’re spotted! You’re observed by the creature throughout your movement and remain so. If you’re invisible and were hidden from the creature, instead of being observed you’re hidden throughout your movement and remain so.
Being Stealthy
If you want to sneak around when there are creatures that can see you, you can use a combination of Hide and Sneak to do so.
• First, Hide behind something (either by taking advantage of cover or having the concealed condition due to fog, a spell, or a similar effect). A successful Stealth check makes you hidden, though the creatures still know roughly where you are.
• Second, now that you’re hidden, you can Sneak. That means you can move at half your Speed and attempt another Stealth check. If it’s successful, you’re now undetected. That means the creatures don’t know which square you’re in anymore.
If you were approaching creatures that didn’t know you were there, you could begin Sneaking right away, since they didn’t know your location to start with. Some actions can cause you to become observed again, but they’re mostly what you’d expect: standing out in the open, attacking someone, making a bunch of noise, and so forth. Quiet actions such as reloading or Recalling Knowledge do not, by themselves, make a hidden or undetected creature easier to detect. If you Strike someone after successfully Hiding or Sneaking, though, they’re off-guard to that Strike.
Creatures can try to find you using the Seek action.
Three conditions explain the states of detection. Remember that these conditions are relative to each creature—you can be observed by one creature while hidden to another and undetected by a third.
Observed
You’re in the creature’s clear view.
Hidden
The creature knows your location but can’t see you.
Undetected
The creature doesn’t know your location.
Unobservable Stealth
In some cases, it can be impossible for a creature to fully observe you. Typically this happens if you’re invisible, the observer is blinded, or you’re in darkness and the creature can’t see in darkness. In such cases, any critical failure you roll on a check to Sneak is a failure instead. You also continue to be undetected if you lose cover or greater cover against or are no longer concealed from such a creature.
You are adept at living in the wilderness, foraging for food and building shelter, and with training you discover the secrets of tracking and hiding your trail. Even if you’re untrained, you can still use Survival to Subsist.
• Subsist in the wild by foraging for food and building shelter.
SENSE DIRECTION
Traits Exploration, Secret
Using the stars, the position of the sun, traits of the geography or flora, or the behavior of fauna, you can stay oriented in the wild. Typically, you attempt a Survival check only once per day, but some environments or changes might necessitate rolling more often. The GM determines the DC and how long this activity takes (usually just a minute or so). More unusual locales or those you’re unfamiliar with might require you to have a minimum proficiency rank to Sense Direction. Without a compass, you take a –2 item penalty to checks to Sense Direction.
Critical Success You get an excellent sense of where you are. If you are in an environment with cardinal directions, you know them exactly.
Success You gain enough orientation to avoid becoming hopelessly lost. If you are in an environment with cardinal directions, you have a sense of those directions.
Survival Trained Actions
COVER TRACKS
Traits Concentrate, Exploration, Move
You cover your tracks, moving up to half your travel Speed. You don’t need to attempt a Survival check to cover your tracks, but anyone tracking you must succeed at a Survival check against your Survival DC if it is higher than the normal DC to Track.
In some cases, you might Cover Tracks in an encounter. In this case, Cover Tracks is a single action and doesn’t have the exploration trait.
TRACK
Traits Concentrate, Exploration, Move
You follow tracks, moving at up to half your travel Speed. After a successful check to Track, you can continue following the tracks at half your Speed without attempting additional checks for up to 1 hour.
In some cases, you might Track in an encounter. In this case, Track is a single action and doesn’t have the exploration trait, but you might need to roll more often because you’re in a tense situation. The GM determines how often you must attempt this check.
You attempt your Survival check when you start Tracking, once every hour you continue tracking, and any time something significant changes in the trail. The GM determines the DCs for such checks, depending on the freshness of the trail, the weather, and the type of ground.
Success You find the trail or continue to follow the one you’re already following.
Failure You lose the trail but can try again after a 1-hour delay.
Critical Failure You lose the trail and can’t try again for 24 hours.
• Subsist in the wild by foraging for food and building shelter.
SENSE DIRECTION
Traits Exploration, Secret
Using the stars, the position of the sun, traits of the geography or flora, or the behavior of fauna, you can stay oriented in the wild. Typically, you attempt a Survival check only once per day, but some environments or changes might necessitate rolling more often. The GM determines the DC and how long this activity takes (usually just a minute or so). More unusual locales or those you’re unfamiliar with might require you to have a minimum proficiency rank to Sense Direction. Without a compass, you take a –2 item penalty to checks to Sense Direction.
Critical Success You get an excellent sense of where you are. If you are in an environment with cardinal directions, you know them exactly.
Success You gain enough orientation to avoid becoming hopelessly lost. If you are in an environment with cardinal directions, you have a sense of those directions.
| Proficiency Rank | Task |
|---|---|
| Untrained | determine a cardinal direction using the sun |
| Trained | find an overgrown path in a forest |
| Expert | navigate a hedge maze |
| Master | navigate a byzantine labyrinth or relatively featureless desert |
| Legendary | navigate an ever-changing dream realm |
COVER TRACKS
Traits Concentrate, Exploration, Move
You cover your tracks, moving up to half your travel Speed. You don’t need to attempt a Survival check to cover your tracks, but anyone tracking you must succeed at a Survival check against your Survival DC if it is higher than the normal DC to Track.
In some cases, you might Cover Tracks in an encounter. In this case, Cover Tracks is a single action and doesn’t have the exploration trait.
TRACK
Traits Concentrate, Exploration, Move
You follow tracks, moving at up to half your travel Speed. After a successful check to Track, you can continue following the tracks at half your Speed without attempting additional checks for up to 1 hour.
In some cases, you might Track in an encounter. In this case, Track is a single action and doesn’t have the exploration trait, but you might need to roll more often because you’re in a tense situation. The GM determines how often you must attempt this check.
You attempt your Survival check when you start Tracking, once every hour you continue tracking, and any time something significant changes in the trail. The GM determines the DCs for such checks, depending on the freshness of the trail, the weather, and the type of ground.
Success You find the trail or continue to follow the one you’re already following.
Failure You lose the trail but can try again after a 1-hour delay.
Critical Failure You lose the trail and can’t try again for 24 hours.
| Proficiency Rank | Task |
|---|---|
| Untrained | the path of a large army following a road |
| Trained | relatively fresh tracks of a rampaging bear through the plains |
| Expert | a nimble panther’s tracks through a jungle, tracks obscured by rainfall |
| Master | tracks obscured by winter snow, tracks of a mouse or smaller creature, tracks left on surfaces that can’t hold prints like bare rock |
| Legendary | old tracks through a windy desert’s sands, tracks obscured by a major blizzard or hurricane |
You are trained in a particular set of skills favored by thieves and miscreants.
PALM AN OBJECT ◆
Traits Manipulate
You pick up a small, unattended object and try not to be noticed. Roll a single Thievery check against the Perception DCs of all creatures who are currently observing you. You can typically only Palm Objects of negligible Bulk, though the GM might determine otherwise depending on the situation.
Success The creature doesn’t notice you Palming the Object.
Failure The creature notices you Palming the Object.
STEAL ◆
Traits Manipulate
You try to take a small object from another creature without being noticed. You need a free hand. Typically, you can Steal only an object of negligible Bulk, and you automatically fail if the creature who has the object is in combat or on guard.
Attempt a Thievery check to determine if you successfully Steal the object. The DC is usually the Perception DC of the creature wearing the object. It’s easiest to steal an object that is worn but not closely guarded (like a loosely carried pouch filled with coins, or an object within such a pouch). The GM might increase the DC if the object is protected or if the nature of the object makes it harder to steal (such as a very small item in a large pack, or a sheet of parchment mixed in with other documents). For instance, the DC is typically 5 higher if the object is in a pocket, held in a creature’s hand, or similarly protected.
You might also need to compare your Thievery check result against the Perception DCs of observers other than the person wearing the object. The GM might impose a circumstance penalty to the DCs of observers who are distracted.
Success You steal the item without the bearer noticing, or an observer doesn’t see you take or attempt to take the item.
Failure The item’s bearer notices your attempt before you can take the object, or an observer sees you take or attempt to take the item. The GM determines the response of any creature that notices your theft.
Thievery Trained Actions
DISABLE A DEVICE ◆◆
Traits Manipulate
This action allows you to disarm a trap or another complex device. Often, a device requires numerous successes before becoming disabled, depending on its construction and complexity. A thieves’ toolkit is helpful and sometimes even required to Disable a Device, as determined by the GM, and sometimes a device requires a higher proficiency rank in Thievery to disable it.
Your Thievery check result determines your progress.
Critical Success You disable the device, or you achieve two successes toward disabling a device requiring more than one success. You leave no trace of your tampering, and you can rearm the device later, if that type of device can be rearmed.
Success You disable the device, or you achieve one success toward disabling a device that requires more than one success.
Critical Failure You trigger the device.
PICK A LOCK ◆◆
Traits Manipulate
Requirements You’re holding or wearing a thieves’ toolkit.
Opening a lock without a key is very similar to Disabling a Device, but the DC of the check is determined by the complexity and construction of the lock you are attempting to pick. Locks of higher quality might require multiple successes to unlock. If you lack the proper tools, the GM might let you use improvised picks, which are treated as a shoddy toolkit.
Critical Success You unlock the lock, or you achieve two successes toward opening a lock that requires more than one success. You leave no trace of your tampering.
Success You open the lock, or you achieve one success toward opening a lock that requires more than one success. You leave behind damage that indicates the lock was picked on close scrutiny.
Critical Failure You break your toolkit and leave behind obvious damage. Fixing a broken toolkit requires using Crafting to Repair it or else swapping in replacement picks (costing 3 sp, or 3 gp for an infiltrator thieves’ toolkit).
PALM AN OBJECT ◆
Traits Manipulate
You pick up a small, unattended object and try not to be noticed. Roll a single Thievery check against the Perception DCs of all creatures who are currently observing you. You can typically only Palm Objects of negligible Bulk, though the GM might determine otherwise depending on the situation.
Success The creature doesn’t notice you Palming the Object.
Failure The creature notices you Palming the Object.
STEAL ◆
Traits Manipulate
You try to take a small object from another creature without being noticed. You need a free hand. Typically, you can Steal only an object of negligible Bulk, and you automatically fail if the creature who has the object is in combat or on guard.
Attempt a Thievery check to determine if you successfully Steal the object. The DC is usually the Perception DC of the creature wearing the object. It’s easiest to steal an object that is worn but not closely guarded (like a loosely carried pouch filled with coins, or an object within such a pouch). The GM might increase the DC if the object is protected or if the nature of the object makes it harder to steal (such as a very small item in a large pack, or a sheet of parchment mixed in with other documents). For instance, the DC is typically 5 higher if the object is in a pocket, held in a creature’s hand, or similarly protected.
You might also need to compare your Thievery check result against the Perception DCs of observers other than the person wearing the object. The GM might impose a circumstance penalty to the DCs of observers who are distracted.
Success You steal the item without the bearer noticing, or an observer doesn’t see you take or attempt to take the item.
Failure The item’s bearer notices your attempt before you can take the object, or an observer sees you take or attempt to take the item. The GM determines the response of any creature that notices your theft.
Thievery Trained Actions
DISABLE A DEVICE ◆◆
Traits Manipulate
This action allows you to disarm a trap or another complex device. Often, a device requires numerous successes before becoming disabled, depending on its construction and complexity. A thieves’ toolkit is helpful and sometimes even required to Disable a Device, as determined by the GM, and sometimes a device requires a higher proficiency rank in Thievery to disable it.
Your Thievery check result determines your progress.
Critical Success You disable the device, or you achieve two successes toward disabling a device requiring more than one success. You leave no trace of your tampering, and you can rearm the device later, if that type of device can be rearmed.
Success You disable the device, or you achieve one success toward disabling a device that requires more than one success.
Critical Failure You trigger the device.
PICK A LOCK ◆◆
Traits Manipulate
Requirements You’re holding or wearing a thieves’ toolkit.
Opening a lock without a key is very similar to Disabling a Device, but the DC of the check is determined by the complexity and construction of the lock you are attempting to pick. Locks of higher quality might require multiple successes to unlock. If you lack the proper tools, the GM might let you use improvised picks, which are treated as a shoddy toolkit.
Critical Success You unlock the lock, or you achieve two successes toward opening a lock that requires more than one success. You leave no trace of your tampering.
Success You open the lock, or you achieve one success toward opening a lock that requires more than one success. You leave behind damage that indicates the lock was picked on close scrutiny.
Critical Failure You break your toolkit and leave behind obvious damage. Fixing a broken toolkit requires using Crafting to Repair it or else swapping in replacement picks (costing 3 sp, or 3 gp for an infiltrator thieves’ toolkit).
Skill Feats
FORTUNE GENERAL SKILL
Prerequisites trained in at least one skill
Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).
Special You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.
Prerequisites trained in at least one skill
Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).
Special You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.
GENERAL SKILL
Prerequisites Intelligence +1
You become trained in the skill of your choice.
Special You can select this feat multiple times, choosing a new skill to become trained in each time.
Prerequisites Intelligence +1
You become trained in the skill of your choice.
Special You can select this feat multiple times, choosing a new skill to become trained in each time.
GENERAL SKILL
Prerequisites trained in Acrobatics
You’re an incredible acrobat, evoking wonder and enrapturing audiences with your prowess. You can roll an Acrobatics check instead of a Performance check when using the Perform action. If you are trained in both Acrobatics and Performance, you gain a +1 circumstances bonus on Acrobatics checks made to Perform.
Prerequisites trained in Acrobatics
You’re an incredible acrobat, evoking wonder and enrapturing audiences with your prowess. You can roll an Acrobatics check instead of a Performance check when using the Perform action. If you are trained in both Acrobatics and Performance, you gain a +1 circumstances bonus on Acrobatics checks made to Perform.
GENERAL SKILL
Prerequisites master in Acrobatics
You move with grace in flight and can perform amazing aerial stunts. You gain a +2 circumstance bonus to Acrobatics checks to Maneuver in Flight and can combine two maneuvers into a single action, such as reversing direction while making a steep ascent or descent or hovering in gale-force winds. The DC of the Acrobatics check is equal to the DC of the most difficult maneuver + 5. If you’re legendary in Acrobatics, you can combine three such maneuvers into a single action; the DC of the Acrobatics check is equal to the DC of the most difficult maneuver + 10. Regardless of the combination, these maneuvers rarely allow you to move farther than your fly Speed.
Prerequisites master in Acrobatics
You move with grace in flight and can perform amazing aerial stunts. You gain a +2 circumstance bonus to Acrobatics checks to Maneuver in Flight and can combine two maneuvers into a single action, such as reversing direction while making a steep ascent or descent or hovering in gale-force winds. The DC of the Acrobatics check is equal to the DC of the most difficult maneuver + 5. If you’re legendary in Acrobatics, you can combine three such maneuvers into a single action; the DC of the Acrobatics check is equal to the DC of the most difficult maneuver + 10. Regardless of the combination, these maneuvers rarely allow you to move farther than your fly Speed.
GENERAL SKILL
Prerequisites trained in Acrobatics
Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter and 50 feet if you’re a master. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.
Prerequisites trained in Acrobatics
Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter and 50 feet if you’re a master. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.
◇
GENERAL SKILL
Prerequisites master in Acrobatics
You stand up. This movement doesn’t trigger reactions.
Prerequisites master in Acrobatics
You stand up. This movement doesn’t trigger reactions.
GENERAL SKILL
Prerequisites expert in Acrobatics
You can Crawl incredibly swiftly—up to half your Speed, rather than 5 feet. If you’re a master in Acrobatics, you can Crawl at full Speed, and if you’re legendary, you aren’t off-guard while prone.
Prerequisites expert in Acrobatics
You can Crawl incredibly swiftly—up to half your Speed, rather than 5 feet. If you’re a master in Acrobatics, you can Crawl at full Speed, and if you’re legendary, you aren’t off-guard while prone.
GENERAL SKILL
Prerequisites trained in Acrobatics
You Squeeze 5 feet per round (10 feet on a critical success). If you’re legendary in Acrobatics, you Squeeze at full Speed.
Prerequisites trained in Acrobatics
You Squeeze 5 feet per round (10 feet on a critical success). If you’re legendary in Acrobatics, you Squeeze at full Speed.
GENERAL SKILL
Prerequisites Cat Fall
You land with quick rolls that help you keep your momentum. If you fall and don’t take damage (usually due to treating the fall as a shorter distance), you can use your reaction to immediately enter a short roll when you land and Step. If you are an expert in Acrobatics, you can use your reaction to Step or Stride up to half your Speed after you fall and don’t take damage. If you’re a master in Acrobatics, you can use this reaction to Step or Stride up to your full Speed. If you’re legendary in Acrobatics, you don’t trigger reactions triggered by movement when you Stride in this way.
Prerequisites Cat Fall
You land with quick rolls that help you keep your momentum. If you fall and don’t take damage (usually due to treating the fall as a shorter distance), you can use your reaction to immediately enter a short roll when you land and Step. If you are an expert in Acrobatics, you can use your reaction to Step or Stride up to half your Speed after you fall and don’t take damage. If you’re a master in Acrobatics, you can use this reaction to Step or Stride up to your full Speed. If you’re legendary in Acrobatics, you don’t trigger reactions triggered by movement when you Stride in this way.
GENERAL SKILL
Prerequisites trained in Acrobatics or Athletics
You’re able to escape bonds more easily than others. When you attempt to Escape using Acrobatics or Athletics, you reduce the multiple attack penalty for repeated attempts to –4 and –8 if you’re trained in the skill. The penalty becomes –3 and –6 if you’re a master in the appropriate skill. If you’re legendary in the skill, you don’t take penalties for multiple Escape attempts in the same turn. Regardless of your training, your attempts to Escape still have the attack trait and incur a multiple attack penalty with other actions.
Prerequisites trained in Acrobatics or Athletics
You’re able to escape bonds more easily than others. When you attempt to Escape using Acrobatics or Athletics, you reduce the multiple attack penalty for repeated attempts to –4 and –8 if you’re trained in the skill. The penalty becomes –3 and –6 if you’re a master in the appropriate skill. If you’re legendary in the skill, you don’t take penalties for multiple Escape attempts in the same turn. Regardless of your training, your attempts to Escape still have the attack trait and incur a multiple attack penalty with other actions.
GENERAL SKILL
Prerequisites trained in Acrobatics
You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not off-guard while attempting to Balance on narrow surfaces and uneven ground.
Prerequisites trained in Acrobatics
You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not off-guard while attempting to Balance on narrow surfaces and uneven ground.
GENERAL SKILL
Prerequisites expert in Acrobatics
Your tumbling distracts a foe enough to create an advantage for one of your allies. When you successfully Tumble Through an enemy’s space, an ally who is adjacent to that enemy can Step as a reaction, but they must remain adjacent to that enemy.
Prerequisites expert in Acrobatics
Your tumbling distracts a foe enough to create an advantage for one of your allies. When you successfully Tumble Through an enemy’s space, an ally who is adjacent to that enemy can Step as a reaction, but they must remain adjacent to that enemy.
GENERAL SKILL
Prerequisites expert in Acrobatics and Thievery
You reach for an opponent’s item as you move past a foe. If you critically succeed at your check to Tumble Through an enemy’s space, you can attempt to Steal something from the enemy as a reaction. You gain a +1 circumstance bonus to your Thievery check to Steal as your tumbling make it difficult for your enemy to keep track of your movement. You can Steal any immediately accessible item of light or negligible Bulk on the enemy’s person, such as a potion or coin purse hanging from a belt, but not anything inside a container or anything the enemy is holding. The GM has final say on what you can Steal.
Prerequisites expert in Acrobatics and Thievery
You reach for an opponent’s item as you move past a foe. If you critically succeed at your check to Tumble Through an enemy’s space, you can attempt to Steal something from the enemy as a reaction. You gain a +1 circumstance bonus to your Thievery check to Steal as your tumbling make it difficult for your enemy to keep track of your movement. You can Steal any immediately accessible item of light or negligible Bulk on the enemy’s person, such as a potion or coin purse hanging from a belt, but not anything inside a container or anything the enemy is holding. The GM has final say on what you can Steal.
GENERAL SKILL
Prerequisites trained in Arcana
Your study of magic allows you to instinctively sense its presence. You can cast 1st-rank detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd rank; if you’re legendary, it is heightened to 4th rank.
Prerequisites trained in Arcana
Your study of magic allows you to instinctively sense its presence. You can cast 1st-rank detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd rank; if you’re legendary, it is heightened to 4th rank.
GENERAL SKILL
Prerequisites legendary in Arcana
You understand the common underpinnings of the four traditions of magic and magical essences, allowing you to understand them all through an arcane lens. Whenever you use a skill action or a skill feat that requires a Nature, Occultism, or Religion check, depending on the magic tradition, you can use Arcana instead. If you would normally take a penalty or have a higher DC for using Arcana on other magic (such as when using Identify Magic), you no longer do so.
Prerequisites legendary in Arcana
You understand the common underpinnings of the four traditions of magic and magical essences, allowing you to understand them all through an arcane lens. Whenever you use a skill action or a skill feat that requires a Nature, Occultism, or Religion check, depending on the magic tradition, you can use Arcana instead. If you would normally take a penalty or have a higher DC for using Arcana on other magic (such as when using Identify Magic), you no longer do so.
GENERAL SKILL
Prerequisites trained in Athletics or Warfare Lore
You are practiced in helping yourself and others don heavy gear. You can attempt an Athletics or Warfare Lore check with a DC determined by the GM (usually DC 15 for common armor, DC 20 for uncommon armor, and DC 25 for rare armor) to halve the time you take to don armor. You can halve an ally’s time to don armor by working with them to don the armor and succeeding at an Athletics or Warfare Lore check against the same DC.
Prerequisites trained in Athletics or Warfare Lore
You are practiced in helping yourself and others don heavy gear. You can attempt an Athletics or Warfare Lore check with a DC determined by the GM (usually DC 15 for common armor, DC 20 for uncommon armor, and DC 25 for rare armor) to halve the time you take to don armor. You can halve an ally’s time to don armor by working with them to don the armor and succeeding at an Athletics or Warfare Lore check against the same DC.
GENERAL SKILL
Prerequisites legendary in Athletics
Your unparalleled athletic skill allows you to jump impossible distances.
Triple the distance of a successful Long Jump (for example, an Athletics result of 30 can take you 90 feet). On a successful High Jump, use the distance and distance limit for a Long Jump, without tripling the distance.
You can jump a distance greater than your Speed by spending additional actions when you Long Jump or High Jump. For each additional action spent, add your Speed to the distance limit.
Prerequisites legendary in Athletics
Your unparalleled athletic skill allows you to jump impossible distances.
Triple the distance of a successful Long Jump (for example, an Athletics result of 30 can take you 90 feet). On a successful High Jump, use the distance and distance limit for a Long Jump, without tripling the distance.
You can jump a distance greater than your Speed by spending additional actions when you Long Jump or High Jump. For each additional action spent, add your Speed to the distance limit.
GENERAL SKILL
Prerequisites trained in Athletics
Your techniques allow you to fight as you climb. You’re not off-guard while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.
Prerequisites trained in Athletics
Your techniques allow you to fight as you climb. You’re not off-guard while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.
GENERAL SKILL
Prerequisites trained in Athletics
You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.
Prerequisites trained in Athletics
You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.
GENERAL SKILL
Prerequisites expert in Athletics
When climbing, you can prepare routes for others to follow, and you can pull your allies up to avoid disaster. When your allies attempt to Climb a route you set using the Follow the Expert exploration activity, if any of them critically fail their checks to Climb, you can attempt an Athletics check against the same DC. If you succeed, your ally only fails instead of critically failing. If you also critically fail, you both experience the consequences of the critical failure.
Prerequisites expert in Athletics
When climbing, you can prepare routes for others to follow, and you can pull your allies up to avoid disaster. When your allies attempt to Climb a route you set using the Follow the Expert exploration activity, if any of them critically fail their checks to Climb, you can attempt an Athletics check against the same DC. If you succeed, your ally only fails instead of critically failing. If you also critically fail, you both experience the consequences of the critical failure.
GENERAL SKILL
Prerequisites expert in Athletics
You can jump 5 feet up with a vertical Leap without making a High Jump. You also increase the horizontal distance when you Leap, including as part of a High Jump or Long Jump, by 5 feet.
Prerequisites expert in Athletics
You can jump 5 feet up with a vertical Leap without making a High Jump. You also increase the horizontal distance when you Leap, including as part of a High Jump or Long Jump, by 5 feet.
GENERAL SKILL
Prerequisites master in Athletics
When Climbing, you move 5 more feet on a success and 10 more feet on a critical success, up to your Speed. If you’re legendary in Athletics, you gain a climb Speed equal to your Speed.
Prerequisites master in Athletics
When Climbing, you move 5 more feet on a success and 10 more feet on a critical success, up to your Speed. If you’re legendary in Athletics, you gain a climb Speed equal to your Speed.
GENERAL SKILL
Prerequisites trained in Athletics
You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).
Prerequisites trained in Athletics
You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).
GENERAL SKILL
Prerequisites master in Athletics
You Swim 5 feet farther on a success and 10 feet farther on a critical success, to a maximum of your Speed. If you’re legendary in Athletics, you gain a swim Speed equal to your Speed.
Prerequisites master in Athletics
You Swim 5 feet farther on a success and 10 feet farther on a critical success, to a maximum of your Speed. If you’re legendary in Athletics, you gain a swim Speed equal to your Speed.
GENERAL SKILL
Prerequisites expert in Athletics
You easily pull yourself onto ledges. When you Grab an Edge, you can pull yourself onto that surface and stand. You can use Athletics instead of a Reflex save to Grab an Edge. If you Climb or Leap to within 5 feet beneath the top of an edge, you can pull yourself onto the surface and stand as part of that action.
Prerequisites expert in Athletics
You easily pull yourself onto ledges. When you Grab an Edge, you can pull yourself onto that surface and stand. You can use Athletics instead of a Reflex save to Grab an Edge. If you Climb or Leap to within 5 feet beneath the top of an edge, you can pull yourself onto the surface and stand as part of that action.
GENERAL SKILL
Prerequisites trained in Acrobatics or Athletics
You’re able to escape bonds more easily than others. When you attempt to Escape using Acrobatics or Athletics, you reduce the multiple attack penalty for repeated attempts to –4 and –8 if you’re trained in the skill. The penalty becomes –3 and –6 if you’re a master in the appropriate skill. If you’re legendary in the skill, you don’t take penalties for multiple Escape attempts in the same turn. Regardless of your training, your attempts to Escape still have the attack trait and incur a multiple attack penalty with other actions.
Prerequisites trained in Acrobatics or Athletics
You’re able to escape bonds more easily than others. When you attempt to Escape using Acrobatics or Athletics, you reduce the multiple attack penalty for repeated attempts to –4 and –8 if you’re trained in the skill. The penalty becomes –3 and –6 if you’re a master in the appropriate skill. If you’re legendary in the skill, you don’t take penalties for multiple Escape attempts in the same turn. Regardless of your training, your attempts to Escape still have the attack trait and incur a multiple attack penalty with other actions.
GENERAL SKILL
Prerequisites trained in Athletics
You can attempt to Disarm, Grapple, Reposition, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
Prerequisites trained in Athletics
You can attempt to Disarm, Grapple, Reposition, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
GENERAL SKILL
Prerequisites trained in Athletics
You’ve learned to fight underwater. You are not off-guard while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.
Prerequisites trained in Athletics
You’ve learned to fight underwater. You are not off-guard while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.
GENERAL SKILL
Prerequisites master in Athletics
You can use your momentum from a jump to propel yourself off a wall.
If you’re adjacent to a wall at the end of a jump (whether performing a High Jump, Long Jump, or Leap), you don’t fall as long as your next action is another jump. Your previous jump gives you momentum, letting you use High Jump or Long Jump as a single action, but you don’t get to Stride as part of the activity.
You can use Wall Jump only once in a turn, unless you’re legendary in Athletics, in which case you can use it as many times as you can use consecutive jump actions in that turn.
Prerequisites master in Athletics
You can use your momentum from a jump to propel yourself off a wall.
If you’re adjacent to a wall at the end of a jump (whether performing a High Jump, Long Jump, or Leap), you don’t fall as long as your next action is another jump. Your previous jump gives you momentum, letting you use High Jump or Long Jump as a single action, but you don’t get to Stride as part of the activity.
You can use Wall Jump only once in a turn, unless you’re legendary in Athletics, in which case you can use it as many times as you can use consecutive jump actions in that turn.
GENERAL SKILL
Prerequisites master in Athletics
Experience and training have taught you that water has just enough surface tension for a master sprinter to traverse the surface.
When you Stride in a straight line, if you move at least half your Speed over ground, you can move any amount of the remaining distance across a level body of water. If you don’t end your Stride on solid ground, you fall into the water.
If you’re legendary in Athletics, as long as you start on solid ground, any part of your Stride can cross the water’s surface, even if you aren’t moving a straight line, though you still fall into the water if you don’t end your movement on solid ground.
Prerequisites master in Athletics
Experience and training have taught you that water has just enough surface tension for a master sprinter to traverse the surface.
When you Stride in a straight line, if you move at least half your Speed over ground, you can move any amount of the remaining distance across a level body of water. If you don’t end your Stride on solid ground, you fall into the water.
If you’re legendary in Athletics, as long as you start on solid ground, any part of your Stride can cross the water’s surface, even if you aren’t moving a straight line, though you still fall into the water if you don’t end your movement on solid ground.
GENERAL SKILL
Prerequisites trained in Crafting
You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.
Prerequisites trained in Crafting
You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.
GENERAL SKILL
Prerequisites expert in Crafting
You can have other PCs help you Craft an item, under your direction. A helper PC rolls a check with a skill in which they’re trained. The skill must be Crafting or another skill relevant to the item, as determined by the GM. For example, a PC might use Religion to help you Craft an item with the divine trait or Warfare Lore to help you Craft a weapon. Your roll still determines whether you successfully create the item. Any helper’s roll contributes toward reducing the cost of raw materials using the amounts for Earn Income; this uses the ally PC’s proficiency rank in the skill and their level – 1 for their level.
Helping PCs must accompany you throughout the Craft activity (preventing them from pursuing other downtime activities) or the benefit is lost. The GM might determine that only a certain number of PCs can help depending on the circumstances.
Communal Crafting also allows you to take the role of a helper when someone else is crafting, provided they accept your help.
Prerequisites expert in Crafting
You can have other PCs help you Craft an item, under your direction. A helper PC rolls a check with a skill in which they’re trained. The skill must be Crafting or another skill relevant to the item, as determined by the GM. For example, a PC might use Religion to help you Craft an item with the divine trait or Warfare Lore to help you Craft a weapon. Your roll still determines whether you successfully create the item. Any helper’s roll contributes toward reducing the cost of raw materials using the amounts for Earn Income; this uses the ally PC’s proficiency rank in the skill and their level – 1 for their level.
Helping PCs must accompany you throughout the Craft activity (preventing them from pursuing other downtime activities) or the benefit is lost. The GM might determine that only a certain number of PCs can help depending on the circumstances.
Communal Crafting also allows you to take the role of a helper when someone else is crafting, provided they accept your help.
GENERAL SKILL
Prerequisites legendary in Crafting
You can find ways to craft just about anything, despite restrictions. As long as you have the appropriate Crafting skill feat (such as Magical Crafting for magic items) and meet the item’s level and proficiency requirements, you ignore just about any other requirement, such as being of a specific ancestry or providing spells. If a requirement adds to the item’s cost, you must still pay it (including castings of spells that themselves have a cost). You can’t ignore requirements of special items that have exclusive means of access and Crafting, such as artifacts. The GM decides whether you can ignore a requirement.
Prerequisites legendary in Crafting
You can find ways to craft just about anything, despite restrictions. As long as you have the appropriate Crafting skill feat (such as Magical Crafting for magic items) and meet the item’s level and proficiency requirements, you ignore just about any other requirement, such as being of a specific ancestry or providing spells. If a requirement adds to the item’s cost, you must still pay it (including castings of spells that themselves have a cost). You can’t ignore requirements of special items that have exclusive means of access and Crafting, such as artifacts. The GM decides whether you can ignore a requirement.
GENERAL SKILL
Prerequisites trained in Crafting
Your knowledge of items’ construction allows you to discern their magical effects as well. You can use Crafting instead of a skill associated with a magic tradition to Identify Magic on magic items, though not on any other sorts of magic.
Prerequisites trained in Crafting
Your knowledge of items’ construction allows you to discern their magical effects as well. You can use Crafting instead of a skill associated with a magic tradition to Identify Magic on magic items, though not on any other sorts of magic.
GENERAL SKILL
Prerequisites master in Crafting, Specialty Crafting
You craft flawless creations with great efficiency. Whenever you roll a success at a Crafting check to make an item of the type you chose with Specialty Crafting, you get a critical success instead.
Prerequisites master in Crafting, Specialty Crafting
You craft flawless creations with great efficiency. Whenever you roll a success at a Crafting check to make an item of the type you chose with Specialty Crafting, you get a critical success instead.
GENERAL SKILL
Prerequisites trained in Crafting
You can jury-rig solutions when you don’t have the proper tools on hand.
You can attempt to Repair damaged items without a repair toolkit.
If you have the raw materials, you can Craft a basic caltrop set, candle, compass, crowbar, fishing tackle, flint and steel, hammer, ladder, piton, rope, 10-foot pole, replacement thieves’ picks, long or short tool, or torch as if you had their formulas.
Prerequisites trained in Crafting
You can jury-rig solutions when you don’t have the proper tools on hand.
You can attempt to Repair damaged items without a repair toolkit.
If you have the raw materials, you can Craft a basic caltrop set, candle, compass, crowbar, fishing tackle, flint and steel, hammer, ladder, piton, rope, 10-foot pole, replacement thieves’ picks, long or short tool, or torch as if you had their formulas.
DOWNTIME GENERAL SKILL
Prerequisites expert in Crafting
You are a genius at Crafting, easily able to determine how things are made and create new inventions.
You can spend downtime to invent a common formula that you don’t know. This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price. The difference is that you spend the additional time in research, design, and development, rather than in creating an item. Once it’s complete, you add the new formula you invented to your formula book.
The GM might allow you to invent uncommon or rare formulas, typically with an increased DC. You need the Alchemical Crafting feat to invent alchemical formulas and the Magical Crafting feat to invent magical formulas.
Prerequisites expert in Crafting
You are a genius at Crafting, easily able to determine how things are made and create new inventions.
You can spend downtime to invent a common formula that you don’t know. This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price. The difference is that you spend the additional time in research, design, and development, rather than in creating an item. Once it’s complete, you add the new formula you invented to your formula book.
The GM might allow you to invent uncommon or rare formulas, typically with an increased DC. You need the Alchemical Crafting feat to invent alchemical formulas and the Magical Crafting feat to invent magical formulas.
GENERAL SKILL
Prerequisites expert in Crafting
You can Craft magic items, though some have other requirements, as listed in GM Core. When you select this feat, you gain formulas for four common magic items of 2nd level or lower.
Prerequisites expert in Crafting
You can Craft magic items, though some have other requirements, as listed in GM Core. When you select this feat, you gain formulas for four common magic items of 2nd level or lower.
GENERAL SKILL
Prerequisites trained in Crafting
For you, the Repair activity loses the exploration trait and takes 1 minute instead of 10 minutes. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.
Prerequisites trained in Crafting
For you, the Repair activity loses the exploration trait and takes 1 minute instead of 10 minutes. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.
GENERAL SKILL
Prerequisites master in Crafting
You take only 1 minute to Affix a Talisman. If you’re legendary in Crafting, you can Affix a Talisman as a 3-action activity.
Prerequisites master in Crafting
You take only 1 minute to Affix a Talisman. If you’re legendary in Crafting, you can Affix a Talisman as a 3-action activity.
GENERAL SKILL
Prerequisites trained in Alcohol Lore, Cooking Lore, or Crafting
You’ve mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to Craft food and drink, including elixirs if you have Alchemical Crafting and potions if you have Magical Crafting. If you are a master in one of the prerequisite skills, this bonus increases to +2.
Prerequisites trained in Alcohol Lore, Cooking Lore, or Crafting
You’ve mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to Craft food and drink, including elixirs if you have Alchemical Crafting and potions if you have Magical Crafting. If you are a master in one of the prerequisite skills, this bonus increases to +2.
UNCOMMON GENERAL SKILL
Prerequisite master in Crafting, Magical Crafting
Magic items you create bear a stamp specific to your handiwork.
When you successfully Craft a permanent magic item, roll a DC 9 flat check when the item is fully complete. Any benefit a creature gains from an item quirk applies only while the creature wears the item (for a worn item) or holds it (for a held item). The GM might allow custom quirks similar to those listed.
Critical Success Choose an item quirk from the table and its specifics.
Success The item gains a random item quirk with any specifics selected by the GM.
Prerequisite master in Crafting, Magical Crafting
Magic items you create bear a stamp specific to your handiwork.
When you successfully Craft a permanent magic item, roll a DC 9 flat check when the item is fully complete. Any benefit a creature gains from an item quirk applies only while the creature wears the item (for a worn item) or holds it (for a held item). The GM might allow custom quirks similar to those listed.
Critical Success Choose an item quirk from the table and its specifics.
Success The item gains a random item quirk with any specifics selected by the GM.
| d10 | Quirk | Description |
|---|---|---|
| 1 | Cavorting | Dances in place when not in use. |
| 2 | Clean | Remains pristine despite filth. |
| 3 | Environmental | Appearance changes to match its environment. |
| 4 | Filthy | A layer of filth always remains. |
| 5 | Floating | Slowly descends when dropped. |
| 6 | Glittering | Shimmers and glows with light bright as a torch. |
| 7 | Invisible | The item is invisible, but becomes visible for 1 round after being used. |
| 8 | Loyal | Floats within 5 feet of its owner, as if on a tether (but can still be seized by someone else). |
| 9 | Mood coloration | User’s mood affects the item’s color. |
| 10 | Skillful | The item grants a +1 item bonus to one type of skill checks. |
GENERAL SKILL
Prerequisites trained in Crafting
You can use the Craft activity to create snares. When you select this feat, you immediately add the formulas for four common 1st-level snares to your formula book.
Prerequisites trained in Crafting
You can use the Craft activity to create snares. When you select this feat, you immediately add the formulas for four common 1st-level snares to your formula book.
GENERAL SKILL
Prerequisites trained in Crafting
Your training focused on Crafting one particular kind of item.
Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it’s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.
* Requires Alchemical Crafting to Craft.
Prerequisites trained in Crafting
Your training focused on Crafting one particular kind of item.
Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it’s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.
| Specialty | Applicable Items |
|---|---|
| Alchemy* | Alchemical items such as elixirs |
| Artistry | Fine art, including jewelry |
| Blacksmithing | Durable metal goods, including metal armor |
| Bookmaking | Books and paper |
| Glassmaking | Glass, including glassware and windows |
| Leatherworking | Leather goods, including leather armor |
| Pottery | Ceramic goods |
| Shipbuilding | Ships and boats |
| Stonemasonry | Stone goods and structures |
| Tailoring | Clothing |
| Weaving | Textiles, baskets, and rugs |
| Woodworking | Wooden goods and structures |
GENERAL SKILL
Prerequisites expert in Deception
You have a specific disguise that you keep at the ready, worn underneath your outer garment. You can change into this disguise to Impersonate as a 3-action activity. If you are a master in Deception, it is instead a 2-action activity, and if you are legendary in Deception, it is a single action. You can create a new backup disguise by spending the normal amount of time it takes you to Impersonate, but you can have only one backup disguise at a time. Having a backup disguise doesn’t allow you to remove your armor or any other complex piece of clothing any more quickly, but once you have those off, the disguise is readily available. Because you have the backup disguise at the ready, it’s possible that a thorough search might reveal some elements of the disguise (see Conceal an Object in the Stealth skill).
Prerequisites expert in Deception
You have a specific disguise that you keep at the ready, worn underneath your outer garment. You can change into this disguise to Impersonate as a 3-action activity. If you are a master in Deception, it is instead a 2-action activity, and if you are legendary in Deception, it is a single action. You can create a new backup disguise by spending the normal amount of time it takes you to Impersonate, but you can have only one backup disguise at a time. Having a backup disguise doesn’t allow you to remove your armor or any other complex piece of clothing any more quickly, but once you have those off, the disguise is readily available. Because you have the backup disguise at the ready, it’s possible that a thorough search might reveal some elements of the disguise (see Conceal an Object in the Stealth skill).
GENERAL SKILL
Prerequisites trained in Deception
Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve.
Prerequisites trained in Deception
Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve.
GENERAL SKILL
Prerequisites expert in Deception
Even when caught in falsehoods, you pile lie upon lie. Reduce the circumstance bonus a target gains for your previous attempts to Create a Diversion or Lie to it from +4 to +2. If you’re a master in Deception, reduce the bonus to +1, and if you’re legendary, your targets don’t get these bonuses at all.
Prerequisites expert in Deception
Even when caught in falsehoods, you pile lie upon lie. Reduce the circumstance bonus a target gains for your previous attempts to Create a Diversion or Lie to it from +4 to +2. If you’re a master in Deception, reduce the bonus to +1, and if you’re legendary, your targets don’t get these bonuses at all.
GENERAL SKILL
Prerequisites expert in Deception or Diplomacy
You are subtle in your efforts to learn the things you need to know. When Gathering Information, you can hide the true subject of your inquiry among other topics of little interest to you without increasing the difficulty of the check or taking more time to Gather Information. Anyone trying to Gather Information to determine if someone else was asking around about the topic in question must exceed your Deception DC or the normal DC to Gather Information about your inquiries, whichever is higher, or else they don’t learn of your efforts.
Prerequisites expert in Deception or Diplomacy
You are subtle in your efforts to learn the things you need to know. When Gathering Information, you can hide the true subject of your inquiry among other topics of little interest to you without increasing the difficulty of the check or taking more time to Gather Information. Anyone trying to Gather Information to determine if someone else was asking around about the topic in question must exceed your Deception DC or the normal DC to Gather Information about your inquiries, whichever is higher, or else they don’t learn of your efforts.
GENERAL SKILL
Prerequisites master at Deception
You’re skilled at saying one thing and meaning something different. You disguise your true meaning behind other words and phrases, relying on subtle emphasis and shared experience to convey meaning that only your allies understand. Any allies who have traveled alongside you for at least 1 full week automatically discern your meaning. Other observers must succeed at a Perception check against your Deception DC to realize you are passing a secret message, and they must critically succeed to understand the message itself.
Prerequisites master at Deception
You’re skilled at saying one thing and meaning something different. You disguise your true meaning behind other words and phrases, relying on subtle emphasis and shared experience to convey meaning that only your allies understand. Any allies who have traveled alongside you for at least 1 full week automatically discern your meaning. Other observers must succeed at a Perception check against your Deception DC to realize you are passing a secret message, and they must critically succeed to understand the message itself.
GENERAL SKILL
Prerequisites trained in Deception
When you critically succeed to Create a Diversion, you continue to remain hidden after the end of your turn. This effect lasts for an amount of time that depends on the diversion and situation, as determined by the GM (minimum 1 additional round).
Prerequisites trained in Deception
When you critically succeed to Create a Diversion, you continue to remain hidden after the end of your turn. This effect lasts for an amount of time that depends on the diversion and situation, as determined by the GM (minimum 1 additional round).
GENERAL SKILL
Prerequisites trained in Deception
You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.
Prerequisites trained in Deception
You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.
GENERAL SKILL
Prerequisites expert in Deception
You can set up a disguise in one-tenth the usual time (generally 1 minute). If you’re a master in Deception, you can create a full disguise and Impersonate as a 3-action activity. If you’re legendary, it takes a single action.
Prerequisites expert in Deception
You can set up a disguise in one-tenth the usual time (generally 1 minute). If you’re a master in Deception, you can create a full disguise and Impersonate as a 3-action activity. If you’re legendary, it takes a single action.
GENERAL SKILL
Prerequisites master in Deception
You elude and evade attempts to uncover your true nature or intentions. When a spell or magical effect tries to read your mind, detect whether you are lying, or reveal your identity, you can attempt a Deception check against the spell or effect’s DC. If you succeed, the effect reveals nothing.
Prerequisites master in Deception
You elude and evade attempts to uncover your true nature or intentions. When a spell or magical effect tries to read your mind, detect whether you are lying, or reveal your identity, you can attempt a Deception check against the spell or effect’s DC. If you succeed, the effect reveals nothing.
UNCOMMON GENERAL SECRET SKILL
Prerequisites expert in Deception
You spread rumors, which may or may not be true, about a specific subject. If the subject of your rumor is not currently the subject of any contradictory rumors, this takes as long as it would normally take you to Gather Information (typically 2 hours), at the end of which the GM rolls a secret Deception check against a DC they set to see how well you spread the rumor. If your rumor matches any current rumors about the subject, it takes less time to spread, and if you are attempting to overtake a particularly popular and contradictory rumor, it takes much longer or may be impossible. The DC similarly increases or decreases depending on how plausible your rumor is. For example, it might be harder to sow a rumor that the beloved, generous mayor is the head of a cult of murderous demon worshippers.
Critical Success Your rumor spreads like wildfire. Anyone who succeeds at a check to Gather Information on the specific subject learns your rumor in preference to other rumors about the subject. Your rumor persists for 1 month. You gain a +2 circumstance bonus to Deception, Diplomacy, and Intimidation checks in an appropriate situation when you invoke your rumor.
Success You successfully spread the rumor. Anyone who succeeds at a check to Gather Information on the specific subject adds your rumor to the list of rumors they could learn about the subject. Your rumor persists for 1 week. You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks in an appropriate situation when you invoke your rumor.
Failure Your rumor dies off, never becoming popular enough for other people to learn it via Gather Information.
Critical Failure You are unable to spread a rumor and take a –4 circumstance penalty to Deception checks to Sow Rumors about the same subject within the same region for 1 week. In addition, a rumor spreads about someone trying to spread false rumors about the subject.
Prerequisites expert in Deception
You spread rumors, which may or may not be true, about a specific subject. If the subject of your rumor is not currently the subject of any contradictory rumors, this takes as long as it would normally take you to Gather Information (typically 2 hours), at the end of which the GM rolls a secret Deception check against a DC they set to see how well you spread the rumor. If your rumor matches any current rumors about the subject, it takes less time to spread, and if you are attempting to overtake a particularly popular and contradictory rumor, it takes much longer or may be impossible. The DC similarly increases or decreases depending on how plausible your rumor is. For example, it might be harder to sow a rumor that the beloved, generous mayor is the head of a cult of murderous demon worshippers.
Critical Success Your rumor spreads like wildfire. Anyone who succeeds at a check to Gather Information on the specific subject learns your rumor in preference to other rumors about the subject. Your rumor persists for 1 month. You gain a +2 circumstance bonus to Deception, Diplomacy, and Intimidation checks in an appropriate situation when you invoke your rumor.
Success You successfully spread the rumor. Anyone who succeeds at a check to Gather Information on the specific subject adds your rumor to the list of rumors they could learn about the subject. Your rumor persists for 1 week. You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks in an appropriate situation when you invoke your rumor.
Failure Your rumor dies off, never becoming popular enough for other people to learn it via Gather Information.
Critical Failure You are unable to spread a rumor and take a –4 circumstance penalty to Deception checks to Sow Rumors about the same subject within the same region for 1 week. In addition, a rumor spreads about someone trying to spread false rumors about the subject.
GENERAL SKILL
Prerequisites trained in Diplomacy
You can Earn Income using Diplomacy, spending your days hunting for bargains and reselling at a profit. You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost. Finally, if you select Bargain Hunter during character creation at 1st level, you start play with an additional 2 gp.
Prerequisites trained in Diplomacy
You can Earn Income using Diplomacy, spending your days hunting for bargains and reselling at a profit. You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost. Finally, if you select Bargain Hunter during character creation at 1st level, you start play with an additional 2 gp.
◆
AUDITORY CONCENTRATE EMOTION GENERAL LINGUISTIC MENTAL SKILL
Prerequisites trained in Diplomacy
You launch an insightful quip at a foe, distracting them.
Choose a foe within 30 feet and roll a Diplomacy check against the target’s Will DC.
Critical Success The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.
Success As critical success, but the penalty is –2.
Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.
Prerequisites trained in Diplomacy
You launch an insightful quip at a foe, distracting them.
Choose a foe within 30 feet and roll a Diplomacy check against the target’s Will DC.
Critical Success The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.
Success As critical success, but the penalty is –2.
Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.
GENERAL SKILL
Prerequisites expert in Deception or Diplomacy
You are subtle in your efforts to learn the things you need to know. When Gathering Information, you can hide the true subject of your inquiry among other topics of little interest to you without increasing the difficulty of the check or taking more time to Gather Information. Anyone trying to Gather Information to determine if someone else was asking around about the topic in question must exceed your Deception DC or the normal DC to Gather Information about your inquiries, whichever is higher, or else they don’t learn of your efforts.
Prerequisites expert in Deception or Diplomacy
You are subtle in your efforts to learn the things you need to know. When Gathering Information, you can hide the true subject of your inquiry among other topics of little interest to you without increasing the difficulty of the check or taking more time to Gather Information. Anyone trying to Gather Information to determine if someone else was asking around about the topic in question must exceed your Deception DC or the normal DC to Gather Information about your inquiries, whichever is higher, or else they don’t learn of your efforts.
◆
AUDITORY GENERAL LINGUISTIC MENTAL SKILL
Prerequisites master in Diplomacy, follower of a specific religion or philosophy
You point out a detail that incontrovertibly supports your faith, causing a listener’s mind to whirl.
Attempt a Diplomacy check and compare the result to the Will DC of a single target that can hear you and understands your language; that target is then temporarily immune to Evangelize with respect to your deity or philosophy for 1 day. A creature that already agrees with you is unaffected, and at the GM’s discretion, a target that genuinely changes its perspective to support your faith as a result of the argument is also otherwise unaffected.
Critical Success The target is stupefied 2 for 1 round.
Success The target is stupefied 1 for 1 round.
Failure The target is unaffected.
Prerequisites master in Diplomacy, follower of a specific religion or philosophy
You point out a detail that incontrovertibly supports your faith, causing a listener’s mind to whirl.
Attempt a Diplomacy check and compare the result to the Will DC of a single target that can hear you and understands your language; that target is then temporarily immune to Evangelize with respect to your deity or philosophy for 1 day. A creature that already agrees with you is unaffected, and at the GM’s discretion, a target that genuinely changes its perspective to support your faith as a result of the argument is also otherwise unaffected.
Critical Success The target is stupefied 2 for 1 round.
Success The target is stupefied 1 for 1 round.
Failure The target is unaffected.
GENERAL SKILL
Prerequisites trained in Diplomacy or Society
You can track down targets with the help of locals. You can use Diplomacy or Society, whichever you’re trained in, to Track creatures in settlements. You chat with locals to help follow the trail of creatures you Track. At the GM’s discretion, there might not be enough people to speak with to keep following the trail.
Prerequisites trained in Diplomacy or Society
You can track down targets with the help of locals. You can use Diplomacy or Society, whichever you’re trained in, to Track creatures in settlements. You chat with locals to help follow the trail of creatures you Track. At the GM’s discretion, there might not be enough people to speak with to keep following the trail.
GENERAL SKILL
Prerequisites expert in Diplomacy
First impressions are your strong suit. When you meet someone in a casual or social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.
Prerequisites expert in Diplomacy
First impressions are your strong suit. When you meet someone in a casual or social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.
GENERAL SKILL
Prerequisites trained in Diplomacy
When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of up to 10 targets you conversed with, with no penalty. The number of targets increases to 20 if you’re an expert, 50 if you’re a master, and 100 if you’re legendary.
Prerequisites trained in Diplomacy
When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of up to 10 targets you conversed with, with no penalty. The number of targets increases to 20 if you’re an expert, 50 if you’re a master, and 100 if you’re legendary.
GENERAL SKILL
Prerequisites trained in Diplomacy
You are skilled at learning information through conversation. The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you’re a master in Diplomacy and roll a critical failure to Gather Information, you get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate.
Prerequisites trained in Diplomacy
You are skilled at learning information through conversation. The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you’re a master in Diplomacy and roll a critical failure to Gather Information, you get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate.
◆◆◆
GENERAL SKILL
Prerequisites legendary in Diplomacy
You can negotiate incredibly quickly in adverse situations. You attempt to Make an Impression and then Request your opponent cease their current activity and engage in negotiations. You take a –5 penalty to your Diplomacy check. Generally, the DC of this check is the creature’s Will DC, although your GM may modify it based on the situation. Some creatures may be unable to stop regardless of their personal desires, and even those who agree to parley might ultimately find your arguments lacking and return to violence.
Prerequisites legendary in Diplomacy
You can negotiate incredibly quickly in adverse situations. You attempt to Make an Impression and then Request your opponent cease their current activity and engage in negotiations. You take a –5 penalty to your Diplomacy check. Generally, the DC of this check is the creature’s Will DC, although your GM may modify it based on the situation. Some creatures may be unable to stop regardless of their personal desires, and even those who agree to parley might ultimately find your arguments lacking and return to violence.
◆◆◆
AUDITORY CONCENTRATE EMOTION GENERAL LINGUISTIC MENTAL SKILL
Prerequisites trained in Diplomacy
You attempt to reduce panic.
Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for 1 hour.
Critical Success Reduce the creature’s frightened value by 2.
Success Reduce the creature’s frightened value by 1.
Prerequisites trained in Diplomacy
You attempt to reduce panic.
Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for 1 hour.
Critical Success Reduce the creature’s frightened value by 2.
Success Reduce the creature’s frightened value by 1.
GENERAL SKILL
Requirements master in Diplomacy
You can downplay the consequences or outrageousness of your requests using sheer brazenness and charm. When you Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you.
Requirements master in Diplomacy
You can downplay the consequences or outrageousness of your requests using sheer brazenness and charm. When you Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you.
GENERAL SKILL
Prerequisites master in Intimidation
When you roll initiative, you can yell a mighty battle cry and Demoralize an observed foe as a free action. If you’re legendary in Intimidation, you can use a reaction to Demoralize your foe when you critically succeed at an attack roll.
Prerequisites master in Intimidation
When you roll initiative, you can yell a mighty battle cry and Demoralize an observed foe as a free action. If you’re legendary in Intimidation, you can use a reaction to Demoralize your foe when you critically succeed at an attack roll.
GENERAL SKILL
Prerequisites trained in Intimidation
You can strong-arm people effectively, even when you don’t have them isolated.
When you Coerce, you can compare your Intimidation check result to the Will DCs of up to five targets instead of one.
It’s possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to 10 if you’re an expert, 25 if you’re a master, and 50 if you’re legendary.
Prerequisites trained in Intimidation
You can strong-arm people effectively, even when you don’t have them isolated.
When you Coerce, you can compare your Intimidation check result to the Will DCs of up to five targets instead of one.
It’s possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to 10 if you’re an expert, 25 if you’re a master, and 50 if you’re legendary.
GENERAL SKILL
Prerequisites trained in Intimidation
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
Prerequisites trained in Intimidation
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
GENERAL SKILL
Prerequisites Strength +3, expert in Intimidation
In situations where you can physically menace the target when you Coerce or Demoralize, you gain a +1 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language. If your Strength modifier is +5 or higher and you are a master in Intimidation, this bonus increases to +2.
Prerequisites Strength +3, expert in Intimidation
In situations where you can physically menace the target when you Coerce or Demoralize, you gain a +1 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language. If your Strength modifier is +5 or higher and you are a master in Intimidation, this bonus increases to +2.
GENERAL SKILL
Prerequisites expert in Intimidation
When you successfully Coerce someone, the maximum time they comply increases to a week, still determined by the GM. If you’re legendary, the maximum increases to a month.
Prerequisites expert in Intimidation
When you successfully Coerce someone, the maximum time they comply increases to a week, still determined by the GM. If you’re legendary, the maximum increases to a month.
GENERAL SKILL
Prerequisites trained in Intimidation
You can bully others with just a few choice implications. You can Coerce a creature after 1 round of conversation instead of 1 minute. You still can’t Coerce a creature in the midst of combat, or without engaging in a conversation.
Prerequisites trained in Intimidation
You can bully others with just a few choice implications. You can Coerce a creature after 1 round of conversation instead of 1 minute. You still can’t Coerce a creature in the midst of combat, or without engaging in a conversation.
◆
EMOTION FEAR GENERAL INCAPACITATION SKILL
Prerequisites legendary in Intimidation
You can frighten foes so much, they might die.
Attempt an Intimidation check against the Will DC of a living creature within 30 feet of you that you sense or observe and who can sense or observe you. If the target can’t hear you or doesn’t understand the language you are speaking, you take a –4 circumstance penalty. The creature is temporarily immune for 1 minute.
Critical Success The target must attempt a Fortitude save against your Intimidation DC. On a critical failure, it dies. On any other result, it becomes frightened 2 and is fleeing for 1 round. The critical failure effect has the death trait.
Success The target becomes frightened 2.
Failure The target becomes frightened 1.
Critical Failure The target is unaffected.
Prerequisites legendary in Intimidation
You can frighten foes so much, they might die.
Attempt an Intimidation check against the Will DC of a living creature within 30 feet of you that you sense or observe and who can sense or observe you. If the target can’t hear you or doesn’t understand the language you are speaking, you take a –4 circumstance penalty. The creature is temporarily immune for 1 minute.
Critical Success The target must attempt a Fortitude save against your Intimidation DC. On a critical failure, it dies. On any other result, it becomes frightened 2 and is fleeing for 1 round. The critical failure effect has the death trait.
Success The target becomes frightened 2.
Failure The target becomes frightened 1.
Critical Failure The target is unaffected.
GENERAL SKILL
Prerequisites master in Intimidation
When you critically succeed at the Demoralize action, if the target’s level is lower than yours, the target is fleeing for 1 round.
Prerequisites master in Intimidation
When you critically succeed at the Demoralize action, if the target’s level is lower than yours, the target is fleeing for 1 round.
GENERAL SKILL
Prerequisites expert in Intimidation
The spells of those you have Demoralized are less effective on you. If you succeed in Demoralizing a creature, for the next 24 hours you gain a +1 circumstance bonus to saving throws against that creature’s spells.
Prerequisites expert in Intimidation
The spells of those you have Demoralized are less effective on you. If you succeed in Demoralizing a creature, for the next 24 hours you gain a +1 circumstance bonus to saving throws against that creature’s spells.
GENERAL SKILL
Prerequisites expert in Arcana, Nature, Occultism, or Religion
You rarely misidentify an item. When using Arcana, Nature, Occultism, or Religion checks to Identify Magic, if you roll a critical failure, you get a failure instead. If you would misidentify a cursed item because you roll a success but not a critical success, you simply can’t identify it instead.
Prerequisites expert in Arcana, Nature, Occultism, or Religion
You rarely misidentify an item. When using Arcana, Nature, Occultism, or Religion checks to Identify Magic, if you roll a critical failure, you get a failure instead. If you would misidentify a cursed item because you roll a success but not a critical success, you simply can’t identify it instead.
GENERAL SKILL
Prerequisites expert in a skill with the Recall Knowledge action, Assurance in that skill
You know basic facts off the top of your head. Choose a skill you’re an expert in that has the Recall Knowledge action and for which you have the Assurance feat. You can use the Recall Knowledge action with that skill as a free action once per round. If you do, you must use Assurance on the skill check.
Special You can select this feat multiple times, choosing a different skill each time.
You can use Automatic Knowledge with any skills you have chosen, but you can still use Automatic Knowledge only once per round.
Prerequisites expert in a skill with the Recall Knowledge action, Assurance in that skill
You know basic facts off the top of your head. Choose a skill you’re an expert in that has the Recall Knowledge action and for which you have the Assurance feat. You can use the Recall Knowledge action with that skill as a free action once per round. If you do, you must use Assurance on the skill check.
Special You can select this feat multiple times, choosing a different skill each time.
You can use Automatic Knowledge with any skills you have chosen, but you can still use Automatic Knowledge only once per round.
GENERAL SECRET SKILL
Prerequisites master in Nature, Occultism, or Religion
Frequency once per day
You have learned rites or meditations that enable you to perceive minor, invisible spirits within a place.
Choose Nature, Occultism, or Religion when you select this feat. Nature allows you to contact the spirits of nature that form leshies, who are born of pure life essence rather than spiritual energy and can answer questions about natural features like the location of nearby water or plant life. Religion reveals the presence of angelic, demonic, or other spirits in service to divine beings, who provide information about sources of powerful life energy or energy from the Void; sacred or profane influences; or the presence of undead. Occultism allows you to contact lingering spirits, psychic echoes of the departed dead, and spirits from beyond reality, who tell you about things like strange auras, effects, or the presence of unnatural occult beings.
Spend 10 minutes and attempt a check to Recall Knowledge with the chosen skill; the DC is determined by the GM (usually a very high DC for the level of the highest-level creature you might encounter in the area). If you’re legendary in the chosen skill, you can use this feat once per hour, instead of only once per day, but you can’t use it again on any area that overlaps a previous area.
Critical Success The spirits reveal themselves to you and have a helpful attitude toward you. Only you can perceive these spirits. They answer three simple questions about the environment within 100 feet of you, depending on the skill you chose and thus the type of spirits you contact. Their answers are almost always a single word, and their knowledge is limited to within their area of interest.
Success As with a critical success, but the spirits are indifferent to you and answer only one question.
Failure You are unable to contact the spirits of this place.
Critical Failure You contact one or more malevolent spirits. They are hostile toward you, though they may not immediately appear so. They answer up to three questions but give you information that is harmful to you in some way, as determined by the GM.
Special You can select this feat multiple times, each time picking a different skill in which you have the master proficiency rank.
You can use this feat with each skill once per day (or once per hour, if you’re legendary).
Prerequisites master in Nature, Occultism, or Religion
Frequency once per day
You have learned rites or meditations that enable you to perceive minor, invisible spirits within a place.
Choose Nature, Occultism, or Religion when you select this feat. Nature allows you to contact the spirits of nature that form leshies, who are born of pure life essence rather than spiritual energy and can answer questions about natural features like the location of nearby water or plant life. Religion reveals the presence of angelic, demonic, or other spirits in service to divine beings, who provide information about sources of powerful life energy or energy from the Void; sacred or profane influences; or the presence of undead. Occultism allows you to contact lingering spirits, psychic echoes of the departed dead, and spirits from beyond reality, who tell you about things like strange auras, effects, or the presence of unnatural occult beings.
Spend 10 minutes and attempt a check to Recall Knowledge with the chosen skill; the DC is determined by the GM (usually a very high DC for the level of the highest-level creature you might encounter in the area). If you’re legendary in the chosen skill, you can use this feat once per hour, instead of only once per day, but you can’t use it again on any area that overlaps a previous area.
Critical Success The spirits reveal themselves to you and have a helpful attitude toward you. Only you can perceive these spirits. They answer three simple questions about the environment within 100 feet of you, depending on the skill you chose and thus the type of spirits you contact. Their answers are almost always a single word, and their knowledge is limited to within their area of interest.
Success As with a critical success, but the spirits are indifferent to you and answer only one question.
Failure You are unable to contact the spirits of this place.
Critical Failure You contact one or more malevolent spirits. They are hostile toward you, though they may not immediately appear so. They answer up to three questions but give you information that is harmful to you in some way, as determined by the GM.
Special You can select this feat multiple times, each time picking a different skill in which you have the master proficiency rank.
You can use this feat with each skill once per day (or once per hour, if you’re legendary).
GENERAL SKILL
Prerequisites trained in a skill with the Recall Knowledge action
You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as knowing something is significant, but not whether it’s good or bad.
Prerequisites trained in a skill with the Recall Knowledge action
You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as knowing something is significant, but not whether it’s good or bad.
GENERAL SKILL
Prerequisites expert in Arcana, Nature, Occultism, or Religion
Learning spells comes easily to you.
When you succeed at Learning a Spell, it takes 10 minutes regardless of the spell’s rank. If you would succeed on the check, you critically succeed instead. If you fail, you can try again after a week or after you gain a level, whichever is first.
You can use downtime to learn and inscribe new spells. This works as if you were using Earn Income with the tradition’s associated skill, but instead of gaining money, you choose a spell available to you to learn and gain a discount on learning it, learning it for free if your earned income equals or exceeds its cost.
Prerequisites expert in Arcana, Nature, Occultism, or Religion
Learning spells comes easily to you.
When you succeed at Learning a Spell, it takes 10 minutes regardless of the spell’s rank. If you would succeed on the check, you critically succeed instead. If you fail, you can try again after a week or after you gain a level, whichever is first.
You can use downtime to learn and inscribe new spells. This works as if you were using Earn Income with the tradition’s associated skill, but instead of gaining money, you choose a spell available to you to learn and gain a discount on learning it, learning it for free if your earned income equals or exceeds its cost.
GENERAL SKILL
Prerequisites trained in Arcana, Nature, Occultism or Religion
You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you’re a master, it takes a 3-action activity, and if you’re legendary, it takes 1 action.
Prerequisites trained in Arcana, Nature, Occultism or Religion
You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you’re a master, it takes a 3-action activity, and if you’re legendary, it takes 1 action.
GENERAL SKILL
Prerequisites master in Arcana, Nature, Occultism, or Religion; Recognize Spell
You Recognize Spells swiftly. Once per round, you can Recognize a Spell using a skill in which you’re a master as a free action.
Prerequisites master in Arcana, Nature, Occultism, or Religion; Recognize Spell
You Recognize Spells swiftly. Once per round, you can Recognize a Spell using a skill in which you’re a master as a free action.
↺
GENERAL SECRET SKILL
Prerequisites trained in Arcana, Nature, Occultism, or Religion
Trigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.
If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd rank or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest rank of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.
Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
Success You correctly recognize the spell.
Failure You fail to recognize the spell.
Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice.
Prerequisites trained in Arcana, Nature, Occultism, or Religion
Trigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.
If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd rank or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest rank of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.
Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
Success You correctly recognize the spell.
Failure You fail to recognize the spell.
Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice.
◆
GENERAL MANIPULATE SKILL
Prerequisites trained in Arcana, Nature, Occultism, or Religion
You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll. You must know what activating the item does, or you can’t attempt to trick it.
Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation).
If you activate a magic item that requires a spell attack modifier or spell DC and you aren’t proficient in the relevant statistic, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus; if you’re legendary, you instead use the expert proficiency bonus.
Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it.
Failure You can’t use the item or try to trick it again this turn, but you can try again on subsequent turns.
Critical Failure You can’t use the item, and you can’t try to trick it again until your next daily preparations.
Prerequisites trained in Arcana, Nature, Occultism, or Religion
You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll. You must know what activating the item does, or you can’t attempt to trick it.
Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation).
If you activate a magic item that requires a spell attack modifier or spell DC and you aren’t proficient in the relevant statistic, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus; if you’re legendary, you instead use the expert proficiency bonus.
Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it.
Failure You can’t use the item or try to trick it again this turn, but you can try again on subsequent turns.
Critical Failure You can’t use the item, and you can’t try to trick it again until your next daily preparations.
GENERAL SKILL
Your knowledge has expanded to encompass a new field. Choose a Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.
Special You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.
Your knowledge has expanded to encompass a new field. Choose a Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.
Special You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.
GENERAL SKILL
Prerequisites expert in Warfare Lore
You are constantly drawing up plans and battle scenarios, assembling strategies and gathered intelligence for later use. When you scout an enemy’s position or receive a detailed report from an ally who scouted the enemy’s position, if you have a clear indication of the number, position, and identities of your potential foes, you can spend 1 minute to come up with a battle plan that takes such potential factors into account and reduces the role luck plays in the equation. Roll a Warfare Lore check. As long as the information was accurate and remains accurate when you roll initiative against those enemies, you can use the Warfare Lore result you previously rolled for your initiative roll; if you do, this is a fortune effect.
Prerequisites expert in Warfare Lore
You are constantly drawing up plans and battle scenarios, assembling strategies and gathered intelligence for later use. When you scout an enemy’s position or receive a detailed report from an ally who scouted the enemy’s position, if you have a clear indication of the number, position, and identities of your potential foes, you can spend 1 minute to come up with a battle plan that takes such potential factors into account and reduces the role luck plays in the equation. Roll a Warfare Lore check. As long as the information was accurate and remains accurate when you roll initiative against those enemies, you can use the Warfare Lore result you previously rolled for your initiative roll; if you do, this is a fortune effect.
GENERAL SKILL
Prerequisites trained in Lore
You carefully safeguard your professional endeavors to prevent disaster. When you use Lore to Earn Income, if you roll a critical failure, you instead get a failure. If you’re an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure.
Prerequisites trained in Lore
You carefully safeguard your professional endeavors to prevent disaster. When you use Lore to Earn Income, if you roll a critical failure, you instead get a failure. If you’re an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure.
GENERAL SKILL
Prerequisites legendary in Lore
Your fame has spread throughout the lands (for instance, if you have Warfare Lore, you might be a legendary general or tactician). This works as Legendary Performer above, except you gain higher-level jobs when you Earn Income with Lore.
Prerequisites legendary in Lore
Your fame has spread throughout the lands (for instance, if you have Warfare Lore, you might be a legendary general or tactician). This works as Legendary Performer above, except you gain higher-level jobs when you Earn Income with Lore.
GENERAL SKILL
Prerequisites expert in Lore
You never get information about your areas of expertise wrong. When you Recall Knowledge using any Lore subcategory in which you’re trained, if you roll a critical failure, you get a failure instead. If you’re a master in a Lore subcategory, on a critical success, you gain even more information or context than usual.
Prerequisites expert in Lore
You never get information about your areas of expertise wrong. When you Recall Knowledge using any Lore subcategory in which you’re trained, if you roll a critical failure, you get a failure instead. If you’re a master in a Lore subcategory, on a critical success, you gain even more information or context than usual.
GENERAL HEALING MANIPULATE SKILL
Prerequisites master in Medicine
You use your medical training to ameliorate sickness or assuage fears. When you use Medicine to Administer First Aid, instead of Stabilizing a character or Stopping Bleeding, you can reduce an ally’s frightened or sickened condition by 2, or remove either of those conditions entirely on a critical success. You can remove only one condition at a time. The DC for the Medicine check is usually the DC of the effect that caused the condition.
Prerequisites master in Medicine
You use your medical training to ameliorate sickness or assuage fears. When you use Medicine to Administer First Aid, instead of Stabilizing a character or Stopping Bleeding, you can reduce an ally’s frightened or sickened condition by 2, or remove either of those conditions entirely on a critical success. You can remove only one condition at a time. The DC for the Medicine check is usually the DC of the effect that caused the condition.
◆
GENERAL HEALING MANIPULATE SKILL
Prerequisites trained in Medicine
Requirements You’re holding or wearing a healer’s toolkit.
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
Prerequisites trained in Medicine
Requirements You’re holding or wearing a healer’s toolkit.
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
GENERAL SKILL
Prerequisites expert in Medicine
You zealously monitor a patient’s progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.
Prerequisites expert in Medicine
You zealously monitor a patient’s progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.
GENERAL SKILL
Prerequisites trained in Medicine
You understand principles of forensic medicine, making you better at examining a body to determine the cause of death or injury.
You can perform a forensic examination on a body, as described under Recall Knowledge in the Medicine skill, in half the normal amount of time (to a minimum of 5 minutes). If you succeed at your check, you can attempt an immediate check to Recall Knowledge to follow up on something you found, with a +2 circumstance bonus. This check is usually related to the cause of injury or death, such as a Crafting check to identify a poison or weapon used or an additional Medicine check to identify a specific disease. If you prefer, you can instead attempt to Recall Knowledge about the type of creature whose body you examined, using the appropriate skill and gaining the same circumstance bonus.
The circumstance bonus increases to +3 if you have master proficiency in Medicine and +4 if you have legendary proficiency.
Prerequisites trained in Medicine
You understand principles of forensic medicine, making you better at examining a body to determine the cause of death or injury.
You can perform a forensic examination on a body, as described under Recall Knowledge in the Medicine skill, in half the normal amount of time (to a minimum of 5 minutes). If you succeed at your check, you can attempt an immediate check to Recall Knowledge to follow up on something you found, with a +2 circumstance bonus. This check is usually related to the cause of injury or death, such as a Crafting check to identify a poison or weapon used or an additional Medicine check to identify a specific disease. If you prefer, you can instead attempt to Recall Knowledge about the type of creature whose body you examined, using the appropriate skill and gaining the same circumstance bonus.
The circumstance bonus increases to +3 if you have master proficiency in Medicine and +4 if you have legendary proficiency.
GENERAL HEALING SKILL
Prerequisites trained in Medicine
You have practice combating plague, and your patients are less likely to succumb to the same disease again for a time. When you successfully Treat a Disease on someone and they fully recover from the disease, they gain a +2 circumstance bonus to saving throws against that same disease for 1 week.
Prerequisites trained in Medicine
You have practice combating plague, and your patients are less likely to succumb to the same disease again for a time. When you successfully Treat a Disease on someone and they fully recover from the disease, they gain a +2 circumstance bonus to saving throws against that same disease for 1 week.
GENERAL SKILL
Prerequisites legendary in Medicine
You’ve discovered medical breakthroughs or techniques that achieve miraculous results. Once per day for each target, you can spend 1 hour treating that target and attempt a Medicine check to remove a disease or the blinded, deafened, doomed, or drained condition. Use the DC of the disease or of the spell or effect that created the condition. If the effect’s source is an artifact, above 20th level, or similarly powerful, increase the DC by 10.
Prerequisites legendary in Medicine
You’ve discovered medical breakthroughs or techniques that achieve miraculous results. Once per day for each target, you can spend 1 hour treating that target and attempt a Medicine check to remove a disease or the blinded, deafened, doomed, or drained condition. Use the DC of the disease or of the spell or effect that created the condition. If the effect’s source is an artifact, above 20th level, or similarly powerful, increase the DC by 10.
GENERAL SKILL
Prerequisites trained in Medicine
Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.
Prerequisites trained in Medicine
Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.
GENERAL SKILL
Prerequisites expert in Medicine
You learned folk medicine to help recover from diseases and poison, and using it diligently has made you especially resilient. When you Treat a Disease or a Poison, or someone else uses one of these actions on you, increase the circumstance bonus granted on a success to +4, and if the result of the patient’s saving throw is a success, the patient gets a critical success.
Prerequisites expert in Medicine
You learned folk medicine to help recover from diseases and poison, and using it diligently has made you especially resilient. When you Treat a Disease or a Poison, or someone else uses one of these actions on you, increase the circumstance bonus granted on a success to +4, and if the result of the patient’s saving throw is a success, the patient gets a critical success.
GENERAL SKILL
Prerequisites expert in Medicine
Your medical training extends to less obvious conditions.
When you succeed against a DC 20 check to Treat Wounds, you can also reduce the value of one clumsy, enfeebled, or stupefied condition on the patient by 1. If you’re able to treat more than one creature at once, choose only one to gain this benefit. A creature can benefit from Unusual Treatment only once per day.
If the condition results from an affliction, the affliction isn’t cured, though the condition is reduced as long as the affliction remains at that stage.
If you are a master in Medicine, add the drained condition to the list of conditions you can remove if you succeed at a DC 30 check. If you are legendary in Medicine, you reduce the chosen condition by 2 instead of by 1.
Prerequisites expert in Medicine
Your medical training extends to less obvious conditions.
When you succeed against a DC 20 check to Treat Wounds, you can also reduce the value of one clumsy, enfeebled, or stupefied condition on the patient by 1. If you’re able to treat more than one creature at once, choose only one to gain this benefit. A creature can benefit from Unusual Treatment only once per day.
If the condition results from an affliction, the affliction isn’t cured, though the condition is reduced as long as the affliction remains at that stage.
If you are a master in Medicine, add the drained condition to the list of conditions you can remove if you succeed at a DC 30 check. If you are legendary in Medicine, you reduce the chosen condition by 2 instead of by 1.
GENERAL SKILL
Prerequisites expert in Medicine
You’ve studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.
Prerequisites expert in Medicine
You’ve studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.
DOWNTIME GENERAL SKILL
Prerequisites expert in Nature
You forge strong connections with animals.
You can spend 7 days of downtime regularly interacting with a normal animal (not a companion or other special animal) that is friendly or helpful to you. After this duration, attempt a Nature check against the animal’s Will DC. If successful, you bond with the animal. The animal is permanently bonded to you until you form a bond with a different animal or do something egregious to break your bond.
A helpful animal is easier to direct.
If your bonded animal is level –1, it gains the minion trait, allowing you to command it more efficiently. The maximum level of creature that can be your minion increases to 3 if you’re a master in Nature and to 11 if you’re legendary.
Special You can’t have both a bonded animal and an animal companion (though you can have both a bonded animal and a pet or familiar).
Prerequisites expert in Nature
You forge strong connections with animals.
You can spend 7 days of downtime regularly interacting with a normal animal (not a companion or other special animal) that is friendly or helpful to you. After this duration, attempt a Nature check against the animal’s Will DC. If successful, you bond with the animal. The animal is permanently bonded to you until you form a bond with a different animal or do something egregious to break your bond.
A helpful animal is easier to direct.
If your bonded animal is level –1, it gains the minion trait, allowing you to command it more efficiently. The maximum level of creature that can be your minion increases to 3 if you’re a master in Nature and to 11 if you’re legendary.
Special You can’t have both a bonded animal and an animal companion (though you can have both a bonded animal and a pet or familiar).
EXPLORATION GENERAL SKILL
Prerequisites trained in Nature
You can encourage your mount to cover ground quickly. When calculating your travel Speed for the day while mounted, you can attempt a Nature check to Command an Animal to increase your mount’s travel Speed. The DC is determined by the GM, but is typically based on the mount’s level or the difficulty of the environment, whichever is harder. On a success, increase your mount’s travel Speed by half. This has no effect on your mount’s movement in encounters. This benefit extends to up to six other allies traveling with you, as long as all such allies are also mounted, or are quadrupeds with a Speed of at least 30 feet.
Prerequisites trained in Nature
You can encourage your mount to cover ground quickly. When calculating your travel Speed for the day while mounted, you can attempt a Nature check to Command an Animal to increase your mount’s travel Speed. The DC is determined by the GM, but is typically based on the mount’s level or the difficulty of the environment, whichever is harder. On a success, increase your mount’s travel Speed by half. This has no effect on your mount’s movement in encounters. This benefit extends to up to six other allies traveling with you, as long as all such allies are also mounted, or are quadrupeds with a Speed of at least 30 feet.
DOWNTIME GENERAL SKILL
Prerequisites master in Nature
With patience and time, you can make bird calls, leave game trails, and ultimately influence the behavior of a certain type of animals in the region to favor and even aid you in the days to come. The GM determines the DC of any check required and the amount of time your work requires (usually at least a day or two of downtime). While you can’t directly control how you’ve influenced nature, you can hope for certain effects, such as easier hunts or birds falling silent whenever danger is approaching. If you’re legendary in Nature, you can elicit these same adjustments to animal behavior in the area by spending only 10 minutes.
Prerequisites master in Nature
With patience and time, you can make bird calls, leave game trails, and ultimately influence the behavior of a certain type of animals in the region to favor and even aid you in the days to come. The GM determines the DC of any check required and the amount of time your work requires (usually at least a day or two of downtime). While you can’t directly control how you’ve influenced nature, you can hope for certain effects, such as easier hunts or birds falling silent whenever danger is approaching. If you’re legendary in Nature, you can elicit these same adjustments to animal behavior in the area by spending only 10 minutes.
GENERAL SKILL
Prerequisites trained in Nature
You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds, including higher Nature proficiency letting you attempt more difficult checks. It doesn’t replace Medicine for uses of the skill other than Treat Wounds or for feat prerequisites. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.
Prerequisites trained in Nature
You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds, including higher Nature proficiency letting you attempt more difficult checks. It doesn’t replace Medicine for uses of the skill other than Treat Wounds or for feat prerequisites. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.
DOWNTIME GENERAL MANIPULATE SKILL
Prerequisites trained in Nature
You spend time teaching an animal to do a certain action.
You can either select a basic action the animal already knows how to do (typically those listed in the Command an Animal action) or attempt to teach the animal a new basic action. The GM determines the DC of any check required and the amount of time the training takes (usually at least a week). It’s usually impossible to teach an animal a trick that uses critical thinking. If you’re expert, master, or legendary in Nature, you might be able to train more unusual creatures, at the GM’s discretion.
Success The animal learns the action. If it was an action the animal already knew, you can Command the Animal to take that action without attempting a Nature check. If it was a new basic action, add that action to the actions the animal can take when Commanded, but you must still roll.
Failure The animal doesn’t learn the trick.
Prerequisites trained in Nature
You spend time teaching an animal to do a certain action.
You can either select a basic action the animal already knows how to do (typically those listed in the Command an Animal action) or attempt to teach the animal a new basic action. The GM determines the DC of any check required and the amount of time the training takes (usually at least a week). It’s usually impossible to teach an animal a trick that uses critical thinking. If you’re expert, master, or legendary in Nature, you might be able to train more unusual creatures, at the GM’s discretion.
Success The animal learns the action. If it was an action the animal already knew, you can Command the Animal to take that action without attempting a Nature check. If it was a new basic action, add that action to the actions the animal can take when Commanded, but you must still roll.
Failure The animal doesn’t learn the trick.
GENERAL SKILL
Prerequisites master in Occultism
You can draw upon strange variations in your spellcasting, whether or not you can cast occult spells. The DCs to Recognize Spells you cast and Identify Magic you use increase by 5.
Prerequisites master in Occultism
You can draw upon strange variations in your spellcasting, whether or not you can cast occult spells. The DCs to Recognize Spells you cast and Identify Magic you use increase by 5.
CONCENTRATE EXPLORATION GENERAL HEALING SKILL
Prerequisites master in Occultism or Religion
You spend 8 hours praying or performing occult rites over the target, weakening a curse’s power over them. Attempt to counteract the curse, using Occultism or Religion for your counteract check and half your level rounded up for the counteract rank. Break Curse only takes 10 minutes of prayer and rites if you are legendary in Occultism or Religion.
Prerequisites master in Occultism or Religion
You spend 8 hours praying or performing occult rites over the target, weakening a curse’s power over them. Attempt to counteract the curse, using Occultism or Religion for your counteract check and half your level rounded up for the counteract rank. Break Curse only takes 10 minutes of prayer and rites if you are legendary in Occultism or Religion.
GENERAL SKILL
Prerequisites trained in Occultism
Members of your cult frequently pass themselves off as worshippers of other religions. You can use Occultism instead of Deception to Impersonate a typical worshipper of another faith or to Lie specifically to claim you are a member of the faith you are Impersonating. You still need to use the Deception skill to Impersonate a specific worshipper or to perform other deceptive actions, such as attempting to Lie about any other matter.
Prerequisites trained in Occultism
Members of your cult frequently pass themselves off as worshippers of other religions. You can use Occultism instead of Deception to Impersonate a typical worshipper of another faith or to Lie specifically to claim you are a member of the faith you are Impersonating. You still need to use the Deception skill to Impersonate a specific worshipper or to perform other deceptive actions, such as attempting to Lie about any other matter.
◆◆
EMOTION FEAR GENERAL MENTAL SKILL
Prerequisites master in Occultism
You utter a litany of dreadful names, prophecies, and descriptions of realms beyond mortal comprehension, drawn from your study of forbidden tomes and scrolls.
Even those who don’t understand your language are unsettled by these dire secrets. Attempt an Occultism check and compare the result to the Will DC of an enemy within 30 feet, or to the Will DCs of any number of enemies within 30 feet if you are legendary in Occultism. Those creatures are temporarily immune for 24 hours.
Critical Success The target becomes confused for 1 round and frightened 1.
Success The target becomes frightened 1.
Failure The target is unaffected.
Critical Failure You get overly caught up in your own words and become frightened 1.
Prerequisites master in Occultism
You utter a litany of dreadful names, prophecies, and descriptions of realms beyond mortal comprehension, drawn from your study of forbidden tomes and scrolls.
Even those who don’t understand your language are unsettled by these dire secrets. Attempt an Occultism check and compare the result to the Will DC of an enemy within 30 feet, or to the Will DCs of any number of enemies within 30 feet if you are legendary in Occultism. Those creatures are temporarily immune for 24 hours.
Critical Success The target becomes confused for 1 round and frightened 1.
Success The target becomes frightened 1.
Failure The target is unaffected.
Critical Failure You get overly caught up in your own words and become frightened 1.
GENERAL SKILL
Prerequisites trained in Occultism
When you become aware of a magical effect or see a spell being cast, you can immediately determine if it twists minds (with the mental trait), fights against fortune (with the fortune or misfortune trait), or reveals secrets (with the detection, prediction, revelation, or scrying traits). At the GM’s discretion, similar effects can also fall into these categories. When you Identify Magic or Recall Knowledge to learn more about these effects, you can always use Occultism without penalty and gain a +2 circumstance bonus.
Prerequisites trained in Occultism
When you become aware of a magical effect or see a spell being cast, you can immediately determine if it twists minds (with the mental trait), fights against fortune (with the fortune or misfortune trait), or reveals secrets (with the detection, prediction, revelation, or scrying traits). At the GM’s discretion, similar effects can also fall into these categories. When you Identify Magic or Recall Knowledge to learn more about these effects, you can always use Occultism without penalty and gain a +2 circumstance bonus.
GENERAL SKILL
Prerequisites trained in Occultism
Your talismans ward against foul magic. During your daily preparations, you can assemble a small pouch with bits of herbs, hair, sacred oils, and other ritual ingredients, which you give to one ally; the ally cannot be yourself. The first time that day the ally attempts a saving throw against a spell or haunt, they gain a +1 circumstance bonus to the roll. This bonus increases to +2 if you’re an expert in Occultism or +3 if you’re legendary.
Prerequisites trained in Occultism
Your talismans ward against foul magic. During your daily preparations, you can assemble a small pouch with bits of herbs, hair, sacred oils, and other ritual ingredients, which you give to one ally; the ally cannot be yourself. The first time that day the ally attempts a saving throw against a spell or haunt, they gain a +1 circumstance bonus to the roll. This bonus increases to +2 if you’re an expert in Occultism or +3 if you’re legendary.
GENERAL SKILL
Prerequisites trained in Occultism
You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members.
You can use Occultism in place of Diplomacy to Gather Information about such groups and in place of Deception to Impersonate a member of these groups.
If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you. They also recognize your standing unless you are specifically concealing it.
Prerequisites trained in Occultism
You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members.
You can use Occultism in place of Diplomacy to Gather Information about such groups and in place of Deception to Impersonate a member of these groups.
If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you. They also recognize your standing unless you are specifically concealing it.
◆
GENERAL SKILL
Prerequisites expert in Performance
Your performances are especially distracting, allowing your allies to Sneak away with ease. You Create a Diversion, except you roll a Performance check instead of Deception, and the benefits of successful checks apply to an ally of your choice instead of you. The effects of a success last until the end of that ally’s turn, and can end early based on the ally’s actions. You don’t need to be observing your ally or know where they are, but you need to know they’re present to choose them.
Prerequisites expert in Performance
Your performances are especially distracting, allowing your allies to Sneak away with ease. You Create a Diversion, except you roll a Performance check instead of Deception, and the benefits of successful checks apply to an ally of your choice instead of you. The effects of a success last until the end of that ally’s turn, and can end early based on the ally’s actions. You don’t need to be observing your ally or know where they are, but you need to know they’re present to choose them.
GENERAL SKILL
Prerequisites trained in Performance
When you Perform, compare your result to the Will DC of one observer. If you succeed, the target is fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the incapacitation trait. You must choose which creature you’re trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour.
If you’re an expert in Performance, you can fascinate up to four observers; if you’re a master, you can fascinate up to 10 observers; and if you’re legendary, you can fascinate any number of observers at the same time.
Prerequisites trained in Performance
When you Perform, compare your result to the Will DC of one observer. If you succeed, the target is fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the incapacitation trait. You must choose which creature you’re trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour.
If you’re an expert in Performance, you can fascinate up to four observers; if you’re a master, you can fascinate up to 10 observers; and if you’re legendary, you can fascinate any number of observers at the same time.
GENERAL SKILL
Prerequisites trained in Performance
Your performances inspire admiration and win you fans. You can Make an Impression using Performance instead of Diplomacy. If you spend at least 10 minutes performing in front of an audience, you can Make an Impression targeting up to 10 members of the audience who were there for the whole performance, without taking the normal penalty. The number of targets increases to 20 for a 1-hour performance and 50 for a 2-hour performance.
Prerequisites trained in Performance
Your performances inspire admiration and win you fans. You can Make an Impression using Performance instead of Diplomacy. If you spend at least 10 minutes performing in front of an audience, you can Make an Impression targeting up to 10 members of the audience who were there for the whole performance, without taking the normal penalty. The number of targets increases to 20 for a 1-hour performance and 50 for a 2-hour performance.
GENERAL SKILL
Prerequisites legendary in Performance, Virtuosic Performer
Your fame has spread throughout the lands. Creatures who have any listed skill in Society have heard of you and usually have an attitude toward you one step better than normal, depending on your reputation and the creature’s disposition. For instance, if you’re well-known for cruel and demanding behavior, creatures might be intimidated by you, rather than be friendly toward you. When you Earn Income with Performance, you attract higher-level audiences than your location would allow, as audiences flock to see you. For instance, rulers and angels might travel to your small tower in the woods to hear you perform. Typically, this increases the audiences available to your level or by two levels, whichever is higher.
Prerequisites legendary in Performance, Virtuosic Performer
Your fame has spread throughout the lands. Creatures who have any listed skill in Society have heard of you and usually have an attitude toward you one step better than normal, depending on your reputation and the creature’s disposition. For instance, if you’re well-known for cruel and demanding behavior, creatures might be intimidated by you, rather than be friendly toward you. When you Earn Income with Performance, you attract higher-level audiences than your location would allow, as audiences flock to see you. For instance, rulers and angels might travel to your small tower in the woods to hear you perform. Typically, this increases the audiences available to your level or by two levels, whichever is higher.
GENERAL SKILL
Prerequisites trained in Performance
You have exceptional talent with one type of performance.
You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2. Select one of the following specialties and apply the bonus when attempting Performance checks of that type. If it’s unclear whether the specialty applies, the GM decides.
Prerequisites trained in Performance
You have exceptional talent with one type of performance.
You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2. Select one of the following specialties and apply the bonus when attempting Performance checks of that type. If it’s unclear whether the specialty applies, the GM decides.
| Specialty | Examples |
|---|---|
| Acting | Drama, pantomime, puppetry |
| Comedy | Buffoonery, joke telling, limericks |
| Dance | Ballet, huara, jig, macru |
| Keyboards | Harpsichord, organ, piano |
| Oratory | Epic, ode, poetry, storytelling |
| Percussion | Chimes, drum, gong, xylophone |
| Singing | Ballad, chant, melody, rhyming |
| Strings | Fiddle, harp, lute, viol |
| Winds | Bagpipe, flute, recorder, trumpet |
CONCENTRATE EXPLORATION GENERAL HEALING SKILL
Prerequisites master in Occultism or Religion
You spend 8 hours praying or performing occult rites over the target, weakening a curse’s power over them. Attempt to counteract the curse, using Occultism or Religion for your counteract check and half your level rounded up for the counteract rank. Break Curse only takes 10 minutes of prayer and rites if you are legendary in Occultism or Religion.
Prerequisites master in Occultism or Religion
You spend 8 hours praying or performing occult rites over the target, weakening a curse’s power over them. Attempt to counteract the curse, using Occultism or Religion for your counteract check and half your level rounded up for the counteract rank. Break Curse only takes 10 minutes of prayer and rites if you are legendary in Occultism or Religion.
GENERAL SKILL
Prerequisites legendary in Religion
You’re so immersed in divine scripture that you find meaning and guidance for any situation in your texts. Spend 10 minutes Deciphering Writing on religious scriptures of your deity or philosophy while thinking about a particular problem or conundrum you face, and then attempt a Religion check (DC determined by the GM). If you succeed, you unearth a relevant passage, parable, or aphorism that can help you move forward or change your thinking to help solve your conundrum.
Prerequisites legendary in Religion
You’re so immersed in divine scripture that you find meaning and guidance for any situation in your texts. Spend 10 minutes Deciphering Writing on religious scriptures of your deity or philosophy while thinking about a particular problem or conundrum you face, and then attempt a Religion check (DC determined by the GM). If you succeed, you unearth a relevant passage, parable, or aphorism that can help you move forward or change your thinking to help solve your conundrum.
GENERAL SKILL
Prerequisites expert in Religion, follower of a specific religion
Your knowledge of the tenets of your faith gives you insight into the best ways to get others of your faith to help you or to follow your directions. When you Request something of or Coerce members of your own faith, you can attempt a Religion check instead of Diplomacy or Intimidation, and you gain a +2 circumstance bonus to the check. On a critically failed attempt to make a Request, the target’s attitude toward you doesn’t worsen.
Prerequisites expert in Religion, follower of a specific religion
Your knowledge of the tenets of your faith gives you insight into the best ways to get others of your faith to help you or to follow your directions. When you Request something of or Coerce members of your own faith, you can attempt a Religion check instead of Diplomacy or Intimidation, and you gain a +2 circumstance bonus to the check. On a critically failed attempt to make a Request, the target’s attitude toward you doesn’t worsen.
GENERAL SKILL
Prerequisites trained in Religion, follower of a specific religion
You carry a small token of protection from a site holy to your faith.
You gain a wooden religious symbol for your deity for free. As long as this religious symbol is in your possession, when you tie an adversary’s initiative roll, you go first.
If you lose this religious symbol, you must purchase or Craft a replacement and attune it. Such a token usually costs at least 1 sp, and the attunement takes 10 minutes of prayer. You can also attune a different religious symbol with the same amount of time, but you lose the benefit of the previous religious symbol.
Prerequisites trained in Religion, follower of a specific religion
You carry a small token of protection from a site holy to your faith.
You gain a wooden religious symbol for your deity for free. As long as this religious symbol is in your possession, when you tie an adversary’s initiative roll, you go first.
If you lose this religious symbol, you must purchase or Craft a replacement and attune it. Such a token usually costs at least 1 sp, and the attunement takes 10 minutes of prayer. You can also attune a different religious symbol with the same amount of time, but you lose the benefit of the previous religious symbol.
◆
GENERAL SKILL
Prerequisites expert in Religion, must worship a deity that lists “holy” or “unholy” in their sanctification
You imbue water with your deity’s blessing. Choose a container of water with light Bulk possessed by you or an ally within your reach. Until the end of your next turn, it becomes holy water or unholy water. You can choose holy water if your deity allows holy sanctification, unholy water if your deity allows unholy sanctification, or either if your deity allows both sanctifications. This is a temporary effect and doesn’t impart monetary value or allow the water to be used for costs of rituals or the like. If you’re a master in Religion, you can sanctify two containers when you take this action, and if you’re legendary, you can sanctify three.
Prerequisites expert in Religion, must worship a deity that lists “holy” or “unholy” in their sanctification
You imbue water with your deity’s blessing. Choose a container of water with light Bulk possessed by you or an ally within your reach. Until the end of your next turn, it becomes holy water or unholy water. You can choose holy water if your deity allows holy sanctification, unholy water if your deity allows unholy sanctification, or either if your deity allows both sanctifications. This is a temporary effect and doesn’t impart monetary value or allow the water to be used for costs of rituals or the like. If you’re a master in Religion, you can sanctify two containers when you take this action, and if you’re legendary, you can sanctify three.
GENERAL SKILL
Prerequisites trained in Religion
You’ve researched many faiths enough to recognize notions about them that are unlikely to be true. If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead. When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead.
Prerequisites trained in Religion
You’ve researched many faiths enough to recognize notions about them that are unlikely to be true. If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead. When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead.
GENERAL SECRET SKILL
Prerequisites master in Society
In even a brief conversation or social interaction, you pick up on subtle social and visual cues to learn a great deal about a person’s origin and history. You might notice bits of green under the person’s fingernails and determine they’re an herbalist, spy a pin indicating their membership in a secret society, or something similar.
You pick up on only details that have to do with their societal role, so you might learn the city district where a vampire lives, but wouldn’t learn any of their weaknesses, nor necessarily even that they are a vampire.
Spend 1 minute in the presence of someone you haven’t met before, or haven’t met since you first gained Biographical Eye, then attempt a DC 30 Society check. You gain a +1 circumstance bonus to the check if you engaged the person in conversation during this time. If the person is deliberately trying to conceal their nature or present a false identity, you learn about their false biography rather than their true one unless the result of your Society check exceeds their Will DC.
Critical Success You learn the creature’s profession, their specialty within that profession, and a major accomplishment or controversy from their career. You also learn the nation and settlement where they live, as well as the district in a city large enough to have districts. In addition, you learn the nation or settlement where they spent their formative years.
Success You learn the creature’s profession and specialty within that profession. You learn the nation or settlement where they normally live.
Failure You learn the creature’s profession and the region of the world they hail from, but no more.
Critical Failure You learn a piece of erroneous information about the creature.
Prerequisites master in Society
In even a brief conversation or social interaction, you pick up on subtle social and visual cues to learn a great deal about a person’s origin and history. You might notice bits of green under the person’s fingernails and determine they’re an herbalist, spy a pin indicating their membership in a secret society, or something similar.
You pick up on only details that have to do with their societal role, so you might learn the city district where a vampire lives, but wouldn’t learn any of their weaknesses, nor necessarily even that they are a vampire.
Spend 1 minute in the presence of someone you haven’t met before, or haven’t met since you first gained Biographical Eye, then attempt a DC 30 Society check. You gain a +1 circumstance bonus to the check if you engaged the person in conversation during this time. If the person is deliberately trying to conceal their nature or present a false identity, you learn about their false biography rather than their true one unless the result of your Society check exceeds their Will DC.
Critical Success You learn the creature’s profession, their specialty within that profession, and a major accomplishment or controversy from their career. You also learn the nation and settlement where they live, as well as the district in a city large enough to have districts. In addition, you learn the nation or settlement where they spent their formative years.
Success You learn the creature’s profession and specialty within that profession. You learn the nation or settlement where they normally live.
Failure You learn the creature’s profession and the region of the world they hail from, but no more.
Critical Failure You learn a piece of erroneous information about the creature.
GENERAL SKILL
Prerequisites trained in Society
You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. Unless you are intentionally presenting yourself differently, anyone who speaks with you will assume you are a noble or closely associated with the nobility (such as a prominent servant). You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a type of noble or a specific individual noble. If you use the normal skills in those situations, you receive a +1 circumstance bonus to the check instead.
Prerequisites trained in Society
You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. Unless you are intentionally presenting yourself differently, anyone who speaks with you will assume you are a noble or closely associated with the nobility (such as a prominent servant). You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a type of noble or a specific individual noble. If you use the normal skills in those situations, you receive a +1 circumstance bonus to the check instead.
◆
GENERAL SKILL
Prerequisites trained in Society
You’ve learned to quickly estimate the number of items in a group with relative accuracy at only a glance.
You immediately learn the number of visually similar items in a group you can see, rounded to the first digit in the total number. For example, you could look at a case of potion vials and learn that it held about 30 vials, but you wouldn’t know that it was exactly 33 vials, how many different types of potions there were, or how many of which type. Similarly, you could look at a pile of 2,805 coins and know that there were about 3,000 coins in all. You can use this ability only on items that can typically be counted, so you can’t use it on grains of sand or stars in the sky, for example.
If you count a specific number of items possessed by an enemy, such as the number of coins or pieces of equipment they’re carrying, you can use this information the next time you Feint or Create a Diversion against that target within 1 minute. If you do, you gain a +1 circumstance bonus to your check and can use Society instead of Deception for the check.
You can use this action during an attempt to Decipher Writing that is primarily numerical or mathematical to gain a +2 circumstance bonus to your check.
Prerequisites trained in Society
You’ve learned to quickly estimate the number of items in a group with relative accuracy at only a glance.
You immediately learn the number of visually similar items in a group you can see, rounded to the first digit in the total number. For example, you could look at a case of potion vials and learn that it held about 30 vials, but you wouldn’t know that it was exactly 33 vials, how many different types of potions there were, or how many of which type. Similarly, you could look at a pile of 2,805 coins and know that there were about 3,000 coins in all. You can use this ability only on items that can typically be counted, so you can’t use it on grains of sand or stars in the sky, for example.
If you count a specific number of items possessed by an enemy, such as the number of coins or pieces of equipment they’re carrying, you can use this information the next time you Feint or Create a Diversion against that target within 1 minute. If you do, you gain a +1 circumstance bonus to your check and can use Society instead of Deception for the check.
You can use this action during an attempt to Decipher Writing that is primarily numerical or mathematical to gain a +2 circumstance bonus to your check.
GENERAL SKILL
Prerequisites trained in Diplomacy or Society
You can track down targets with the help of locals. You can use Diplomacy or Society, whichever you’re trained in, to Track creatures in settlements. You chat with locals to help follow the trail of creatures you Track. At the GM’s discretion, there might not be enough people to speak with to keep following the trail.
Prerequisites trained in Diplomacy or Society
You can track down targets with the help of locals. You can use Diplomacy or Society, whichever you’re trained in, to Track creatures in settlements. You chat with locals to help follow the trail of creatures you Track. At the GM’s discretion, there might not be enough people to speak with to keep following the trail.
GENERAL SKILL
Prerequisites trained in Society
You are adept at quickly scanning loose papers and carefully discerning the contents of sealed letters without damaging the seal. You can attempt Society checks to Decipher Writing on a message that is only partially glimpsed, upside down or reversed from your perspective, and gain a +1 circumstance bonus to the check when doing so. You can also use this feat to decipher sealed letters, adding the manipulate trait to your attempt to Decipher Writing. This doesn’t prevent witnesses from noticing your efforts; you might need to attempt Deception or Stealth checks to avoid being noticed. In either use of this feat, the recipient is made aware of your efforts on a critical failure (for instance, you might be caught rubbernecking or you might disturb the papers in a way their owner notices).
Prerequisites trained in Society
You are adept at quickly scanning loose papers and carefully discerning the contents of sealed letters without damaging the seal. You can attempt Society checks to Decipher Writing on a message that is only partially glimpsed, upside down or reversed from your perspective, and gain a +1 circumstance bonus to the check when doing so. You can also use this feat to decipher sealed letters, adding the manipulate trait to your attempt to Decipher Writing. This doesn’t prevent witnesses from noticing your efforts; you might need to attempt Deception or Stealth checks to avoid being noticed. In either use of this feat, the recipient is made aware of your efforts on a critical failure (for instance, you might be caught rubbernecking or you might disturb the papers in a way their owner notices).
GENERAL SKILL
Prerequisites legendary in Society
Your skill with languages and codes is so great that you can decipher information with little more than a quick read through a text. You can Decipher Writing using Society while reading at normal speed. If you slow down and spend the full amount of time that’s ordinarily required and roll a success, you get a critical success; if you critically succeed while spending the normal amount of time, you gain a nearly word-for-word understanding of the document.
Prerequisites legendary in Society
Your skill with languages and codes is so great that you can decipher information with little more than a quick read through a text. You can Decipher Writing using Society while reading at normal speed. If you slow down and spend the full amount of time that’s ordinarily required and roll a success, you get a critical success; if you critically succeed while spending the normal amount of time, you gain a nearly word-for-word understanding of the document.
GENERAL SKILL
Prerequisites legendary in Society, Multilingual
You’re so skilled with languages you can create a pidgin instantly. You can always talk to any creature that has a language—even a language you don’t know—by creating a new pidgin language that uses simplified terms and conveys basic concepts. To do so, you must first understand at least what medium of communication the creature uses (speech, sign language, and so on).
Prerequisites legendary in Society, Multilingual
You’re so skilled with languages you can create a pidgin instantly. You can always talk to any creature that has a language—even a language you don’t know—by creating a new pidgin language that uses simplified terms and conveys basic concepts. To do so, you must first understand at least what medium of communication the creature uses (speech, sign language, and so on).
UNCOMMON GENERAL SKILL
Prerequisites expert in Society, and either Courtly Graces or Streetwise
You know the right people who can get things done for you in certain circles. Once per week, when you’re in an area that has an established group of influential nobles, mercantile elites, or the like (if you have Courtly Graces), or a network of unsavory characters such as a thieves’ guild (if you have Streetwise), you can use Society to Request a favor or aid from those people as if they were friendly to you. Your request must make sense for the type of people you contact. For instance, a member of the royal court could secure you a proper invitation to a fancy ball, while a local burglar could point out a way to stealthily infiltrate that same party. If you critically succeed this check, your connection gives a piece of helpful advice or lets you in on a small secret, granting you or a member of your party a +2 circumstance bonus to the first skill check you attempt when acting on the favor. If you critically fail this check, you might have to perform some service for your connection to get back in their good graces, as determined by the GM.
Prerequisites expert in Society, and either Courtly Graces or Streetwise
You know the right people who can get things done for you in certain circles. Once per week, when you’re in an area that has an established group of influential nobles, mercantile elites, or the like (if you have Courtly Graces), or a network of unsavory characters such as a thieves’ guild (if you have Streetwise), you can use Society to Request a favor or aid from those people as if they were friendly to you. Your request must make sense for the type of people you contact. For instance, a member of the royal court could secure you a proper invitation to a fancy ball, while a local burglar could point out a way to stealthily infiltrate that same party. If you critically succeed this check, your connection gives a piece of helpful advice or lets you in on a small secret, granting you or a member of your party a +2 circumstance bonus to the first skill check you attempt when acting on the favor. If you critically fail this check, you might have to perform some service for your connection to get back in their good graces, as determined by the GM.
GENERAL SKILL
Prerequisites trained in Society
You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.
Special You can select this feat multiple times. Each time, you learn additional languages.
Prerequisites trained in Society
You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.
Special You can select this feat multiple times. Each time, you learn additional languages.
GENERAL SKILL
Prerequisites trained in Society
You can read lips of others nearby who you can clearly see. The language read must be one that you know. When you’re at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you’re fascinated and off-guard during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone’s lips.
Prerequisites trained in Society
You can read lips of others nearby who you can clearly see. The language read must be one that you know. When you’re at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you’re fascinated and off-guard during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone’s lips.
GENERAL SKILL
Prerequisites trained in Society
You learn the sign languages associated with the languages you know, allowing you to sign and understand signs. Sign languages typically require both hands to convey more complex concepts, and they are visual rather than auditory.
Sign language is difficult to understand during combat due to the level of attention needed, unlike basic gestures like pointing at a foe to suggest a target. Sign language is hard to use in areas of low visibility, just like speech is difficult in a noisy environment.
Prerequisites trained in Society
You learn the sign languages associated with the languages you know, allowing you to sign and understand signs. Sign languages typically require both hands to convey more complex concepts, and they are visual rather than auditory.
Sign language is difficult to understand during combat due to the level of attention needed, unlike basic gestures like pointing at a foe to suggest a target. Sign language is hard to use in areas of low visibility, just like speech is difficult in a noisy environment.
GENERAL SKILL
Prerequisites trained in Society
You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.
Prerequisites trained in Society
You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.
UNCOMMON GENERAL SKILL
Prerequisites expert in Society, Streetwise
You’re connected to groups that know what’s going on in the streets, and you can get information out of them quickly.
When you use Society to Gather Information in an area where you have a network (typically a settlement where you’ve spent at least a week or spent a day of downtime to build a network faster), you can contact a member of these groups to get information directly from them. This usually takes about an hour, and it doesn’t draw as much attention as Gathering Information in public might. The check and information gained otherwise follow the normal rules for Gather Information.
In addition, if you have successfully consulted the underground network, you get a +1 circumstance bonus to the next check to Recall Knowledge you attempt about the subject you were Gathering Information on, or a +2 circumstance bonus if you’re using Underworld Lore for the check. The GM might change the Lore skill related to the network depending on your location or the specifics of the network you’re tapping into.
Prerequisites expert in Society, Streetwise
You’re connected to groups that know what’s going on in the streets, and you can get information out of them quickly.
When you use Society to Gather Information in an area where you have a network (typically a settlement where you’ve spent at least a week or spent a day of downtime to build a network faster), you can contact a member of these groups to get information directly from them. This usually takes about an hour, and it doesn’t draw as much attention as Gathering Information in public might. The check and information gained otherwise follow the normal rules for Gather Information.
In addition, if you have successfully consulted the underground network, you get a +1 circumstance bonus to the next check to Recall Knowledge you attempt about the subject you were Gathering Information on, or a +2 circumstance bonus if you’re using Underworld Lore for the check. The GM might change the Lore skill related to the network depending on your location or the specifics of the network you’re tapping into.
GENERAL SKILL
Prerequisites expert in Stealth
You have learned techniques to adjust and modify your armor and movements to reduce the noise you make. When you wear non-noisy armor with which you are trained, your penalty to Stealth checks is reduced by 1 (to a minimum penalty of 0). If you’re a master in Stealth, reduce the penalty by 2, and if you’re legendary, reduce the penalty by 3. If your armor has the noisy trait, instead of reducing the penalty to Stealth checks, you ignore the effects of the noisy trait, enabling you to remove the penalty with a sufficient Strength score as normal.
Prerequisites expert in Stealth
You have learned techniques to adjust and modify your armor and movements to reduce the noise you make. When you wear non-noisy armor with which you are trained, your penalty to Stealth checks is reduced by 1 (to a minimum penalty of 0). If you’re a master in Stealth, reduce the penalty by 2, and if you’re legendary, reduce the penalty by 3. If your armor has the noisy trait, instead of reducing the penalty to Stealth checks, you ignore the effects of the noisy trait, enabling you to remove the penalty with a sufficient Strength score as normal.
GENERAL SKILL
Prerequisites trained in Stealth
You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you’ve concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items.
Prerequisites trained in Stealth
You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you’ve concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items.
GENERAL SKILL
Prerequisites master in Stealth
You are adept at foiling creatures’ special senses and cautious enough to safeguard against them at all times. Whenever you use the Avoid Notice, Hide, or Sneak actions, you are always considered to be taking precautions against special senses.
Prerequisites master in Stealth
You are adept at foiling creatures’ special senses and cautious enough to safeguard against them at all times. Whenever you use the Avoid Notice, Hide, or Sneak actions, you are always considered to be taking precautions against special senses.
GENERAL SKILL
Prerequisites legendary in Stealth, Swift Sneak
You’re always sneaking unless you choose to be seen, even when there’s nowhere to hide. You can Hide and Sneak even without cover or being concealed. When you employ an exploration tactic other than Avoiding Notice, you also gain the benefits of Avoiding Notice unless you choose not to.
Prerequisites legendary in Stealth, Swift Sneak
You’re always sneaking unless you choose to be seen, even when there’s nowhere to hide. You can Hide and Sneak even without cover or being concealed. When you employ an exploration tactic other than Avoiding Notice, you also gain the benefits of Avoiding Notice unless you choose not to.
GENERAL SKILL
Prerequisites expert in Stealth
You’re skilled at moving with a group. When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn’t apply for initiative rolls.
Prerequisites expert in Stealth
You’re skilled at moving with a group. When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn’t apply for initiative rolls.
GENERAL SKILL
Prerequisites expert in Stealth
You have learned special tricks that help you follow individuals without them noticing you. When you attempt a Stealth check to Avoid Notice while following a specific target, the target takes a –2 circumstance penalty to their Perception DC. If you have master proficiency in Stealth, the penalty is –3 or –4 if you’re legendary. If you start an encounter with the target while shadowing them, the target takes this penalty to their initiative roll and to their Perception DC to determine if they notice you, as normal for Sneak.
Prerequisites expert in Stealth
You have learned special tricks that help you follow individuals without them noticing you. When you attempt a Stealth check to Avoid Notice while following a specific target, the target takes a –2 circumstance penalty to their Perception DC. If you have master proficiency in Stealth, the penalty is –3 or –4 if you’re legendary. If you start an encounter with the target while shadowing them, the target takes this penalty to their initiative roll and to their Perception DC to determine if they notice you, as normal for Sneak.
GENERAL SKILL
Prerequisites master in Stealth
You can move your full Speed when you Sneak. You can use Swift Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Prerequisites master in Stealth
You can move your full Speed when you Sneak. You can use Swift Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
GENERAL SKILL
Prerequisites trained in Stealth
Select one type of difficult terrain from the following list: rubble, snow, or underbrush. While undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not pass within 10 feet of an enemy during your movement.
During exploration, this also allows you to automatically approach within 15 feet of other creatures while Avoiding their Notice, as long as they aren’t actively Searching or on guard.
Special You can select this feat multiple times. Each time, choose a different type of terrain.
Prerequisites trained in Stealth
Select one type of difficult terrain from the following list: rubble, snow, or underbrush. While undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not pass within 10 feet of an enemy during your movement.
During exploration, this also allows you to automatically approach within 15 feet of other creatures while Avoiding their Notice, as long as they aren’t actively Searching or on guard.
Special You can select this feat multiple times. Each time, choose a different type of terrain.
GENERAL SKILL
Prerequisites master in Survival
You can rapidly adapt to climates and help others do the same. After an hour in an environment, you and up to five allies can treat the natural temperature effects of an environment as one step less severe (treat extreme cold as severe cold or extreme heat as severe heat, for instance). This reduction in severity is cumulative with any equipment (such as cold-weather gear) or spells (such as environmental endurance). If you’re legendary in Survival, you may protect yourself and up to five allies, and you treat temperature effects as two steps less severe.
Prerequisites master in Survival
You can rapidly adapt to climates and help others do the same. After an hour in an environment, you and up to five allies can treat the natural temperature effects of an environment as one step less severe (treat extreme cold as severe cold or extreme heat as severe heat, for instance). This reduction in severity is cumulative with any equipment (such as cold-weather gear) or spells (such as environmental endurance). If you’re legendary in Survival, you may protect yourself and up to five allies, and you treat temperature effects as two steps less severe.
GENERAL SKILL
Prerequisites trained in Survival
Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail.
Prerequisites trained in Survival
Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail.
GENERAL SKILL
Prerequisites trained in Survival
While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many additional creatures. You can choose to support half the number of creatures with a comfortable living.
Increase the number of additional creatures you feed on a success to eight if you’re an expert in Survival, 16 if you’re a master, and 32 if you’re legendary.
Prerequisites trained in Survival
While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many additional creatures. You can choose to support half the number of creatures with a comfortable living.
Increase the number of additional creatures you feed on a success to eight if you’re an expert in Survival, 16 if you’re a master, and 32 if you’re legendary.
GENERAL SKILL
Prerequisites legendary in Survival
You know the wilderness so well that you can help your party travel through it with ease. When you are setting the path for your party through wilderness terrain, your party gains a +10-foot circumstance bonus to its Speed for the purpose of calculating the party’s travel Speed, your party’s travel Speed doesn’t decrease in difficult terrain, and greater difficult terrain halves your party’s travel Speed instead of reducing it to a third. This doesn’t increase your party’s Speed during an encounter or allow your party to ignore difficult terrain during an encounter.
Prerequisites legendary in Survival
You know the wilderness so well that you can help your party travel through it with ease. When you are setting the path for your party through wilderness terrain, your party gains a +10-foot circumstance bonus to its Speed for the purpose of calculating the party’s travel Speed, your party’s travel Speed doesn’t decrease in difficult terrain, and greater difficult terrain halves your party’s travel Speed instead of reducing it to a third. This doesn’t increase your party’s Speed during an encounter or allow your party to ignore difficult terrain during an encounter.
GENERAL SKILL
Prerequisites legendary in Survival
You can survive indefinitely without food or water and can endure severe, extreme, and incredible cold and heat without taking damage from doing so.
Prerequisites legendary in Survival
You can survive indefinitely without food or water and can endure severe, extreme, and incredible cold and heat without taking damage from doing so.
GENERAL SKILL
Prerequisites master in Survival
You can use the parts of monsters to aid in crafting.
You can use the body of a monster to help Craft items, using Survival instead of Crafting for the Craft activity when you do so. If parts of the monster’s body are valuable, you can expend them toward the item’s raw material cost as well. (The GM makes the determination if the monster’s entry doesn’t list any valuable materials from its body.)
If you spend additional days working on the item, reduce the Price using the monster’s level instead of your own. Certain items may require specific creatures in their Craft requirement.
Prerequisites master in Survival
You can use the parts of monsters to aid in crafting.
You can use the body of a monster to help Craft items, using Survival instead of Crafting for the Craft activity when you do so. If parts of the monster’s body are valuable, you can expend them toward the item’s raw material cost as well. (The GM makes the determination if the monster’s entry doesn’t list any valuable materials from its body.)
If you spend additional days working on the item, reduce the Price using the monster’s level instead of your own. Certain items may require specific creatures in their Craft requirement.
GENERAL SKILL
Prerequisites master in Survival
You can Subsist using Survival on different planes, even those without resources or natural phenomena you normally need. For instance, you can forage for food without penalty even if the plane lacks food that could normally sustain you. A success on your check to Subsist also prevents damage done by the plane to you and anyone else you support with Subsist. This applies only to damage dealt by the general conditions of the plane, not smaller hazards.
Prerequisites master in Survival
You can Subsist using Survival on different planes, even those without resources or natural phenomena you normally need. For instance, you can forage for food without penalty even if the plane lacks food that could normally sustain you. A success on your check to Subsist also prevents damage done by the plane to you and anyone else you support with Subsist. This applies only to damage dealt by the general conditions of the plane, not smaller hazards.
GENERAL SKILL
Prerequisites trained in Survival
You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you’re a master in Survival, you don’t take the penalty.
Prerequisites trained in Survival
You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you’re a master in Survival, you don’t take the penalty.
GENERAL SKILL
Prerequisites trained in Survival
Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to Survival checks in one of the following types of terrain, chosen when you select this feat: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground.
Special You can select this feat more than once, choosing a different type of terrain each time.
Prerequisites trained in Survival
Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to Survival checks in one of the following types of terrain, chosen when you select this feat: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground.
Special You can select this feat more than once, choosing a different type of terrain each time.
GENERAL SKILL
Prerequisites trained in Thievery
Rather than hide an object somewhere the inspectors won’t search, you’re skilled at keeping the object on the move so it’s never where they look. When you Conceal an Object of light Bulk or less, you can use Thievery instead of Stealth for your checks and for the DC of an active searcher’s Perception check. You roll the check only once, but you must continue to use actions to Conceal an Object throughout the process.
Prerequisites trained in Thievery
Rather than hide an object somewhere the inspectors won’t search, you’re skilled at keeping the object on the move so it’s never where they look. When you Conceal an Object of light Bulk or less, you can use Thievery instead of Stealth for your checks and for the DC of an active searcher’s Perception check. You roll the check only once, but you must continue to use actions to Conceal an Object throughout the process.
◆
ATTACK GENERAL MANIPULATE SKILL
Prerequisites trained in Thievery
Requirements You have a hand free and are within melee reach of an opponent.
You hook a foe’s bootlaces together, pull their hat over their eyes, loosen their belt, or otherwise confound their mobility through an underhanded tactic.
Attempt a Thievery check against the target’s Reflex DC.
Critical Success The target is clumsy 1 until they use an Interact action to end the impediment
Success As critical success, but the condition ends automatically after 1 round.
Critical Failure You fall prone as your attempt backfires.
Prerequisites trained in Thievery
Requirements You have a hand free and are within melee reach of an opponent.
You hook a foe’s bootlaces together, pull their hat over their eyes, loosen their belt, or otherwise confound their mobility through an underhanded tactic.
Attempt a Thievery check against the target’s Reflex DC.
Critical Success The target is clumsy 1 until they use an Interact action to end the impediment
Success As critical success, but the condition ends automatically after 1 round.
Critical Failure You fall prone as your attempt backfires.
GENERAL SKILL
Prerequisites legendary in Thievery, Pickpocket
Your ability to Steal defies belief. You can attempt to Steal something that is actively wielded or that would be extremely noticeable or time consuming to remove (like worn shoes or armor). You must do so slowly and carefully, spending at least 1 minute (and significantly longer for items that are normally time consuming to remove, like armor). Throughout this duration you must have some means of staying hidden, such as the cover of darkness or a bustling crowd. Even if you succeed, if the item is extremely prominent—like a suit of full plate armor—onlookers will quickly notice it’s gone after you steal it.
Prerequisites legendary in Thievery, Pickpocket
Your ability to Steal defies belief. You can attempt to Steal something that is actively wielded or that would be extremely noticeable or time consuming to remove (like worn shoes or armor). You must do so slowly and carefully, spending at least 1 minute (and significantly longer for items that are normally time consuming to remove, like armor). Throughout this duration you must have some means of staying hidden, such as the cover of darkness or a bustling crowd. Even if you succeed, if the item is extremely prominent—like a suit of full plate armor—onlookers will quickly notice it’s gone after you steal it.
GENERAL SKILL
Prerequisites trained in Thievery
You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 actions instead of 1, and you take a –5 penalty.
Prerequisites trained in Thievery
You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 actions instead of 1, and you take a –5 penalty.
GENERAL SKILL
Prerequisites master in Thievery
You can Pick a Lock using 1 action instead of 2.
Prerequisites master in Thievery
You can Pick a Lock using 1 action instead of 2.
GENERAL SKILL
Prerequisites trained in Thievery
When you successfully Steal something, observers (creatures other than the creature you stole from) take a –2 circumstance penalty to their Perception DCs to detect your theft. Additionally, if you first Create a Diversion using Deception, taking a single Palm an Object or Steal action doesn’t end your undetected condition.
Prerequisites trained in Thievery
When you successfully Steal something, observers (creatures other than the creature you stole from) take a –2 circumstance penalty to their Perception DCs to detect your theft. Additionally, if you first Create a Diversion using Deception, taking a single Palm an Object or Steal action doesn’t end your undetected condition.
GENERAL SKILL
Prerequisites expert in Acrobatics and Thievery
You reach for an opponent’s item as you move past a foe. If you critically succeed at your check to Tumble Through an enemy’s space, you can attempt to Steal something from the enemy as a reaction. You gain a +1 circumstance bonus to your Thievery check to Steal as your tumbling make it difficult for your enemy to keep track of your movement. You can Steal any immediately accessible item of light or negligible Bulk on the enemy’s person, such as a potion or coin purse hanging from a belt, but not anything inside a container or anything the enemy is holding. The GM has final say on what you can Steal.
Prerequisites expert in Acrobatics and Thievery
You reach for an opponent’s item as you move past a foe. If you critically succeed at your check to Tumble Through an enemy’s space, you can attempt to Steal something from the enemy as a reaction. You gain a +1 circumstance bonus to your Thievery check to Steal as your tumbling make it difficult for your enemy to keep track of your movement. You can Steal any immediately accessible item of light or negligible Bulk on the enemy’s person, such as a potion or coin purse hanging from a belt, but not anything inside a container or anything the enemy is holding. The GM has final say on what you can Steal.
GENERAL SKILL
Prerequisites expert in Thievery
If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.
Prerequisites expert in Thievery
If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.
Class Feats
ARCHETYPE
Prerequisites Alchemist Dedication
You gain the advanced alchemy benefits, and you can create 4 alchemical consumables during your daily preparations.
Prerequisites Alchemist Dedication
You gain the advanced alchemy benefits, and you can create 4 alchemical consumables during your daily preparations.
ARCHETYPE
Prerequisites Basic Concoction
You gain one alchemist feat. For the purpose of meeting its prerequisites, your alchemist 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 alchemist feat.
Prerequisites Basic Concoction
You gain one alchemist feat. For the purpose of meeting its prerequisites, your alchemist 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 alchemist feat.
ARCHETYPE
Prerequisites Alchemist Dedication, master in Crafting
You become an expert in the alchemist class DC. When you create an infused alchemical item that allows a saving throw, you can change its DC to your class DC.
Prerequisites Alchemist Dedication, master in Crafting
You become an expert in the alchemist class DC. When you create an infused alchemical item that allows a saving throw, you can change its DC to your class DC.
ARCHETYPE DEDICATION MULTICLASS
Prerequisites Intelligence +2
You put your alchemical interest into practice.
You become trained in alchemical bombs, the alchemist class DC, and Crafting; if you were already trained in Crafting, you instead become trained in a skill of your choice.
You gain the Quick Alchemy benefits, creating up to 4 versatile vials during your daily preparations. Add the formulas for four additional common alchemical items to your formula book, in addition to those you gain from Alchemical Crafting.
Prerequisites Intelligence +2
You put your alchemical interest into practice.
You become trained in alchemical bombs, the alchemist class DC, and Crafting; if you were already trained in Crafting, you instead become trained in a skill of your choice.
You gain the Quick Alchemy benefits, creating up to 4 versatile vials during your daily preparations. Add the formulas for four additional common alchemical items to your formula book, in addition to those you gain from Alchemical Crafting.
ARCHETYPE
Prerequisites Alchemist Dedication
You gain a 1st- or 2nd-level alchemist feat.
Prerequisites Alchemist Dedication
You gain a 1st- or 2nd-level alchemist feat.
ARCHETYPE
Prerequisites Alchemist Dedication, expert in Crafting
Your number of versatile vials per day increases to 5.
Special You can select this feat a second time to increase your number of versatile vials per day to 6. You can select this feat a third time to increase your number of versatile vials per day to 7.
Prerequisites Alchemist Dedication, expert in Crafting
Your number of versatile vials per day increases to 5.
Special You can select this feat a second time to increase your number of versatile vials per day to 6. You can select this feat a third time to increase your number of versatile vials per day to 7.
ALCHEMIST
Prerequisites chirurgeon research field
The healing chemicals in your versatile vials also help calm a patient’s mind. When a living creature affected by a mental effect regains Hit Points from one of your versatile vials, it can immediately attempt a new Will saving throw to end one mental effect of its choice. It gains a +1 item bonus to the saving throw.
Prerequisites chirurgeon research field
The healing chemicals in your versatile vials also help calm a patient’s mind. When a living creature affected by a mental effect regains Hit Points from one of your versatile vials, it can immediately attempt a new Will saving throw to end one mental effect of its choice. It gains a +1 item bonus to the saving throw.
ALCHEMIST
Prerequisites Efficient Alchemy
You make an even-larger batch of alchemical items each morning. Increase the maximum number of items you can create with advanced alchemy to 8 + your Intelligence modifier, or to 10 + your Intelligence modifier if you’re 16th level or higher.
Prerequisites Efficient Alchemy
You make an even-larger batch of alchemical items each morning. Increase the maximum number of items you can create with advanced alchemy to 8 + your Intelligence modifier, or to 10 + your Intelligence modifier if you’re 16th level or higher.
ALCHEMIST
Prerequisites trained in Crafting
You can identify alchemical items quickly. When using the Crafting skill to Identify Alchemy on an alchemical item you hold, you can do so as a single action, rather than spending 10 minutes.
Prerequisites trained in Crafting
You can identify alchemical items quickly. When using the Crafting skill to Identify Alchemy on an alchemical item you hold, you can do so as a single action, rather than spending 10 minutes.
ALCHEMIST
You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood. You gain a familiar, which has the construct familiar ability; this is permanent, doesn’t require the familiar to have the tough familiar ability, and doesn’t count against your usual limit of familiar abilities (typically 2). The familiar uses your Intelligence modifier to determine its Perception, Acrobatics, and Stealth modifiers.
You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood. You gain a familiar, which has the construct familiar ability; this is permanent, doesn’t require the familiar to have the tough familiar ability, and doesn’t count against your usual limit of familiar abilities (typically 2). The familiar uses your Intelligence modifier to determine its Perception, Acrobatics, and Stealth modifiers.
ALCHEMIST
If you die while under the effect of at least one elixir, the alchemical compounds in your bloodstream bring you back to life at the start of your next turn. You’re affected by an elixir of rejuvenation, then a true elixir of life, then your choice of a major bestial mutagen, major juggernaut mutagen, or major quicksilver mutagen as though you just imbibed it. These automatic reactions don’t get any special benefits you add when creating or using these items. Because you died, all other alchemical compounds in your bloodstream are inert. After being revived, you’re temporarily immune to Alchemical Rejuvenation for 1d4 hours.
If you die while under the effect of at least one elixir, the alchemical compounds in your bloodstream bring you back to life at the start of your next turn. You’re affected by an elixir of rejuvenation, then a true elixir of life, then your choice of a major bestial mutagen, major juggernaut mutagen, or major quicksilver mutagen as though you just imbibed it. These automatic reactions don’t get any special benefits you add when creating or using these items. Because you died, all other alchemical compounds in your bloodstream are inert. After being revived, you’re temporarily immune to Alchemical Rejuvenation for 1d4 hours.
ALCHEMIST EXPLORATION
Requirements You are holding or wearing an alchemist’s toolkit.
Sometimes, you need to adapt your alchemical mixtures to new situations. In a process that takes 10 minutes, you change an item you created with advanced alchemy into a similar item. You can change an alchemical bomb into another type of alchemical bomb, an elixir into another type of elixir, or a poison into another type of poison. If it’s unclear whether two alchemical consumables are similar, the GM decides. You must know the formula for the new item, and the new item must be of the same or lower item level than the original item. The new item still keeps the infused trait, and it remains potent as long as the original item would have.
Requirements You are holding or wearing an alchemist’s toolkit.
Sometimes, you need to adapt your alchemical mixtures to new situations. In a process that takes 10 minutes, you change an item you created with advanced alchemy into a similar item. You can change an alchemical bomb into another type of alchemical bomb, an elixir into another type of elixir, or a poison into another type of poison. If it’s unclear whether two alchemical consumables are similar, the GM decides. You must know the formula for the new item, and the new item must be of the same or lower item level than the original item. The new item still keeps the infused trait, and it remains potent as long as the original item would have.
ALCHEMIST
You can capably deliver toxins with a blowgun.
Your blowgun Strikes can apply injury poisons even if they deal no damage due to a creature’s resistance. If you critically succeed at a blowgun Strike using a poisoned dart, the target’s initial save against the poison is one degree of success worse than the creature rolls; this is a misfortune effect.
In addition, if you make a blowgun Strike while hidden or undetected, you don’t automatically become observed. Instead, immediately attempt a Stealth check against the Perception DC of the target. If you succeed, you don’t become observed, and are hidden (if you were undetected, you still become hidden rather than remaining undetected).
You can capably deliver toxins with a blowgun.
Your blowgun Strikes can apply injury poisons even if they deal no damage due to a creature’s resistance. If you critically succeed at a blowgun Strike using a poisoned dart, the target’s initial save against the poison is one degree of success worse than the creature rolls; this is a misfortune effect.
In addition, if you make a blowgun Strike while hidden or undetected, you don’t automatically become observed. Instead, immediately attempt a Stealth check against the Perception DC of the target. If you succeed, you don’t become observed, and are hidden (if you were undetected, you still become hidden rather than remaining undetected).
ALCHEMIST
Your restorative concoctions have a clotting effect on the drinker’s blood. When a living creature drinks an infused elixir with the healing trait that you have created, it can immediately attempt a DC 10 flat check to remove any persistent bleed damage.
Your restorative concoctions have a clotting effect on the drinker’s blood. When a living creature drinks an infused elixir with the healing trait that you have created, it can immediately attempt a DC 10 flat check to remove any persistent bleed damage.
ADDITIVE ALCHEMIST
You can add the full ingredients of a second elixir to an elixir you make to create a hybrid concoction. You must expend an additional versatile vial to make this combined elixir, and the ingredients must be for an elixir of the same level or lower that you could create with Quick Alchemy. When this combination elixir is consumed, both the constituent elixirs take effect. For example, you can combine two lesser elixirs of life to create a combined elixir that heals twice the normal amount, or you can combine a lesser darkvision elixir with a lesser eagle-eye elixir to both gain darkvision and find secret doors.
You can add the full ingredients of a second elixir to an elixir you make to create a hybrid concoction. You must expend an additional versatile vial to make this combined elixir, and the ingredients must be for an elixir of the same level or lower that you could create with Quick Alchemy. When this combination elixir is consumed, both the constituent elixirs take effect. For example, you can combine two lesser elixirs of life to create a combined elixir that heals twice the normal amount, or you can combine a lesser darkvision elixir with a lesser eagle-eye elixir to both gain darkvision and find secret doors.
ALCHEMIST
Your research has paid off, culminating in the legendary philosopher’s stone. You learn the formula for the philosopher’s stone and can add it to your formula book.
Your research has paid off, culminating in the legendary philosopher’s stone. You learn the formula for the philosopher’s stone and can add it to your formula book.
ADDITIVE ALCHEMIST
You can add a crystalline additive to an alchemical bomb to have it undermine your enemy. Choose dazzled, deafened, off-guard, or a –5-foot status penalty to Speeds. If the attack with the bomb hits, in addition to the bomb’s normal effects, the target must succeed at a Fortitude saving throw or take that effect until the start of your next turn. Use your class DC for this saving throw, even if someone else throws the bomb.
You can add a crystalline additive to an alchemical bomb to have it undermine your enemy. Choose dazzled, deafened, off-guard, or a –5-foot status penalty to Speeds. If the attack with the bomb hits, in addition to the bomb’s normal effects, the target must succeed at a Fortitude saving throw or take that effect until the start of your next turn. Use your class DC for this saving throw, even if someone else throws the bomb.
ALCHEMIST
You can lob bombs with great force and a precise trajectory to angle the splash in a cone that sprays in a single direction, potentially allowing you to avoid allies and splash deeper into enemy lines. When throwing an alchemical bomb with the splash trait, instead of splashing all squares adjacent to the target, you can create a splash in a 15-foot cone. You choose the cone’s direction, but its first square must be a square in the target’s space.
Special If you have the Expanded Splash feat or another ability that increases the radius of splash damage, you can have the splash damage be a 20-foot cone.
You can lob bombs with great force and a precise trajectory to angle the splash in a cone that sprays in a single direction, potentially allowing you to avoid allies and splash deeper into enemy lines. When throwing an alchemical bomb with the splash trait, instead of splashing all squares adjacent to the target, you can create a splash in a 15-foot cone. You choose the cone’s direction, but its first square must be a square in the target’s space.
Special If you have the Expanded Splash feat or another ability that increases the radius of splash damage, you can have the splash damage be a 20-foot cone.
ALCHEMIST
You can apply two different infused injury poisons to the same weapon, though not to a piece of ammunition. Each poison’s level must be 2 or more levels lower than your level. You have to apply the two poisons individually. Once you’ve applied both, the poisons merge into a double poison that uses the lower of the two poisons’ DCs and number of stages. If their saving throw types differ, choose which type the double poison uses. This double poison is virulent only if both poisons were virulent. Combine the effects of each stage of the poison on any creature affected by it. For each stage of the poison, use the effects of both poisons and the longer interval for that stage among the two poisons.
You can apply two different infused injury poisons to the same weapon, though not to a piece of ammunition. Each poison’s level must be 2 or more levels lower than your level. You have to apply the two poisons individually. Once you’ve applied both, the poisons merge into a double poison that uses the lower of the two poisons’ DCs and number of stages. If their saving throw types differ, choose which type the double poison uses. This double poison is virulent only if both poisons were virulent. Combine the effects of each stage of the poison on any creature affected by it. For each stage of the poison, use the effects of both poisons and the longer interval for that stage among the two poisons.
ALCHEMIST
Prerequisites advanced alchemy
Thanks to the time you’ve spent studying and experimenting, you know how to scale your formulas into larger batches that don’t require any additional attention.
Increase the number of items you can create each day with advanced alchemy to 6 + your Intelligence modifier.
In addition, when you Craft alchemical consumables during downtime, you can produce twice as many alchemical items in a single batch without spending additional preparatory time. For instance, if you are creating elixirs of life, you can craft up to eight elixirs in a single batch using downtime, rather than four. This doesn’t change the amount of alchemical reagents or other ingredients required to craft each item, nor does it change your rate of progress for days past the base downtime spent.
Prerequisites advanced alchemy
Thanks to the time you’ve spent studying and experimenting, you know how to scale your formulas into larger batches that don’t require any additional attention.
Increase the number of items you can create each day with advanced alchemy to 6 + your Intelligence modifier.
In addition, when you Craft alchemical consumables during downtime, you can produce twice as many alchemical items in a single batch without spending additional preparatory time. For instance, if you are creating elixirs of life, you can craft up to eight elixirs in a single batch using downtime, rather than four. This doesn’t change the amount of alchemical reagents or other ingredients required to craft each item, nor does it change your rate of progress for days past the base downtime spent.
ALCHEMIST
You’ve learned how to make your personal energy last just a little bit longer when quickly brewing ad hoc concoctions. When using Quick Alchemy to create an alchemical tool or elixir, that tool or elixir remains potent until the end of your next turn, instead of losing its potency at the start of your next turn.
You’ve learned how to make your personal energy last just a little bit longer when quickly brewing ad hoc concoctions. When using Quick Alchemy to create an alchemical tool or elixir, that tool or elixir remains potent until the end of your next turn, instead of losing its potency at the start of your next turn.
ALCHEMIST
Prerequisites Extend Elixir
Your body readily accepts and retains minor changes. When you drink one of your alchemical items that has the elixir and infused traits and a duration of 1 minute or more, you can make the elixir’s duration indefinite. This can exceed Quick Alchemy’s 10-minute duration limit. You can do so only if the elixir’s level is half your level or lower. If you later consume a different elixir and make it indefinite, the effect of the previous indefinite elixir ends.
Prerequisites Extend Elixir
Your body readily accepts and retains minor changes. When you drink one of your alchemical items that has the elixir and infused traits and a duration of 1 minute or more, you can make the elixir’s duration indefinite. This can exceed Quick Alchemy’s 10-minute duration limit. You can do so only if the elixir’s level is half your level or lower. If you later consume a different elixir and make it indefinite, the effect of the previous indefinite elixir ends.
ALCHEMIST
You can throw bombs at just the right trajectory to create especially large and powerful explosions. When you throw an alchemical bomb and that bomb has the splash trait, you can have the splash damage affect all creatures within 10 feet of the target instead of 5 feet. If you do, you gain a status bonus to the bomb’s splash damage equal to your Intelligence modifier. If you have the bomber 5th-level field discovery, this additional damage applies even if you caused your bomb to deal splash damage equal to your Intelligence modifier instead of the normal amount, allowing your bombs to deal splash damage equal to double your Intelligence modifier.
You can throw bombs at just the right trajectory to create especially large and powerful explosions. When you throw an alchemical bomb and that bomb has the splash trait, you can have the splash damage affect all creatures within 10 feet of the target instead of 5 feet. If you do, you gain a status bonus to the bomb’s splash damage equal to your Intelligence modifier. If you have the bomber 5th-level field discovery, this additional damage applies even if you caused your bomb to deal splash damage equal to your Intelligence modifier instead of the normal amount, allowing your bombs to deal splash damage equal to double your Intelligence modifier.
ADDITIVE ALCHEMIST
You can mix a refractile substance into an alchemical bomb to foil resistances. Choose one damage type the bomb can deal. Any damage dealt by the bomb—including initial, splash, and persistent damage—ignores an amount of that resistance equal to your level.
You can mix a refractile substance into an alchemical bomb to foil resistances. Choose one damage type the bomb can deal. Any damage dealt by the bomb—including initial, splash, and persistent damage—ignores an amount of that resistance equal to your level.
ALCHEMIST
Integrating your own personal energy into the elixirs you create causes them to affect you for longer. When you consume one of your alchemical items that has the elixir and infused traits and a duration of 1 minute or longer, that elixir’s duration is doubled. If you created the item with Quick Alchemy, this can’t cause it to exceed the 10-minute duration limit.
Integrating your own personal energy into the elixirs you create causes them to affect you for longer. When you consume one of your alchemical items that has the elixir and infused traits and a duration of 1 minute or longer, that elixir’s duration is doubled. If you created the item with Quick Alchemy, this can’t cause it to exceed the 10-minute duration limit.
ALCHEMIST
You’ve learned how to throw a longer distance. When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet.
You’ve learned how to throw a longer distance. When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet.
ALCHEMIST
Your treatments for diseases and poisons can be very efficacious, though they tend not to last as long. A creature that is under the effect of an infused antidote or antiplague that you created can choose to reroll a failed Fortitude saving throw against an appropriate affliction (poison for antidote and disease for antiplague). The creature doesn’t gain the elixir’s usual item bonus to the reroll, and after the reroll, the elixir’s duration immediately ends. This is a fortune effect.
Your treatments for diseases and poisons can be very efficacious, though they tend not to last as long. A creature that is under the effect of an infused antidote or antiplague that you created can choose to reroll a failed Fortitude saving throw against an appropriate affliction (poison for antidote and disease for antiplague). The creature doesn’t gain the elixir’s usual item bonus to the reroll, and after the reroll, the elixir’s duration immediately ends. This is a fortune effect.
ALCHEMIST
Prerequisites Debilitating Bomb
You have learned enhanced techniques and alchemical secrets that allow you to expand the range of effects you can impose with your bombs. When you use Debilitating Bomb, add the following to the list you can choose from: clumsy 1, enfeebled 1, stupefied 1, or –10-foot status penalty to Speeds.
Prerequisites Debilitating Bomb
You have learned enhanced techniques and alchemical secrets that allow you to expand the range of effects you can impose with your bombs. When you use Debilitating Bomb, add the following to the list you can choose from: clumsy 1, enfeebled 1, stupefied 1, or –10-foot status penalty to Speeds.
ADDITIVE ALCHEMIST
You can add a foamy catalyst to an elixir of life to turn it into a topical projectile.
As an Interact action, you can throw the elixir at a creature within 20 feet.
The target is affected as though it drank the elixir, and each living creature adjacent to it regains HP from the bomb equal to the elixir’s number of damage dice (3 HP for a lesser elixir of life, for example).
You can add a foamy catalyst to an elixir of life to turn it into a topical projectile.
As an Interact action, you can throw the elixir at a creature within 20 feet.
The target is affected as though it drank the elixir, and each living creature adjacent to it regains HP from the bomb equal to the elixir’s number of damage dice (3 HP for a lesser elixir of life, for example).
ALCHEMIST
Your mastery of alchemical secrets enables you to replicate effects most believe can be achieved only via magic. Select a number of potions equal to your Intelligence modifier (minimum 1); these potions must be of 9th level or lower. You gain formulas to create these potions as alchemical consumables with the elixir trait. When making these alchemical elixirs, you can substitute alchemical reagents for an equal value of magical components, and you can use an alchemist’s toolkit (for Quick Alchemy) or an alchemist’s lab (for the Craft activity) instead of any other required toolkits. Other than that, the formula doesn’t change. Once you’ve chosen the potion formulas, they can’t be changed.
Your mastery of alchemical secrets enables you to replicate effects most believe can be achieved only via magic. Select a number of potions equal to your Intelligence modifier (minimum 1); these potions must be of 9th level or lower. You gain formulas to create these potions as alchemical consumables with the elixir trait. When making these alchemical elixirs, you can substitute alchemical reagents for an equal value of magical components, and you can use an alchemist’s toolkit (for Quick Alchemy) or an alchemist’s lab (for the Craft activity) instead of any other required toolkits. Other than that, the formula doesn’t change. Once you’ve chosen the potion formulas, they can’t be changed.
ALCHEMIST
Prerequisites Invigorating Elixir
Choose physical invigoration or mental invigoration, and add the listed conditions to those you can choose for an invigorating elixir you create to counteract: Physical Invigoration blinded, deafened, drained, paralyzed, slowed; Mental Invigoration confused, controlled, fleeing, frightened, paralyzed, slowed.
Special You can select this feat a second time to choose a different type of invigoration and add its options to those you can choose.
Prerequisites Invigorating Elixir
Choose physical invigoration or mental invigoration, and add the listed conditions to those you can choose for an invigorating elixir you create to counteract: Physical Invigoration blinded, deafened, drained, paralyzed, slowed; Mental Invigoration confused, controlled, fleeing, frightened, paralyzed, slowed.
Special You can select this feat a second time to choose a different type of invigoration and add its options to those you can choose.
◆
ALCHEMIST CONCENTRATE MANIPULATE
Frequency once per day
Requirements You have fewer than your maximum number of versatile vials, and you’re either holding or wearing an alchemist’s toolkit.
You scrounge together enough ingredients from what’s left in your alchemist’s toolkit to produce a few more versatile vials on the fly.
Attempt a Crafting check. The DC is usually a standard-difficulty DC for your level, but the GM can assign a different DC based on the circumstances. The number of vials you regain depends on the result of your check (up to your maximum).
Critical Success You regain 3 versatile vials.
Success You regain 2 versatile vials.
Failure You regain 1 versatile vial.
Critical Failure You don’t regain any versatile vials.
Frequency once per day
Requirements You have fewer than your maximum number of versatile vials, and you’re either holding or wearing an alchemist’s toolkit.
You scrounge together enough ingredients from what’s left in your alchemist’s toolkit to produce a few more versatile vials on the fly.
Attempt a Crafting check. The DC is usually a standard-difficulty DC for your level, but the GM can assign a different DC based on the circumstances. The number of vials you regain depends on the result of your check (up to your maximum).
Critical Success You regain 3 versatile vials.
Success You regain 2 versatile vials.
Failure You regain 1 versatile vial.
Critical Failure You don’t regain any versatile vials.
ADDITIVE ALCHEMIST
You can mix an aromatic salve into an elixir with the healing trait to soothe physical maladies. In addition to its normal effects, the elixir can be imbibed by a creature prevented from doing so (such as a sickened creature). In addition to its other effects, the elixir attempts to counteract an effect imposing one of the following conditions of the imbiber’s choice: clumsy, enfeebled, sickened, or stupefied. Use half your level rounded up for the counteract rank and your class DC – 10 for the counteract modifier. The imbiber is then temporarily immune to the effects of this additive for 10 minutes. The additive can’t counteract curses, diseases, or conditions that are part of the creature’s normal state.
You can mix an aromatic salve into an elixir with the healing trait to soothe physical maladies. In addition to its normal effects, the elixir can be imbibed by a creature prevented from doing so (such as a sickened creature). In addition to its other effects, the elixir attempts to counteract an effect imposing one of the following conditions of the imbiber’s choice: clumsy, enfeebled, sickened, or stupefied. Use half your level rounded up for the counteract rank and your class DC – 10 for the counteract modifier. The imbiber is then temporarily immune to the effects of this additive for 10 minutes. The additive can’t counteract curses, diseases, or conditions that are part of the creature’s normal state.
ADDITIVE ALCHEMIST MANIPULATE
You can add a highly explosive additive to an alchemical bomb to turn it into a mega bomb. Throwing this bomb takes a 2-action activity instead of a Strike. This isn’t a Strike, and you don’t make an attack roll. The mega bomb explodes in a 30-foot burst within 60 feet. It deals damage as if each creature were the primary target, with a basic Reflex save. On a failed save, a creature also takes any extra effects that affect a primary target (such as off-guard from bottled lightning). Though all targets in the area take splash damage as primary targets, there is no further splash beyond that area.
You can add a highly explosive additive to an alchemical bomb to turn it into a mega bomb. Throwing this bomb takes a 2-action activity instead of a Strike. This isn’t a Strike, and you don’t make an attack roll. The mega bomb explodes in a 30-foot burst within 60 feet. It deals damage as if each creature were the primary target, with a basic Reflex save. On a failed save, a creature also takes any extra effects that affect a primary target (such as off-guard from bottled lightning). Though all targets in the area take splash damage as primary targets, there is no further splash beyond that area.
ALCHEMIST
Frequency once every 10 minutes
Your alchemical mastery can resuscitate the recently slain. You can administer a major or true elixir of life to a creature who has been dead for no more than 2 rounds. When you do, that creature is immediately returned to life with 1 Hit Point and becomes wounded 1.
Frequency once every 10 minutes
Your alchemical mastery can resuscitate the recently slain. You can administer a major or true elixir of life to a creature who has been dead for no more than 2 rounds. When you do, that creature is immediately returned to life with 1 Hit Point and becomes wounded 1.
ALCHEMIST
Basic mutagens that affect your mind and thoughts can make you communicate telepathically, protect you from being detected, or let you communicate with anyone.
While you’re affected by one of the listed mutagens, you get an additional benefit.
Basic mutagens that affect your mind and thoughts can make you communicate telepathically, protect you from being detected, or let you communicate with anyone.
While you’re affected by one of the listed mutagens, you get an additional benefit.
- Cognitive Mutagen You also gain the mutagen’s item bonus to Deception, Diplomacy, Intimidation, Medicine, Nature, Performance, Religion, and Survival checks. In addition, you can communicate telepathically with creatures within 60 feet with whom you share a language. The communication is two-way once you establish it, so a creature you contact can also communicate with you.
- Serene Mutagen Detection, revelation, and scrying effects of 9th rank (or 17th level) or lower detect nothing from you or your possessions and auras. For instance, detect magic would still detect other magic in the area, but not any magic on you.
- Silvertongue Mutagen Ignore circumstance penalties you would take to Deception, Diplomacy, Intimidation, and Performance checks. In addition, your words transcend linguistic barriers; everyone listening to you speak hears your words as if you were speaking in their own language (though you don’t actually speak that language, nor does this ability allow you to understand any additional languages).
ALCHEMIST
Basic mutagens that affect your physical form can bring out the beast within you, turn you nigh invincible, or make your body more elastic.
While you’re affected by one of the listed mutagens, you get an additional benefit.
Basic mutagens that affect your physical form can bring out the beast within you, turn you nigh invincible, or make your body more elastic.
While you’re affected by one of the listed mutagens, you get an additional benefit.
- Bestial Mutagen You gain the mutagen’s item bonus to your Intimidation checks. In addition, you increase the damage die size of your claws and jaws by one step, and they gain the deadly d10 trait.
- Juggernaut Mutagen You gain resistance to all physical damage equal to half your level.
- Quicksilver Mutagen You can stretch your legs and Step up to 10 feet, and you can squish and compress your body, allowing you to make it through tight spaces as if you were one size smaller, in addition to any effect from Squeezing.
ALCHEMIST
You have perfected the formulas for bombs that impede your enemies. When you use Debilitating Bomb, your target avoids the condition the bomb imposes only if it critically succeeds at its saving throw.
You have perfected the formulas for bombs that impede your enemies. When you use Debilitating Bomb, your target avoids the condition the bomb imposes only if it critically succeeds at its saving throw.
ADDITIVE ALCHEMIST
You can add a toxic additive to an alchemical poison to make it splash poison on its target. A poison with this additive deals an amount of poison damage equal to the poison’s level if the target succeeds at its initial saving throw against it. A target that critically succeeds at its saving throw against this poison still takes no damage.
You can add a toxic additive to an alchemical poison to make it splash poison on its target. A poison with this additive deals an amount of poison damage equal to the poison’s level if the target succeeds at its initial saving throw against it. A target that critically succeeds at its saving throw against this poison still takes no damage.
ALCHEMIST
Prerequisites Extend Elixir
You’ve trained your physical form to remain stable. Once per day, when you consume an alchemical item with the infused and mutagen traits, you can extend its duration to last until the next time you make your daily preparations instead of its normal duration. Unlike with the normal extension from Extend Elixir, this can exceed the duration of an item created with Quick Alchemy beyond its normal 10-minute limit.
Prerequisites Extend Elixir
You’ve trained your physical form to remain stable. Once per day, when you consume an alchemical item with the infused and mutagen traits, you can extend its duration to last until the next time you make your daily preparations instead of its normal duration. Unlike with the normal extension from Extend Elixir, this can exceed the duration of an item created with Quick Alchemy beyond its normal 10-minute limit.
ALCHEMIST
Unsuspecting targets are especially vulnerable to your poisons. When you successfully Strike an off-guard creature with a poisoned weapon or expose an off-guard creature to an inhaled poison, that creature takes a –2 circumstance penalty to its initial save against that poison.
Unsuspecting targets are especially vulnerable to your poisons. When you successfully Strike an off-guard creature with a poisoned weapon or expose an off-guard creature to an inhaled poison, that creature takes a –2 circumstance penalty to its initial save against that poison.
◆
ALCHEMIST
You keep your bombs and bomb-related reagents in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, draw a versatile vial, or use Quick Alchemy to create a bomb, then Strike with the bomb. If you have the ability to create more than one bomb at a time with Quick Alchemy (such as from the double brew class feature), you can Strike with only one of the bombs you create with this action.
You keep your bombs and bomb-related reagents in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, draw a versatile vial, or use Quick Alchemy to create a bomb, then Strike with the bomb. If you have the ability to create more than one bomb at a time with Quick Alchemy (such as from the double brew class feature), you can Strike with only one of the bombs you create with this action.
◆
ALCHEMIST MANIPULATE
Requirements You are under the effects of a mutagen.
You redirect a mutagen within your body to spit a stream of stomach acid at a foe. A creature within 30 feet takes 1d6 acid damage for every 2 levels you have, with a basic Reflex save against your class DC. On a failure, the creature is also sickened 1 (or sickened 2 on a critical failure). The mutagen’s duration immediately ends.
Requirements You are under the effects of a mutagen.
You redirect a mutagen within your body to spit a stream of stomach acid at a foe. A creature within 30 feet takes 1d6 acid damage for every 2 levels you have, with a basic Reflex save against your class DC. On a failure, the creature is also sickened 1 (or sickened 2 on a critical failure). The mutagen’s duration immediately ends.
◆
ALCHEMIST CONCENTRATE
Requirements You are under the effects of a mutagen.
You metabolize a mutagen to heal yourself. You regain 1d6 Hit Points for every 2 levels you have, but the mutagen’s duration immediately ends.
Requirements You are under the effects of a mutagen.
You metabolize a mutagen to heal yourself. You regain 1d6 Hit Points for every 2 levels you have, but the mutagen’s duration immediately ends.
ADDITIVE ALCHEMIST
You can add a tarry additive to an alchemical bomb to make it emit smoke. When thrown, in addition to its normal effects, the bomb creates a cloud of smoke in a 10-foot burst. You choose which corner of the target’s space (or the space in which the bomb lands) the cloud is centered on. Creatures within that area have the concealed condition, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dissipated by a strong wind.
You can add a tarry additive to an alchemical bomb to make it emit smoke. When thrown, in addition to its normal effects, the bomb creates a cloud of smoke in a 10-foot burst. You choose which corner of the target’s space (or the space in which the bomb lands) the cloud is centered on. Creatures within that area have the concealed condition, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dissipated by a strong wind.
ADDITIVE ALCHEMIST
You can mix in a sticky additive to an alchemical bomb to make its contents adhere and continue to deal damage. A creature hit by a sticky bomb also takes persistent damage equal to and of the same type as the bomb’s splash damage. Use the splash damage in the bomb’s stat block, ignoring changes from other abilities. If the bomb already deals persistent damage, combine the two amounts.
You can mix in a sticky additive to an alchemical bomb to make its contents adhere and continue to deal damage. A creature hit by a sticky bomb also takes persistent damage equal to and of the same type as the bomb’s splash damage. Use the splash damage in the bomb’s stat block, ignoring changes from other abilities. If the bomb already deals persistent damage, combine the two amounts.
ALCHEMIST
A combination of additional viscosity and careful application keeps your weapons poisoned even when suffering significant wear and tear. If your Strike with a poisoned weapon would expend its poison without your target attempting an initial save (due to resistance or your Strike being a critical failure, for example), attempt a DC 5 flat check. On a success, your weapon remains poisoned. If your Strike with a poisoned weapon succeeds, attempt a DC 17 flat check. On a success, your weapon remains poisoned until the end of your next turn.
A combination of additional viscosity and careful application keeps your weapons poisoned even when suffering significant wear and tear. If your Strike with a poisoned weapon would expend its poison without your target attempting an initial save (due to resistance or your Strike being a critical failure, for example), attempt a DC 5 flat check. On a success, your weapon remains poisoned. If your Strike with a poisoned weapon succeeds, attempt a DC 17 flat check. On a success, your weapon remains poisoned until the end of your next turn.
ALCHEMIST
Prerequisites Invigorating Elixir
For the purposes of counteracting effects with invigorating elixirs, treat your level as though it were 2 higher. Add the listed conditions to those you can choose for an invigorating elixir you create to counteract: petrified, stunned. You can also choose a disease regardless of what, if any, conditions it imposes.
Prerequisites Invigorating Elixir
For the purposes of counteracting effects with invigorating elixirs, treat your level as though it were 2 higher. Add the listed conditions to those you can choose for an invigorating elixir you create to counteract: petrified, stunned. You can also choose a disease regardless of what, if any, conditions it imposes.
ALCHEMIST
Your victims tend to expire long before your poisons, since the latter have been specifically formulated to last longer. The maximum duration of any poison you create increases by an amount equal to the poison’s stage 1 interval, to a maximum of twice the poison’s maximum duration.
Your victims tend to expire long before your poisons, since the latter have been specifically formulated to last longer. The maximum duration of any poison you create increases by an amount equal to the poison’s stage 1 interval, to a maximum of twice the poison’s maximum duration.
ALCHEMIST
Prerequisites Greater Debilitating Bomb
You have discovered increasingly devastating ways for your bombs to impede your foes. When you use Debilitating Bomb, add the following to the list of effects you can choose from: enfeebled 2, stupefied 2, or a –15-foot status penalty to Speeds.
Prerequisites Greater Debilitating Bomb
You have discovered increasingly devastating ways for your bombs to impede your foes. When you use Debilitating Bomb, add the following to the list of effects you can choose from: enfeebled 2, stupefied 2, or a –15-foot status penalty to Speeds.
ALCHEMIST
Prerequisites Far Lobber
You lob bombs unerringly, despite obstructions or distance. When you throw an alchemical item with the bomb trait, its range increment increases to 60 feet, you reduce any circumstance bonus to the target’s AC from cover by 1, and you automatically succeed at the flat check when targeting a concealed creature.
Prerequisites Far Lobber
You lob bombs unerringly, despite obstructions or distance. When you throw an alchemical item with the bomb trait, its range increment increases to 60 feet, you reduce any circumstance bonus to the target’s AC from cover by 1, and you automatically succeed at the flat check when targeting a concealed creature.
ADDITIVE ALCHEMIST
You can mix a wondrous yet volatile liquid into an alchemical consumable if it has an initial effect that uses dice. You increase the size of any dice for the item’s initial effect by one step. For instance, you could increase damage from a moderate alchemist’s fire to 2d10 or healing from a moderate elixir of life to 5d8+12. Because this affects only initial dice, it wouldn’t increase unarmed attack damage from a bestial mutagen, persistent damage from an acid flask, and the like. When this item is activated, the creature activating it must succeed at a DC 10 flat check or take acid damage equal to the item’s level.
You can mix a wondrous yet volatile liquid into an alchemical consumable if it has an initial effect that uses dice. You increase the size of any dice for the item’s initial effect by one step. For instance, you could increase damage from a moderate alchemist’s fire to 2d10 or healing from a moderate elixir of life to 5d8+12. Because this affects only initial dice, it wouldn’t increase unarmed attack damage from a bestial mutagen, persistent damage from an acid flask, and the like. When this item is activated, the creature activating it must succeed at a DC 10 flat check or take acid damage equal to the item’s level.
ARCHETYPE
Prerequisites Basic Fury
You gain one barbarian feat. For the purpose of meeting its prerequisites, your barbarian 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 barbarian feat.
Prerequisites Basic Fury
You gain one barbarian feat. For the purpose of meeting its prerequisites, your barbarian 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 barbarian feat.
ARCHETYPE DEDICATION MULTICLASS
Prerequisites Strength +2, Constitution +2
You become trained in Athletics; if you were already trained in Athletics, you instead become trained in a skill of your choice. You become trained in barbarian class DC.
You can use the Rage action. While raging, you take a –1 penalty to AC.
Choose an instinct as you would if you were a barbarian. You have that instinct for all purposes, but you don’t gain any of the other abilities it grants. If that instinct has anathema, you’re bound by them.
Prerequisites Strength +2, Constitution +2
You become trained in Athletics; if you were already trained in Athletics, you instead become trained in a skill of your choice. You become trained in barbarian class DC.
You can use the Rage action. While raging, you take a –1 penalty to AC.
Choose an instinct as you would if you were a barbarian. You have that instinct for all purposes, but you don’t gain any of the other abilities it grants. If that instinct has anathema, you’re bound by them.
ARCHETYPE
Prerequisites Barbarian Dedication, class granting no more Hit Points per level than 10 + your Constitution modifier
You gain 3 additional Hit Points for each barbarian archetype class feat you have. As you continue selecting barbarian archetype class feats, you continue to gain additional Hit Points in this way.
Prerequisites Barbarian Dedication, class granting no more Hit Points per level than 10 + your Constitution modifier
You gain 3 additional Hit Points for each barbarian archetype class feat you have. As you continue selecting barbarian archetype class feats, you continue to gain additional Hit Points in this way.
ARCHETYPE
Prerequisites Barbarian Dedication
You gain a 1st- or 2nd-level barbarian feat.
Prerequisites Barbarian Dedication
You gain a 1st- or 2nd-level barbarian feat.
ARCHETYPE
Prerequisites Barbarian Dedication
Your rage stokes the spark of your barbarian instinct into a roaring flame. You gain the instinct ability for the instinct you chose for Barbarian Dedication.
Prerequisites Barbarian Dedication
Your rage stokes the spark of your barbarian instinct into a roaring flame. You gain the instinct ability for the instinct you chose for Barbarian Dedication.
ARCHETYPE
Prerequisites Barbarian Dedication, expert in Fortitude saves
Your proficiency rank in Fortitude saves increases to master.
Prerequisites Barbarian Dedication, expert in Fortitude saves
Your proficiency rank in Fortitude saves increases to master.
BARBARIAN MORPH PRIMAL
Prerequisites animal instinct
Your proficiency in unarmored defense increases to expert. When you are raging and unarmored, your skin transforms into a thick hide. You gain a +2 item bonus to AC (+3 if you have the greater juggernaut class feature). The thickness of your hide gives you a Dexterity modifier cap to your AC of +3. This item bonus to AC is cumulative with armor potency runes on your explorer’s clothing, mystic armor, and bands of force.
Prerequisites animal instinct
Your proficiency in unarmored defense increases to expert. When you are raging and unarmored, your skin transforms into a thick hide. You gain a +2 item bonus to AC (+3 if you have the greater juggernaut class feature). The thickness of your hide gives you a Dexterity modifier cap to your AC of +3. This item bonus to AC is cumulative with armor potency runes on your explorer’s clothing, mystic armor, and bands of force.
◆
BARBARIAN CONCENTRATE MORPH PRIMAL RAGE
Prerequisites animal instinct
You deepen the connection into your animal instincts. Your unarmed attack from bestial rage gains one of the following traits until you stop raging: backswing, forceful, parry, razing, or sweep. You can’t use this ability again until the next time you Rage. You can choose a different trait each time you use Animalistic Brutality.
Prerequisites animal instinct
You deepen the connection into your animal instincts. Your unarmed attack from bestial rage gains one of the following traits until you stop raging: backswing, forceful, parry, razing, or sweep. You can’t use this ability again until the next time you Rage. You can choose a different trait each time you use Animalistic Brutality.
◆
BARBARIAN FLOURISH RAGE
Prerequisites animal instinct
Requirements You are unarmored or wearing light armor.
You close the distance to your prey in a blur, pouncing on the creature before it can react. You Stride up to your Speed and make a Strike at the end of your movement.
Prerequisites animal instinct
Requirements You are unarmored or wearing light armor.
You close the distance to your prey in a blur, pouncing on the creature before it can react. You Stride up to your Speed and make a Strike at the end of your movement.
BARBARIAN RAGE
Prerequisites dragon instinct
Few can sway you from your goals while the fury of combat fills you. While raging, you gain a +2 status bonus to saving throws against emotion effects.
Prerequisites dragon instinct
Few can sway you from your goals while the fury of combat fills you. While raging, you gain a +2 status bonus to saving throws against emotion effects.
◆
BARBARIAN CONCENTRATE POLYMORPH PRIMAL RAGE
Prerequisites Dragon’s Rage Wings
Frequency once per 10 minutes
You transform into a ferocious Large dragon, gaining the effects of 6th-rank dragon form except that you use your own AC and attack modifier, you apply your extra damage from Rage, and the Dragon Breath action uses your class DC. Add the temporary Hit Points from dragon form to any you already have from entering a rage (or any other action with the rage trait). The action to Dismiss the transformation gains the rage trait.
At 18th level, you gain a +20-foot status bonus to your fly Speed, your damage bonus with dragon Strikes increases to +12, and you gain a +14 status bonus to your Dragon Breath damage.
Prerequisites Dragon’s Rage Wings
Frequency once per 10 minutes
You transform into a ferocious Large dragon, gaining the effects of 6th-rank dragon form except that you use your own AC and attack modifier, you apply your extra damage from Rage, and the Dragon Breath action uses your class DC. Add the temporary Hit Points from dragon form to any you already have from entering a rage (or any other action with the rage trait). The action to Dismiss the transformation gains the rage trait.
At 18th level, you gain a +20-foot status bonus to your fly Speed, your damage bonus with dragon Strikes increases to +12, and you gain a +14 status bonus to your Dragon Breath damage.
◆◆
BARBARIAN CONCENTRATE RAGE
Prerequisites dragon instinct
Frequency once per 10 minutes
You breathe deeply and exhale powerful energy in a 30-foot cone, dealing 1d6 damage per level to each creature in the area with a basic Reflex save against your class DC. The damage type matches your instinct’s dragon breath, and this action gains the trait of your dragon instinct’s tradition.
Prerequisites dragon instinct
Frequency once per 10 minutes
You breathe deeply and exhale powerful energy in a 30-foot cone, dealing 1d6 damage per level to each creature in the area with a basic Reflex save against your class DC. The damage type matches your instinct’s dragon breath, and this action gains the trait of your dragon instinct’s tradition.
◆
BARBARIAN MORPH RAGE
Prerequisites dragon instinct
You sprout dragon wings from your back of the same color as your chosen dragon. While you are raging, you gain a fly Speed equal to your land Speed. If you are flying when your rage ends, you start to fall, but your transformation doesn’t revert until the last moment, so you take no damage from the fall and land standing up. This action gains the trait of your dragon instinct’s tradition.
Prerequisites dragon instinct
You sprout dragon wings from your back of the same color as your chosen dragon. While you are raging, you gain a fly Speed equal to your land Speed. If you are flying when your rage ends, you start to fall, but your transformation doesn’t revert until the last moment, so you take no damage from the fall and land standing up. This action gains the trait of your dragon instinct’s tradition.
↺
BARBARIAN RAGE
Prerequisites fury instinct
Trigger An enemy within your melee reach critically hits you with a melee Strike.
Your enemy’s blow fuels your rage and provokes your immediate retaliation. Make a melee Strike against the triggering enemy.
Prerequisites fury instinct
Trigger An enemy within your melee reach critically hits you with a melee Strike.
Your enemy’s blow fuels your rage and provokes your immediate retaliation. Make a melee Strike against the triggering enemy.
↺
BARBARIAN RAGE
Prerequisites fury instinct
Frequency once per day
Trigger An opponent critically hits you with an attack that deals physical damage.
When you are struck with the mightiest of blows, you can flex your muscles to turn aside some of the damage. You gain resistance to the triggering attack equal to your Constitution modifier plus half your level.
Prerequisites fury instinct
Frequency once per day
Trigger An opponent critically hits you with an attack that deals physical damage.
When you are struck with the mightiest of blows, you can flex your muscles to turn aside some of the damage. You gain resistance to the triggering attack equal to your Constitution modifier plus half your level.
◆
BARBARIAN CONCENTRATE RAGE
Prerequisites giant instinct
You extend your body and prepare to attack foes outside your normal reach. Until your rage ends, all your melee weapons and unarmed attacks gain a reach of 10 feet. This doesn’t increase the reach of any weapon or unarmed attack that already has the reach trait, but it does combine with abilities that increase your reach due to increased size, such as Giant’s Stature.
Prerequisites giant instinct
You extend your body and prepare to attack foes outside your normal reach. Until your rage ends, all your melee weapons and unarmed attacks gain a reach of 10 feet. This doesn’t increase the reach of any weapon or unarmed attack that already has the reach trait, but it does combine with abilities that increase your reach due to increased size, such as Giant’s Stature.
◆
BARBARIAN POLYMORPH PRIMAL RAGE
Prerequisites giant instinct
Requirements You are Medium or smaller.
You grow to incredible size. You become Large, increasing your reach by 5 feet and gaining the clumsy 1 condition until you stop raging. Your equipment grows with you.
Prerequisites giant instinct
Requirements You are Medium or smaller.
You grow to incredible size. You become Large, increasing your reach by 5 feet and gaining the clumsy 1 condition until you stop raging. Your equipment grows with you.
BARBARIAN
Prerequisites Giant’s Stature
You grow to even greater size. When using Giant’s Stature, you can instead become Huge (increasing your reach by 10 feet if you were Medium or smaller).
Prerequisites Giant’s Stature
You grow to even greater size. When using Giant’s Stature, you can instead become Huge (increasing your reach by 10 feet if you were Medium or smaller).
◆
BARBARIAN CONCENTRATE RAGE
Prerequisites spirit instinct
Your strength is part of your rage. As long as your anger remains, you can gather your strength and rage to overcome any sort of enfeeblement. You reduce your enfeebled condition’s value by 1.
Prerequisites spirit instinct
Your strength is part of your rage. As long as your anger remains, you can gather your strength and rage to overcome any sort of enfeeblement. You reduce your enfeebled condition’s value by 1.
◆
BARBARIAN DIVINE RAGE
Prerequisites spirit instinct
You call forth protective spirits to ward off ranged attacks. Until your rage ends, anyone making a ranged attack against you must succeed at a DC 5 flat check or the attack misses with no effect.
Prerequisites spirit instinct
You call forth protective spirits to ward off ranged attacks. Until your rage ends, anyone making a ranged attack against you must succeed at a DC 5 flat check or the attack misses with no effect.
↺
BARBARIAN FORTUNE
Prerequisites spirit instinct
Frequency once per day
Trigger You fail, but don’t critically fail, a Perception check or a skill check.
Though no one sees them and only you can hear them, the spirits around you constantly chatter, save when you are raging. Sometimes they’re even helpful, and their guidance can even cut through the haze of your rage. Reroll the triggering check, using the second result even if it’s worse.
Prerequisites spirit instinct
Frequency once per day
Trigger You fail, but don’t critically fail, a Perception check or a skill check.
Though no one sees them and only you can hear them, the spirits around you constantly chatter, save when you are raging. Sometimes they’re even helpful, and their guidance can even cut through the haze of your rage. Reroll the triggering check, using the second result even if it’s worse.
◆
ATTACK BARBARIAN CONCENTRATE RAGE
Prerequisites spirit instinct
You call forth an ephemeral spirit, typically the apparition of an ancestor or a nature spirit, which takes the form of a wisp. The wisp makes a melee wisp rush unarmed attack against an enemy within 120 feet of you. The wisp’s attack modifier is equal to your proficiency bonus for martial weapons plus your Strength modifier plus a +2 item bonus, and it applies the same circumstance and status bonuses and penalties that you have. On a hit, the wisp deals spirit damage equal to 4d8 plus your Constitution modifier. Don’t apply your Rage damage or your weapon specialization damage, but circumstance and status bonuses and penalties that would also affect the wisp’s damage apply. On a critical hit, the wisp deals double damage and the target becomes frightened 1. This attack uses and counts toward your multiple attack penalty as if you were the one attacking.
Prerequisites spirit instinct
You call forth an ephemeral spirit, typically the apparition of an ancestor or a nature spirit, which takes the form of a wisp. The wisp makes a melee wisp rush unarmed attack against an enemy within 120 feet of you. The wisp’s attack modifier is equal to your proficiency bonus for martial weapons plus your Strength modifier plus a +2 item bonus, and it applies the same circumstance and status bonuses and penalties that you have. On a hit, the wisp deals spirit damage equal to 4d8 plus your Constitution modifier. Don’t apply your Rage damage or your weapon specialization damage, but circumstance and status bonuses and penalties that would also affect the wisp’s damage apply. On a critical hit, the wisp deals double damage and the target becomes frightened 1. This attack uses and counts toward your multiple attack penalty as if you were the one attacking.
◆◆
BARBARIAN RAGE
Prerequisites superstition instinct
Requirements You’ve seen the target Cast a Spell.
You use your hatred of magic to lash out at a known spellcaster. Make a melee Strike against the required creature. If you hit and deal damage, the target is stupefied 1, or stupefied 2 on a critical hit, until the beginning of your next turn.
Prerequisites superstition instinct
Requirements You’ve seen the target Cast a Spell.
You use your hatred of magic to lash out at a known spellcaster. Make a melee Strike against the required creature. If you hit and deal damage, the target is stupefied 1, or stupefied 2 on a critical hit, until the beginning of your next turn.
BARBARIAN
Prerequisites Sunder Spell
You can focus your superstition to break the magic of an item, in addition to destroying freestanding spells and those active on creatures. When you Sunder a Spell, you can instead attempt to counteract either an unattended magic item or one of your target’s magic items. If your counteract attempt succeeds, the item becomes a mundane item of its type for 10 minutes. If you target an artifact, an intelligent item, or a similarly particularly powerful item, your counteract attempt automatically fails.
Prerequisites Sunder Spell
You can focus your superstition to break the magic of an item, in addition to destroying freestanding spells and those active on creatures. When you Sunder a Spell, you can instead attempt to counteract either an unattended magic item or one of your target’s magic items. If your counteract attempt succeeds, the item becomes a mundane item of its type for 10 minutes. If you target an artifact, an intelligent item, or a similarly particularly powerful item, your counteract attempt automatically fails.
◆◆
ATTACK BARBARIAN CONCENTRATE RAGE
Prerequisites superstition instinct
You draw upon your superstitious fury to destroy a spell.
Make a melee Strike with a weapon or unarmed attack against a creature, object, or a spell manifestation (such as the wall created by wall of fire or the guardian from spiritual guardian). If you’re targeting something that doesn’t have an AC listed, its AC against this Strike is usually 10 for targets that are very easy to hit, like a wall, or a different AC determined by the GM. If your Strike hits, you can attempt to counteract a single spell or magical effect on the target. Your counteract rank for this attempt is equal to half your level rounded up, and you use the result of your attack roll for the counteract check.
Whether or not you succeed at your Strike, the target becomes temporarily immune to your Sunder Spell for 24 hours.
Prerequisites superstition instinct
You draw upon your superstitious fury to destroy a spell.
Make a melee Strike with a weapon or unarmed attack against a creature, object, or a spell manifestation (such as the wall created by wall of fire or the guardian from spiritual guardian). If you’re targeting something that doesn’t have an AC listed, its AC against this Strike is usually 10 for targets that are very easy to hit, like a wall, or a different AC determined by the GM. If your Strike hits, you can attempt to counteract a single spell or magical effect on the target. Your counteract rank for this attempt is equal to half your level rounded up, and you use the result of your attack roll for the counteract check.
Whether or not you succeed at your Strike, the target becomes temporarily immune to your Sunder Spell for 24 hours.
BARBARIAN
When your anger is heightened, your sense of smell improves. While you’re raging, you gain imprecise scent with a range of 30 feet.
When your anger is heightened, your sense of smell improves. While you’re raging, you gain imprecise scent with a range of 30 feet.
BARBARIAN
When you are raging, your visual senses improve, granting you darkvision.
When you are raging, your visual senses improve, granting you darkvision.
BARBARIAN RAGE
In the heat of battle, you are capable of amazing feats of strength. While you are raging, increase your encumbered and maximum Bulk limits by 2; you also gain a +1 status bonus to Athletics checks to lift heavy objects, Escape, and Force Open.
In the heat of battle, you are capable of amazing feats of strength. While you are raging, increase your encumbered and maximum Bulk limits by 2; you also gain a +1 status bonus to Athletics checks to lift heavy objects, Escape, and Force Open.
◆◆
BARBARIAN
You have embraced brute destructive power.
You make a melee Strike that ignores any resistances the target has. If you target a solid unattended object or surface with your Strike, you might automatically destroy it without an attack roll. If you target any object or surface with Hardness 20 or less that isn’t a magic item or the effect of a spell, you destroy it.
If the target object or surface is a magic item or the effect of a spell, you attempt to counteract it using your attack bonus with the Strike for the counteract check. Your counteract rank is 10th. On a successful counteract check, you destroy the object or surface unless it has Hardness greater than 20, in an artifact, or is similarly difficult to destroy.
You destroy up to a 5-foot cube of an object or surface larger than Medium.
You have embraced brute destructive power.
You make a melee Strike that ignores any resistances the target has. If you target a solid unattended object or surface with your Strike, you might automatically destroy it without an attack roll. If you target any object or surface with Hardness 20 or less that isn’t a magic item or the effect of a spell, you destroy it.
If the target object or surface is a magic item or the effect of a spell, you attempt to counteract it using your attack bonus with the Strike for the counteract check. Your counteract rank is 10th. On a successful counteract check, you destroy the object or surface unless it has Hardness greater than 20, in an artifact, or is similarly difficult to destroy.
You destroy up to a 5-foot cube of an object or surface larger than Medium.
BARBARIAN CONCENTRATE RAGE
Prerequisites Knockback
Your attacks are so powerful, they can flatten your opponents.
When you use Knockback, you can attempt an Athletics check against your target’s Fortitude DC.
Critical Success You gain the critical success effect of a Shove, then the critical success effect of a Trip against the target.
Success You gain the success effect of a Shove, then the success effect of a Trip against the target.
Failure You gain the normal effect of Knockback.
Prerequisites Knockback
Your attacks are so powerful, they can flatten your opponents.
When you use Knockback, you can attempt an Athletics check against your target’s Fortitude DC.
Critical Success You gain the critical success effect of a Shove, then the critical success effect of a Trip against the target.
Success You gain the success effect of a Shove, then the success effect of a Trip against the target.
Failure You gain the normal effect of Knockback.
◆◆
BARBARIAN FLOURISH
Prerequisites trained in Athletics
You rush forward, moving enemies aside to reach your foe. You Stride, attempting to move through your enemies’ spaces. Roll an Athletics check and compare the result to the Fortitude DC of each creature whose space you attempt to move through during your Stride, moving through its space on a success but ending your movement before entering its space on a failure. You can then Strike, regardless of how your Stride ended. You can use Barreling Charge to Burrow, Climb, Fly, or Swim instead of Stride, as long as you have the corresponding movement type.
Prerequisites trained in Athletics
You rush forward, moving enemies aside to reach your foe. You Stride, attempting to move through your enemies’ spaces. Roll an Athletics check and compare the result to the Fortitude DC of each creature whose space you attempt to move through during your Stride, moving through its space on a success but ending your movement before entering its space on a failure. You can then Strike, regardless of how your Stride ended. You can use Barreling Charge to Burrow, Climb, Fly, or Swim instead of Stride, as long as you have the corresponding movement type.
◆◆
BARBARIAN FLOURISH
Prerequisites trained in Athletics
You smash, bust, and charge through solid obstacles without hesitation. Stride twice. Once during your movement, if your movement passes through or ends adjacent to a door, window, fence, wall, or similar obstacle, you can attempt an Athletics check to Force Open the obstacle with a +1 circumstance bonus to the roll; on a failure, your movement ends at that obstacle.
Prerequisites trained in Athletics
You smash, bust, and charge through solid obstacles without hesitation. Stride twice. Once during your movement, if your movement passes through or ends adjacent to a door, window, fence, wall, or similar obstacle, you can attempt an Athletics check to Force Open the obstacle with a +1 circumstance bonus to the roll; on a failure, your movement ends at that obstacle.
BARBARIAN
Prerequisites expert in Athletics
You push your foes around and leave bruises. While raging, when you successfully Disarm, Grapple, Reposition, Shove, or Trip an enemy, you deal that enemy bludgeoning damage equal to your Strength modifier; add this to the damage from a critical success to Trip.
Prerequisites expert in Athletics
You push your foes around and leave bruises. While raging, when you successfully Disarm, Grapple, Reposition, Shove, or Trip an enemy, you deal that enemy bludgeoning damage equal to your Strength modifier; add this to the damage from a critical success to Trip.
BARBARIAN
Your critical hits are particularly devastating. On a critical hit with a melee Strike, add one extra damage die. This is in addition to any extra dice you gain if the weapon is deadly or fatal. The target also takes persistent bleed damage equal to two damage dice.
Your critical hits are particularly devastating. On a critical hit with a melee Strike, add one extra damage die. This is in addition to any extra dice you gain if the weapon is deadly or fatal. The target also takes persistent bleed damage equal to two damage dice.
↺
BARBARIAN RAGE
Trigger Your melee Strike reduces an enemy to 0 Hit Points, and another enemy is adjacent to that creature.
You swing clear through one foe and into another. Make a melee Strike against the second enemy.
Trigger Your melee Strike reduces an enemy to 0 Hit Points, and another enemy is adjacent to that creature.
You swing clear through one foe and into another. Make a melee Strike against the second enemy.
BARBARIAN RAGE
Prerequisites Thrash
You smack the foe you’re thrashing into someone else. When you Thrash, choose another enemy adjacent to the grabbed enemy. That enemy also takes your Thrash damage, with a basic Reflex save against your class DC.
Prerequisites Thrash
You smack the foe you’re thrashing into someone else. When you Thrash, choose another enemy adjacent to the grabbed enemy. That enemy also takes your Thrash damage, with a basic Reflex save against your class DC.
◆
BARBARIAN CONCENTRATE RAGE
You open yourself to attacks so you can respond in turn. Until your rage ends, you are off-guard, and damage rolls against you gain a +2 circumstance bonus. If a creature hits you, that creature is off-guard to you until the end of your next turn. If you hit it before the end of your next turn, you gain temporary Hit Points equal to your Constitution modifier, or double that on a critical hit. These temporary Hit Points last until the end of your rage.
You open yourself to attacks so you can respond in turn. Until your rage ends, you are off-guard, and damage rolls against you gain a +2 circumstance bonus. If a creature hits you, that creature is off-guard to you until the end of your next turn. If you hit it before the end of your next turn, you gain temporary Hit Points equal to your Constitution modifier, or double that on a critical hit. These temporary Hit Points last until the end of your rage.
AUDITORY BARBARIAN RAGE VISUAL
Prerequisites Share Rage
You can drive your allies into a frenzy, granting them incredible benefits. You can ignore the requirements of Share Rage, using it multiple times in a Rage. Allies affected by Share Rage can choose to gain your instinct ability and the specialization ability it gains from weapon specialization, but not greater weapon specialization. They must abide by any restrictions of your instinct if they do so (such as the anathema of the superstition instinct).
Prerequisites Share Rage
You can drive your allies into a frenzy, granting them incredible benefits. You can ignore the requirements of Share Rage, using it multiple times in a Rage. Allies affected by Share Rage can choose to gain your instinct ability and the specialization ability it gains from weapon specialization, but not greater weapon specialization. They must abide by any restrictions of your instinct if they do so (such as the anathema of the superstition instinct).
◇
BARBARIAN RAGE
Trigger Your turn begins, and your current Hit Points are at half your maximum or less.
Your blood boils when you take a beating, and you throw caution to the wind to finish the fight. You get a +2 circumstance bonus to attack rolls, a –1 penalty to AC, and a –1 penalty to saves. These bonuses and penalties last until your Rage ends or until you are above half Hit Points, whichever comes first.
Trigger Your turn begins, and your current Hit Points are at half your maximum or less.
Your blood boils when you take a beating, and you throw caution to the wind to finish the fight. You get a +2 circumstance bonus to attack rolls, a –1 penalty to AC, and a –1 penalty to saves. These bonuses and penalties last until your Rage ends or until you are above half Hit Points, whichever comes first.
◆
BARBARIAN FLOURISH RAGE
Prerequisites trained in Athletics
You attack with enough force to knock the weapon out of your foe’s hands. Make a melee Strike; if you hit, you can attempt an Athletics check to Disarm that enemy.
Prerequisites trained in Athletics
You attack with enough force to knock the weapon out of your foe’s hands. Make a melee Strike; if you hit, you can attempt an Athletics check to Disarm that enemy.
↺
BARBARIAN RAGE
Trigger A creature within your reach damages you with a melee attack.
Ignoring your pain, you reach out and grab the creature or weapon that caused you harm. Attempt an Athletics check to Grapple the triggering creature or to Disarm the creature of the weapon it damaged you with.
Trigger A creature within your reach damages you with a melee attack.
Ignoring your pain, you reach out and grab the creature or weapon that caused you harm. Attempt an Athletics check to Grapple the triggering creature or to Disarm the creature of the weapon it damaged you with.
◆
BARBARIAN RAGE
Requirements You used your previous action to make a melee Strike that missed.
Even in the face of failure you press the attack, determined to succeed. Make a Strike with the same weapon, adding the backswing and forceful weapon traits to that Strike.
Requirements You used your previous action to make a melee Strike that missed.
Even in the face of failure you press the attack, determined to succeed. Make a Strike with the same weapon, adding the backswing and forceful weapon traits to that Strike.
◆◆
BARBARIAN MANIPULATE RAGE
Requirements You are adjacent to an ally and have one or more hands free.
You toss your friends around the battlefield. Pick up an adjacent ally of your size or smaller and throw them to an unoccupied space you can see within 30 feet. Their movement doesn’t trigger reactions. Your ally ends this movement on their feet and doesn’t take damage from the fall. If your ally ends this movement within melee reach of at least one enemy, they can use their reaction to make a melee Strike against such an enemy.
Requirements You are adjacent to an ally and have one or more hands free.
You toss your friends around the battlefield. Pick up an adjacent ally of your size or smaller and throw them to an unoccupied space you can see within 30 feet. Their movement doesn’t trigger reactions. Your ally ends this movement on their feet and doesn’t take damage from the fall. If your ally ends this movement within melee reach of at least one enemy, they can use their reaction to make a melee Strike against such an enemy.
BARBARIAN
Prerequisites master in Athletics
You bully foes across the battlefield. While raging, you gain a +2 circumstance bonus to Athletics checks for attack actions.
Prerequisites master in Athletics
You bully foes across the battlefield. While raging, you gain a +2 circumstance bonus to Athletics checks for attack actions.
◆
BARBARIAN RAGE
Desperate to finish the fight, you pour all your rage into one final blow. Make a Strike. If it hits, you gain a circumstance bonus to damage equal to the number of rounds remaining in your Rage (maximum 10). After this Strike, your Rage immediately ends, and you are fatigued until you rest for at least 10 minutes.
Desperate to finish the fight, you pour all your rage into one final blow. Make a Strike. If it hits, you gain a circumstance bonus to damage equal to the number of rounds remaining in your Rage (maximum 10). After this Strike, your Rage immediately ends, and you are fatigued until you rest for at least 10 minutes.
◆
BARBARIAN RAGE
Requirements Your last action was a successful Strike, and either you have a hand free or your Strike used a weapon with the grapple trait.
You grab your foe while it’s distracted by your attack. The enemy you hit becomes grabbed by you, as if you had succeeded at an Athletics check to Grapple it.
Requirements Your last action was a successful Strike, and either you have a hand free or your Strike used a weapon with the grapple trait.
You grab your foe while it’s distracted by your attack. The enemy you hit becomes grabbed by you, as if you had succeeded at an Athletics check to Grapple it.
◆◆ OR ◆◆◆
BARBARIAN RAGE
You rush forward. Stride up to five times, or up to eight times if you used 3 actions. All this movement must be in a straight line (though the GM might allow reasonable variance). You can replace any of these Strides with a Balance action if you need to, which you attempt using an Athletics check instead of an Acrobatics check, using the same DC.
You rush forward. Stride up to five times, or up to eight times if you used 3 actions. All this movement must be in a straight line (though the GM might allow reasonable variance). You can replace any of these Strides with a Balance action if you need to, which you attempt using an Athletics check instead of an Acrobatics check, using the same DC.
BARBARIAN RAGE
Prerequisites Cleave
Your fury carries your weapon through multiple foes. When you Cleave, if your Strike also reduces its target to 0 HP, you can continue to make melee Strikes until you make a Strike that doesn’t reduce a creature to 0 HP, or until there are no creatures adjacent to the most recent creature you attacked while Cleaving, whichever comes first.
Prerequisites Cleave
Your fury carries your weapon through multiple foes. When you Cleave, if your Strike also reduces its target to 0 HP, you can continue to make melee Strikes until you make a Strike that doesn’t reduce a creature to 0 HP, or until there are no creatures adjacent to the most recent creature you attacked while Cleaving, whichever comes first.
◆◆
BARBARIAN RAGE
Requirements You are wielding a melee weapon that deals piercing damage.
You impale your enemy and hold it in place with your weapon, and leave it bleeding when it gets free. Make a melee Strike with a melee weapon that deals piercing damage. If the Strike hits and deals damage, your target is grabbed until it successfully Escapes, you attack with the weapon again, or you Release the required weapon, whichever comes first. When the target is no longer grabbed, it takes persistent bleed damage equal to the weapon’s number of weapon damage dice.
Requirements You are wielding a melee weapon that deals piercing damage.
You impale your enemy and hold it in place with your weapon, and leave it bleeding when it gets free. Make a melee Strike with a melee weapon that deals piercing damage. If the Strike hits and deals damage, your target is grabbed until it successfully Escapes, you attack with the weapon again, or you Release the required weapon, whichever comes first. When the target is no longer grabbed, it takes persistent bleed damage equal to the weapon’s number of weapon damage dice.
↺
BARBARIAN
Trigger You fall at least 10 feet and land on a solid surface.
You slam into the ground, shattering it around you. Treat the fall as 10 feet shorter. You land on your feet. The ground in a 5-foot emanation becomes difficult terrain. Any creature in the emanation when you land takes 5 bludgeoning damage as the debris hits it and is off-guard until the start of its next turn.
Trigger You fall at least 10 feet and land on a solid surface.
You slam into the ground, shattering it around you. Treat the fall as 10 feet shorter. You land on your feet. The ground in a 5-foot emanation becomes difficult terrain. Any creature in the emanation when you land takes 5 bludgeoning damage as the debris hits it and is off-guard until the start of its next turn.
BARBARIAN
Prerequisites Acute Scent or scent
You trust your instincts and your sense of smell, using all your senses to pinpoint your opponent’s location. When you make a melee Strike against an opponent you’re detecting using scent, ignore any flat check required due to the target being concealed or hidden.
Prerequisites Acute Scent or scent
You trust your instincts and your sense of smell, using all your senses to pinpoint your opponent’s location. When you make a melee Strike against an opponent you’re detecting using scent, ignore any flat check required due to the target being concealed or hidden.
◆◆
BARBARIAN EMOTION FEAR MENTAL
Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit.
Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit.
BARBARIAN
Even the heaviest armors serve only to enhance your unbridled fury. You are trained in heavy armor. Whenever you gain a barbarian class feature that grants you expert or greater proficiency in medium armor, you also gain that proficiency in heavy armor. If you have the Quick-Tempered action, you can use it while wearing heavy armor.
Even the heaviest armors serve only to enhance your unbridled fury. You are trained in heavy armor. Whenever you gain a barbarian class feature that grants you expert or greater proficiency in medium armor, you also gain that proficiency in heavy armor. If you have the Quick-Tempered action, you can use it while wearing heavy armor.
◆
BARBARIAN RAGE
Requirements Your last action was a successful Strike.
The weight of your swing drives your enemy back. You push the enemy back 5 feet, with the effects of a successful Shove. You can follow the enemy as normal for a successful Shove.
Requirements Your last action was a successful Strike.
The weight of your swing drives your enemy back. You push the enemy back 5 feet, with the effects of a successful Shove. You can follow the enemy as normal for a successful Shove.
◆
BARBARIAN CONCENTRATE RAGE
You push back your rage for a moment in order to think clearly. Until the end of this turn, you can use actions with the concentrate trait even if those actions don’t have the rage trait.
You push back your rage for a moment in order to think clearly. Until the end of this turn, you can use actions with the concentrate trait even if those actions don’t have the rage trait.
↺
BARBARIAN RAGE
Trigger An enemy within reach attempts to move away from you.
You keep pace with a retreating foe. Stride up to your Speed, following the enemy and keeping it in reach throughout its movement until it stops moving or you’ve moved your full Speed. You can use No Escape to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.
Trigger An enemy within reach attempts to move away from you.
You keep pace with a retreating foe. Stride up to your Speed, following the enemy and keeping it in reach throughout its movement until it stops moving or you’ve moved your full Speed. You can use No Escape to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.
BARBARIAN RAGE
Prerequisites low-light vision or scent
Your senses gain even greater clarity. While raging, if you have low-light vision you gain darkvision, and if you have scent the range of your imprecise scent increases to 60 feet.
Prerequisites low-light vision or scent
Your senses gain even greater clarity. While raging, if you have low-light vision you gain darkvision, and if you have scent the range of your imprecise scent increases to 60 feet.
BARBARIAN
Prerequisites Barreling Charge
You trample your foes as you charge past them. When you use Barreling Charge and successfully move through a creature’s space, that creature takes bludgeoning damage equal to your Strength modifier. If you critically succeed, the creature takes double this amount of damage and becomes off-guard until the end of your next turn.
Prerequisites Barreling Charge
You trample your foes as you charge past them. When you use Barreling Charge and successfully move through a creature’s space, that creature takes bludgeoning damage equal to your Strength modifier. If you critically succeed, the creature takes double this amount of damage and becomes off-guard until the end of your next turn.
◆◆
BARBARIAN RAGE
Requirements You have one or more hands free.
With a great heave, you seize a piece of your surroundings, such as a boulder, log, table, wagon, or chunk of earth, and hurl it at your foes. The object must be your size or one size smaller than you, and it must not have too much Bulk for you to lift it in the first place. Make a ranged Strike with the object; regardless of the result, the object takes the same amount of damage it would deal on a success. The object is a simple ranged weapon that deals 1d10 bludgeoning damage, has a range increment of 20 feet, and has the thrown weapon trait. The damage increases to 2d10 if you have weapon specialization in simple weapons, or 3d10 if you have greater weapon specialization.
Requirements You have one or more hands free.
With a great heave, you seize a piece of your surroundings, such as a boulder, log, table, wagon, or chunk of earth, and hurl it at your foes. The object must be your size or one size smaller than you, and it must not have too much Bulk for you to lift it in the first place. Make a ranged Strike with the object; regardless of the result, the object takes the same amount of damage it would deal on a success. The object is a simple ranged weapon that deals 1d10 bludgeoning damage, has a range increment of 20 feet, and has the thrown weapon trait. The damage increases to 2d10 if you have weapon specialization in simple weapons, or 3d10 if you have greater weapon specialization.
◆◆
BARBARIAN FLOURISH RAGE
Requirements You are wielding a ranged or thrown weapon that deals piercing damage.
Your projectiles are unhindered by flesh and bone. Make a ranged Strike with a ranged or thrown weapon that deals piercing damage against each creature in a 30-foot line (this uses only one projectile despite the number of Strikes). These Strikes ignore all cover granted by creatures. Roll damage only once and apply it to each creature you hit. Each attack counts toward your multiple attack penalty, but don’t increase your penalty until you have made all your attacks.
Requirements You are wielding a ranged or thrown weapon that deals piercing damage.
Your projectiles are unhindered by flesh and bone. Make a ranged Strike with a ranged or thrown weapon that deals piercing damage against each creature in a 30-foot line (this uses only one projectile despite the number of Strikes). These Strikes ignore all cover granted by creatures. Roll damage only once and apply it to each creature you hit. Each attack counts toward your multiple attack penalty, but don’t increase your penalty until you have made all your attacks.
↺
BARBARIAN CONCENTRATE FORTUNE RAGE
Trigger You fail or critically fail an attack roll or Will save.
You burn out all your rage to ensure that your attack lands and your mind remains free. Reroll the triggering attack roll or Will save with a +2 circumstance bonus, and use the better result. You then immediately stop raging.
Trigger You fail or critically fail an attack roll or Will save.
You burn out all your rage to ensure that your attack lands and your mind remains free. Reroll the triggering attack roll or Will save with a +2 circumstance bonus, and use the better result. You then immediately stop raging.
◆
BARBARIAN MANIPULATE RAGE
Frequency once per 10 minutes
You stomp the ground with such force that it creates a minor earthquake, with the effects of the earthquake spell, using your class DC.
Frequency once per 10 minutes
You stomp the ground with such force that it creates a minor earthquake, with the effects of the earthquake spell, using your class DC.
BARBARIAN
Prerequisites expert in Athletics
Physical obstacles can’t hold back your fury. While you are raging, you gain a climb Speed and swim Speed equal to your land Speed, the DC of your High Jumps and Long Jumps decreases by 10, and you increase your distance on a successful Long Jump by 10 feet. Your distance for a vertical Leap increases to 5 feet vertically, and your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet, and to 20 feet if your Speed is at least 30 feet.
Prerequisites expert in Athletics
Physical obstacles can’t hold back your fury. While you are raging, you gain a climb Speed and swim Speed equal to your land Speed, the DC of your High Jumps and Long Jumps decreases by 10, and you increase your distance on a successful Long Jump by 10 feet. Your distance for a vertical Leap increases to 5 feet vertically, and your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet, and to 20 feet if your Speed is at least 30 feet.
BARBARIAN
Your fury fills your foes with fear. While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats Intimidating Glare and Scare to Death, you gain these feats.
Your fury fills your foes with fear. While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats Intimidating Glare and Scare to Death, you gain these feats.
BARBARIAN
Thrown weapons become especially deadly in your fury. You apply the additional damage from Rage to your thrown weapon attacks. If you have the Brutal Critical feat or the devastator class feature, apply their benefits to thrown weapon attacks.
Thrown weapons become especially deadly in your fury. You apply the additional damage from Rage to your thrown weapon attacks. If you have the Brutal Critical feat or the devastator class feature, apply their benefits to thrown weapon attacks.
↺
BARBARIAN
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
◆
BARBARIAN CONCENTRATE RAGE
Through the haze of battle, you quickly recover your raging vigor. You gain temporary Hit Points equal to half your level plus your Constitution modifier. If you made an attack action this turn, increase the number of temporary Hit Points to your level plus your Constitution modifier. These temporary Hit Points last until the end of your rage.
Through the haze of battle, you quickly recover your raging vigor. You gain temporary Hit Points equal to half your level plus your Constitution modifier. If you made an attack action this turn, increase the number of temporary Hit Points to your level plus your Constitution modifier. These temporary Hit Points last until the end of your rage.
◆◆
BARBARIAN RAGE
Requirements You are wielding a melee weapon that deals bludgeoning damage.
You strike your enemy in the head with such force that its ears ring. Make a melee Strike. If the Strike hits and deals damage, the target is deafened until the start of your next turn (or for 1 minute on a critical hit).
Requirements You are wielding a melee weapon that deals bludgeoning damage.
You strike your enemy in the head with such force that its ears ring. Make a melee Strike. If the Strike hits and deals damage, the target is deafened until the start of your next turn (or for 1 minute on a critical hit).
◇
BARBARIAN
Prerequisites an instinct that allows you to change your additional damage from Rage to a different damage type
Trigger You Rage.
You emit a powerful surge of instinctual energy when you unleash your anger. Each enemy within 20 feet takes damage equal to your level (basic Fortitude save against your class DC) of the same type as your additional damage during that Rage.
Prerequisites an instinct that allows you to change your additional damage from Rage to a different damage type
Trigger You Rage.
You emit a powerful surge of instinctual energy when you unleash your anger. Each enemy within 20 feet takes damage equal to your level (basic Fortitude save against your class DC) of the same type as your additional damage during that Rage.
BARBARIAN
You can enter a second rage, but afterward you need to catch your breath. When you Rage, you can choose to gain temporary HP from the Rage even if 1 minute hasn’t passed (or a full turn if you have the revitalizing rage class feature). If you do, once this Rage ends you become fatigued until you rest for 10 minutes.
You can enter a second rage, but afterward you need to catch your breath. When you Rage, you can choose to gain temporary HP from the Rage even if 1 minute hasn’t passed (or a full turn if you have the revitalizing rage class feature). If you do, once this Rage ends you become fatigued until you rest for 10 minutes.
◆
BARBARIAN CONCENTRATE RAGE
You concentrate on your rage, overcoming fear and fighting back sickness. Reduce your frightened condition value by 1, and attempt a Fortitude save to recover from the sickened condition as if you had spent an action retching; you reduce your sickened condition value by 1 on a failure (but not on a critical failure), by 2 on a success, or by 3 on a critical success.
You concentrate on your rage, overcoming fear and fighting back sickness. Reduce your frightened condition value by 1, and attempt a Fortitude save to recover from the sickened condition as if you had spent an action retching; you reduce your sickened condition value by 1 on a failure (but not on a critical failure), by 2 on a success, or by 3 on a critical success.
◆
AUDITORY BARBARIAN RAGE VISUAL
Requirements You haven’t used this ability since you last Raged.
You stoke an ally’s fury. While you are raging, one willing creature within 30 feet gains the effects of the Rage action, except it can still use concentrate actions. It doesn’t get any added benefits from your instinct, feats, or the like.
Requirements You haven’t used this ability since you last Raged.
You stoke an ally’s fury. While you are raging, one willing creature within 30 feet gains the effects of the Rage action, except it can still use concentrate actions. It doesn’t get any added benefits from your instinct, feats, or the like.
BARBARIAN RAGE
Your forceful blows shatter objects with ease. While you are raging, damage from your melee Strikes ignores the first 5 Hardness of an object. If you have the devastator class feature, the damage instead ignores the first 10 points Hardness of an object.
Your forceful blows shatter objects with ease. While you are raging, damage from your melee Strikes ignores the first 5 Hardness of an object. If you have the devastator class feature, the damage instead ignores the first 10 points Hardness of an object.
◆
BARBARIAN INCAPACITATION RAGE
A quick strike to the face or mouth silences your opponent.
Make a melee Strike against an enemy. If it hits, the enemy must succeed at a Fortitude save against your class DC.
Success The target is unaffected.
Failure The target is dazed and can barely vocalize. It’s stunned 1 and its speech is raspy and hard to understand. It must succeed at a DC 11 flat check to use linguistic actions or Cast a Spell, unless the spell has the subtle trait.
Critical Failure As failure, but the creature is stunned 3 instead of stunned 1.
A quick strike to the face or mouth silences your opponent.
Make a melee Strike against an enemy. If it hits, the enemy must succeed at a Fortitude save against your class DC.
Success The target is unaffected.
Failure The target is dazed and can barely vocalize. It’s stunned 1 and its speech is raspy and hard to understand. It must succeed at a DC 11 flat check to use linguistic actions or Cast a Spell, unless the spell has the subtle trait.
Critical Failure As failure, but the creature is stunned 3 instead of stunned 1.
◆◆
BARBARIAN FLOURISH
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
◆◆
BARBARIAN
You swing at a foe while mid-leap.
Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump. Immediately after the Strike, you fall to the ground if you’re in the air, even if you haven’t reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright.
When attempting a High Jump or Long Jump during a Sudden Leap, determine the jump distance using Long Jump’s rules, and change your maximum distance to double your Speed.
You swing at a foe while mid-leap.
Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump. Immediately after the Strike, you fall to the ground if you’re in the air, even if you haven’t reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright.
When attempting a High Jump or Long Jump during a Sudden Leap, determine the jump distance using Long Jump’s rules, and change your maximum distance to double your Speed.
BARBARIAN RAGE
Prerequisites Acute Scent or scent
Your scent is preternaturally sharp, and you can always rely on your sense of smell to help guide you when your vision is compromised. When you target a concealed or hidden opponent while you are raging, you reduce the DC of the flat check to 3 for a concealed target or to 9 for a hidden one.
Prerequisites Acute Scent or scent
Your scent is preternaturally sharp, and you can always rely on your sense of smell to help guide you when your vision is compromised. When you target a concealed or hidden opponent while you are raging, you reduce the DC of the flat check to 3 for a concealed target or to 9 for a hidden one.
◆◆
BARBARIAN FLOURISH
You make a wide, arcing swing.
Make a single melee Strike and compare the attack roll result to the ACs of up to two enemies, each of whom must be within your melee reach and adjacent to the other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty.
If you’re using a weapon with the sweep trait, its modifier applies to all your Swipe attacks.
You make a wide, arcing swing.
Make a single melee Strike and compare the attack roll result to the ACs of up to two enemies, each of whom must be within your melee reach and adjacent to the other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty.
If you’re using a weapon with the sweep trait, its modifier applies to all your Swipe attacks.
↺
BARBARIAN RAGE
Trigger You critically hit an adjacent enemy.
Your vicious strike pulls your foe closer, giving you the opportunity to grab them. Attempt to Grapple the triggering enemy.
Trigger You critically hit an adjacent enemy.
Your vicious strike pulls your foe closer, giving you the opportunity to grab them. Attempt to Grapple the triggering enemy.
◆
AUDITORY BARBARIAN RAGE
You unleash a terrifying howl. Attempt Intimidation checks to Demoralize each enemy within 30 feet: you don’t take a penalty if the creature doesn’t understand your language. Regardless of the results of your checks, each target is then temporarily immune to Terrifying Howl for 1 minute.
You unleash a terrifying howl. Attempt Intimidation checks to Demoralize each enemy within 30 feet: you don’t take a penalty if the creature doesn’t understand your language. Regardless of the results of your checks, each target is then temporarily immune to Terrifying Howl for 1 minute.
◆
BARBARIAN RAGE
Requirements You have an enemy grabbed or restrained.
You thrash your foe around. An enemy you have grabbed or restrained takes bludgeoning damage equal to your Strength modifier plus your weapon specialization damage plus your Rage damage, with a basic Fortitude save against your class DC.
Requirements You have an enemy grabbed or restrained.
You thrash your foe around. An enemy you have grabbed or restrained takes bludgeoning damage equal to your Strength modifier plus your weapon specialization damage plus your Rage damage, with a basic Fortitude save against your class DC.
◆◆◆
BARBARIAN FLOURISH
You make a great sweep with your weapon or fists about yourself, knocking creatures off their feet and away from you. Choose up to three enemies within your reach and choose whether to Shove or Trip all three of them. Whichever of the two options you choose, roll a separate Athletics check against each enemy, performing the same action against each enemy. Each attempt counts toward your multiple attack penalty, but don’t increase your penalty until you have made all the attempts.
You make a great sweep with your weapon or fists about yourself, knocking creatures off their feet and away from you. Choose up to three enemies within your reach and choose whether to Shove or Trip all three of them. Whichever of the two options you choose, roll a separate Athletics check against each enemy, performing the same action against each enemy. Each attempt counts toward your multiple attack penalty, but don’t increase your penalty until you have made all the attempts.
BARBARIAN
You have become a brutal, unstoppable force of nature, able to shrug off mortal wounds with ease.
You gain resistance equal to 3 + your Constitution modifier to all damage, and your resistance from raging increases to 8 + your Constitution modifier.
In addition, if you are reduced to 0 Hit Points while raging, you can end your rage as a reaction to stay at 1 Hit Point. If you do, you become wounded 2 (or increase your wounded condition by 2 if you are already wounded).
You have become a brutal, unstoppable force of nature, able to shrug off mortal wounds with ease.
You gain resistance equal to 3 + your Constitution modifier to all damage, and your resistance from raging increases to 8 + your Constitution modifier.
In addition, if you are reduced to 0 Hit Points while raging, you can end your rage as a reaction to stay at 1 Hit Point. If you do, you become wounded 2 (or increase your wounded condition by 2 if you are already wounded).
↺
BARBARIAN RAGE
Prerequisites Come and Get Me
Trigger A creature within your reach succeeds at an attack against you.
Requirements You’re under the effect of Come and Get Me.
When struck by an enemy, you respond in turn. Make a melee Strike against the triggering creature. If the triggering attack was a critical success, you can use Vengeful Strike as a free action instead of a reaction.
Prerequisites Come and Get Me
Trigger A creature within your reach succeeds at an attack against you.
Requirements You’re under the effect of Come and Get Me.
When struck by an enemy, you respond in turn. Make a melee Strike against the triggering creature. If the triggering attack was a critical success, you can use Vengeful Strike as a free action instead of a reaction.
◆◆
BARBARIAN RAGE
You make a vicious attack that maims your enemy. Make a melee Strike. If the Strike hits and deals damage, the target is drained 1, or drained 2 on a critical success.
You make a vicious attack that maims your enemy. Make a melee Strike. If the Strike hits and deals damage, the target is drained 1, or drained 2 on a critical success.
◆◆◆
BARBARIAN FLOURISH
You attack all nearby adversaries. Make a melee Strike against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but don’t increase your penalty until you have made all your attacks.
You attack all nearby adversaries. Make a melee Strike against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but don’t increase your penalty until you have made all your attacks.
◆◆
BARBARIAN RAGE
Prerequisites Collateral Thrash
You whirl a foe to smash into all nearby creatures before throwing them far away.
You Thrash. During this Thrash, your Collateral Thrash feat applies to all other enemies adjacent to you. You can then throw the grabbed creature 10 feet, where they fall prone.
If the enemy you choose for Collateral Thrash is also adjacent to you, it attempts only one save and takes the damage only once.
Prerequisites Collateral Thrash
You whirl a foe to smash into all nearby creatures before throwing them far away.
You Thrash. During this Thrash, your Collateral Thrash feat applies to all other enemies adjacent to you. You can then throw the grabbed creature 10 feet, where they fall prone.
If the enemy you choose for Collateral Thrash is also adjacent to you, it attempts only one save and takes the damage only once.
↺
BARBARIAN
Trigger You take damage and are capable of entering a rage.
You roar in pain, awakening the rage within you. You Rage.
Trigger You take damage and are capable of entering a rage.
You roar in pain, awakening the rage within you. You Rage.
ARCHETYPE
Prerequisites Basic Muse’s Whispers
You gain one bard feat. For the purpose of meeting its prerequisites, your bard 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 bard feat.
Prerequisites Basic Muse’s Whispers
You gain one bard feat. For the purpose of meeting its prerequisites, your bard 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 bard feat.
ARCHETYPE
Prerequisites Bard Dedication
Your music, speech, or other performance inspires your allies to dive into battle. You gain the courageous anthem composition cantrip.
Prerequisites Bard Dedication
Your music, speech, or other performance inspires your allies to dive into battle. You gain the courageous anthem composition cantrip.
ARCHETYPE DEDICATION MULTICLASS
Prerequisites Charisma +2
You cast spells like a bard and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the occult spell list or any other occult cantrips you’ve learned or discovered. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for bard archetype spells is Charisma, and they are occult bard spells. You become trained in Occultism and Performance; for each of these skills in which you were already trained, you instead become trained in a skill of your choice.
Choose a muse as you would if you were a bard. You can take that muse’s feats, but you don’t gain the starting feat, spell or any other abilities the choice of muse grants.
Prerequisites Charisma +2
You cast spells like a bard and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the occult spell list or any other occult cantrips you’ve learned or discovered. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for bard archetype spells is Charisma, and they are occult bard spells. You become trained in Occultism and Performance; for each of these skills in which you were already trained, you instead become trained in a skill of your choice.
Choose a muse as you would if you were a bard. You can take that muse’s feats, but you don’t gain the starting feat, spell or any other abilities the choice of muse grants.
ARCHETYPE
Prerequisites Bard Dedication
You gain the basic spellcasting benefits. Each time you gain a spell slot of a new rank from the bard archetype, add a common occult spell of the appropriate rank, or another appropriate occult spell you learned or discovered, to your repertoire.
Prerequisites Bard Dedication
You gain the basic spellcasting benefits. Each time you gain a spell slot of a new rank from the bard archetype, add a common occult spell of the appropriate rank, or another appropriate occult spell you learned or discovered, to your repertoire.
ARCHETYPE
Prerequisites Bard Dedication
You gain a 1st- or 2nd-level bard feat.
Prerequisites Bard Dedication
You gain a 1st- or 2nd-level bard feat.
ARCHETYPE
Prerequisites Bard Dedication
You gain the counter performance composition spell. This is a focus spell, granting you a focus pool or expanding that pool. You can Refocus by engaging your muse.
Prerequisites Bard Dedication
You gain the counter performance composition spell. This is a focus spell, granting you a focus pool or expanding that pool. You can Refocus by engaging your muse.
ARCHETYPE
Prerequisites Basic Bard Spellcasting, master in Occultism
You gain the expert spellcasting benefits.
Prerequisites Basic Bard Spellcasting, master in Occultism
You gain the expert spellcasting benefits.
ARCHETYPE
Prerequisites Expert Bard Spellcasting, legendary in Occultism
You gain the master spellcasting benefits.
Prerequisites Expert Bard Spellcasting, legendary in Occultism
You gain the master spellcasting benefits.
ARCHETYPE
Prerequisites Basic Bard Spellcasting
Your repertoire expands, and you can cast more occult spells each day. Increase the number of spells in your repertoire and the number of spell slots you gain from bard archetype feats by 1 for each spell rank other than your two highest bard spell slots.
Prerequisites Basic Bard Spellcasting
Your repertoire expands, and you can cast more occult spells each day. Increase the number of spells in your repertoire and the number of spell slots you gain from bard archetype feats by 1 for each spell rank other than your two highest bard spell slots.
BARD FORTUNE
Prerequisites enigma muse
You can procure information with confidence.
Whenever you Recall Knowledge using any skill (including Bardic Lore), you can forgo rolling your check to instead receive a result of 10 + your proficiency bonus (don’t apply any other bonuses, penalties, or modifiers).
As long as you are an expert in a skill, you meet the prerequisites for the Automatic Knowledge skill feat for that skill, even if you don’t have the Assurance feat for that skill.
Prerequisites enigma muse
You can procure information with confidence.
Whenever you Recall Knowledge using any skill (including Bardic Lore), you can forgo rolling your check to instead receive a result of 10 + your proficiency bonus (don’t apply any other bonuses, penalties, or modifiers).
As long as you are an expert in a skill, you meet the prerequisites for the Automatic Knowledge skill feat for that skill, even if you don’t have the Assurance feat for that skill.
BARD
Prerequisites enigma muse
Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means.
Prerequisites enigma muse
Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means.
BARD
Prerequisites enigma muse, legendary in Occultism
Your repertoire is vast, containing far more spells than usual. Add one spell to your repertoire of each spell rank you can cast.
Prerequisites enigma muse, legendary in Occultism
Your repertoire is vast, containing far more spells than usual. Add one spell to your repertoire of each spell rank you can cast.
BARD
Prerequisites Assured Knowledge
Your muse whispers knowledge to you at all the right times. You gain the benefits of the Automatic Knowledge skill feat with any skill you can use to Recall Knowledge. As per the special clause in the Automatic Knowledge feat, you can still only use Automatic Knowledge once per round.
Prerequisites Assured Knowledge
Your muse whispers knowledge to you at all the right times. You gain the benefits of the Automatic Knowledge skill feat with any skill you can use to Recall Knowledge. As per the special clause in the Automatic Knowledge feat, you can still only use Automatic Knowledge once per round.
BARD
Prerequisites enigma muse
When you succeed at a check to Recall Knowledge, you gain additional information or context. When you critically succeed at a check to Recall Knowledge, you get additional information or context or can ask an additional follow-up question (the GM chooses which).
Prerequisites enigma muse
When you succeed at a check to Recall Knowledge, you gain additional information or context. When you critically succeed at a check to Recall Knowledge, you get additional information or context or can ask an additional follow-up question (the GM chooses which).
BARD FORTUNE
Prerequisites enigma muse
You magically unlock memories, making them easier to recall. You learn the loremaster’s etude composition spell.
Prerequisites enigma muse
You magically unlock memories, making them easier to recall. You learn the loremaster’s etude composition spell.
UNCOMMON BARD
Prerequisites enigma muse, expert in Occultism
Careful research into the art of rituals has made you better at performing them. You gain a +2 circumstance bonus to all primary and secondary checks you attempt as part of casting a ritual.
Prerequisites enigma muse, expert in Occultism
Careful research into the art of rituals has made you better at performing them. You gain a +2 circumstance bonus to all primary and secondary checks you attempt as part of casting a ritual.
BARD
Prerequisites enigma muse, legendary in Occultism
Your continued study of occult magic has increased your magical capacity, allowing you to cast spells even when it seems impossible. You can cast one spell each day even after you’ve run out of spell slots of the appropriate spell rank, but you can’t use this ability to cast a spell of your highest spell rank.
Prerequisites enigma muse, legendary in Occultism
Your continued study of occult magic has increased your magical capacity, allowing you to cast spells even when it seems impossible. You can cast one spell each day even after you’ve run out of spell slots of the appropriate spell rank, but you can’t use this ability to cast a spell of your highest spell rank.
◆
BARD
Prerequisites enigma muse
Your mind works at an incredible pace. You instantly use up to five Recall Knowledge actions. If you have any special abilities or free actions that would normally be triggered when you Recall Knowledge, you can’t use them for these actions.
Prerequisites enigma muse
Your mind works at an incredible pace. You instantly use up to five Recall Knowledge actions. If you have any special abilities or free actions that would normally be triggered when you Recall Knowledge, you can’t use them for these actions.
BARD
Prerequisites maestro muse
The world is a stage upon which you are always playing. You are permanently quickened; you can use your extra action only to cast a composition cantrip that requires 1 action to cast. While in exploration mode, you can declare that you are performing an eligible composition cantrip while using any exploration tactic. Even before your first turn in a combat encounter, that cantrip is active as if you had cast it on your previous turn.
Prerequisites maestro muse
The world is a stage upon which you are always playing. You are permanently quickened; you can use your extra action only to cast a composition cantrip that requires 1 action to cast. While in exploration mode, you can declare that you are performing an eligible composition cantrip while using any exploration tactic. Even before your first turn in a combat encounter, that cantrip is active as if you had cast it on your previous turn.
BARD
Prerequisites maestro muse
Your anthems grow louder and more potent, bolstered by your muse’s power. You learn the fortissimo composition spellshape focus spell.
Prerequisites maestro muse
Your anthems grow louder and more potent, bolstered by your muse’s power. You learn the fortissimo composition spellshape focus spell.
◆
BARD CONCENTRATE MANIPULATE SPELLSHAPE
Prerequisites maestro muse
You can perform multiple compositions simultaneously, typically by performing in multiple ways at the same time, using special vocal techniques to double your voice, or creating occult magic that replicates your song or speech. If your next action is to cast a composition, it becomes a harmonized composition. Unlike a normal composition, a harmonized composition doesn’t end if you cast another composition, and you can cast another composition on the same turn as a harmonized one. Casting another harmonized composition ends any harmonized composition you already have in effect.
Prerequisites maestro muse
You can perform multiple compositions simultaneously, typically by performing in multiple ways at the same time, using special vocal techniques to double your voice, or creating occult magic that replicates your song or speech. If your next action is to cast a composition, it becomes a harmonized composition. Unlike a normal composition, a harmonized composition doesn’t end if you cast another composition, and you can cast another composition on the same turn as a harmonized one. Casting another harmonized composition ends any harmonized composition you already have in effect.
◆
BARD CONCENTRATE SPELLSHAPE
Prerequisites maestro muse
You attune your great skill in performing to another, granting them a small measure of your skill as though anyone could do it.
If your next action is casting a composition spell with an emanation area, its area spreads from a willing ally of your choice within 60 feet instead of you.
If you have Directed Audience, you can have that cone originate from the ally instead.
Prerequisites maestro muse
You attune your great skill in performing to another, granting them a small measure of your skill as though anyone could do it.
If your next action is casting a composition spell with an emanation area, its area spreads from a willing ally of your choice within 60 feet instead of you.
If you have Directed Audience, you can have that cone originate from the ally instead.
BARD
Prerequisites maestro muse
By adding a flourish, you make your compositions last longer. You learn the lingering composition focus spell.
Prerequisites maestro muse
By adding a flourish, you make your compositions last longer. You learn the lingering composition focus spell.
↺
BARD CONCENTRATE
Prerequisites maestro muse
Trigger You or an ally benefiting from your composition spell would take sonic damage.
You bring your performance to a sudden, dramatic finish, drowning out other sounds. Your composition spell ends immediately, and all allies that had been benefiting from the spell’s effects gain sonic resistance against the triggering damage equal to twice the composition spell’s rank.
Prerequisites maestro muse
Trigger You or an ally benefiting from your composition spell would take sonic damage.
You bring your performance to a sudden, dramatic finish, drowning out other sounds. Your composition spell ends immediately, and all allies that had been benefiting from the spell’s effects gain sonic resistance against the triggering damage equal to twice the composition spell’s rank.
BARD
Prerequisites Harmonize
You have learned how to weave countless performances together into a solo symphony with multitudinous effects. You are no longer limited to a single composition each turn or a single composition at a time; when you use a new composition, all previous compositions’ effects continue for their remaining duration.
Prerequisites Harmonize
You have learned how to weave countless performances together into a solo symphony with multitudinous effects. You are no longer limited to a single composition each turn or a single composition at a time; when you use a new composition, all previous compositions’ effects continue for their remaining duration.
BARD
Prerequisites maestro muse
You learn the uplifting overture composition cantrip, which aids your allies’ skills with the inspiring nature of your performance.
Prerequisites maestro muse
You learn the uplifting overture composition cantrip, which aids your allies’ skills with the inspiring nature of your performance.
BARD
Prerequisites Esoteric Polymath
Your flexible mind can quickly shift from one spell to another. If you add a spell to your repertoire during your daily preparations using Esoteric Polymath, when you prepare again, you can choose to keep the new spell from Esoteric Polymath in your repertoire and instead lose access to another spell of the same rank in your repertoire.
Prerequisites Esoteric Polymath
Your flexible mind can quickly shift from one spell to another. If you add a spell to your repertoire during your daily preparations using Esoteric Polymath, when you prepare again, you can choose to keep the new spell from Esoteric Polymath in your repertoire and instead lose access to another spell of the same rank in your repertoire.
BARD
Prerequisites polymath muse, master in Occultism
Your broad experiences translate to a range of skills. Your proficiency bonus to untrained skill checks is equal to your level. You can attempt any skill check that normally requires you to be trained, even if you are untrained. If you have legendary proficiency in Occultism, you can attempt any skill check that normally requires you to have expert proficiency, even if untrained or trained.
Prerequisites polymath muse, master in Occultism
Your broad experiences translate to a range of skills. Your proficiency bonus to untrained skill checks is equal to your level. You can attempt any skill check that normally requires you to be trained, even if you are untrained. If you have legendary proficiency in Occultism, you can attempt any skill check that normally requires you to have expert proficiency, even if untrained or trained.
BARD
Prerequisites polymath muse
You keep a book of occult spells, similar to a wizard’s spellbook, and can use its spells to supplement your spell repertoire. Add all the spells in your repertoire to this book for free. You can use the Occultism skill to Learn Spells and add them to your spellbook by paying the appropriate cost.
During your daily preparations, choose any one spell from your book of occult spells. If that spell is already in your spell repertoire, you can treat it as an additional signature spell that day. If it isn’t in your repertoire, treat it as though it were until your next daily preparations.
Prerequisites polymath muse
You keep a book of occult spells, similar to a wizard’s spellbook, and can use its spells to supplement your spell repertoire. Add all the spells in your repertoire to this book for free. You can use the Occultism skill to Learn Spells and add them to your spellbook by paying the appropriate cost.
During your daily preparations, choose any one spell from your book of occult spells. If that spell is already in your spell repertoire, you can treat it as an additional signature spell that day. If it isn’t in your repertoire, treat it as though it were until your next daily preparations.
BARD
Prerequisites trained in Arcana, Nature, or Religion; Esoteric Polymath
Your esoteric formulas are so unusual that they allow you to dabble in magic from diverse traditions that other bards don’t understand.
As long as you’re trained in Arcana, you can add arcane spells to your book from Esoteric Polymath; as long as you’re trained in Nature, you can add primal spells to your book; and as long as you are trained in Religion, you can add divine spells to your book.
Like your other spells in your book, you can add one of these spells from another tradition to your repertoire as an occult spell each day using Esoteric Polymath, but you can’t retain any spells from another tradition when you prepare again, even if you have Eclectic Polymath.
Prerequisites trained in Arcana, Nature, or Religion; Esoteric Polymath
Your esoteric formulas are so unusual that they allow you to dabble in magic from diverse traditions that other bards don’t understand.
As long as you’re trained in Arcana, you can add arcane spells to your book from Esoteric Polymath; as long as you’re trained in Nature, you can add primal spells to your book; and as long as you are trained in Religion, you can add divine spells to your book.
Like your other spells in your book, you can add one of these spells from another tradition to your repertoire as an occult spell each day using Esoteric Polymath, but you can’t retain any spells from another tradition when you prepare again, even if you have Eclectic Polymath.
BARD
Prerequisites polymath muse
You can flexibly cast all of your spells, granting a dizzying array of possible options. All of the spells in your repertoire are signature spells for you.
Prerequisites polymath muse
You can flexibly cast all of your spells, granting a dizzying array of possible options. All of the spells in your repertoire are signature spells for you.
◆
BARD CONCENTRATE MANIPULATE SPELLSHAPE
Prerequisites polymath muse
You can translate the emotion and power of a composition to other mediums. If your next action is to cast a composition spell that is auditory or visual, you can have it affect creatures who can witness it with any sense, not just those the traits indicate, even including special senses like tremorsense. You can choose to exclude any senses you choose.
Prerequisites polymath muse
You can translate the emotion and power of a composition to other mediums. If your next action is to cast a composition spell that is auditory or visual, you can have it affect creatures who can witness it with any sense, not just those the traits indicate, even including special senses like tremorsense. You can choose to exclude any senses you choose.
BARD
Prerequisites polymath muse
You can rely on the grandeur of your performances rather than ordinary social skills.
You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate.
In addition, you can use your proficiency rank in Performance to meet the prerequisites of skill feats that require a particular proficiency rank in Deception, Diplomacy, or Intimidation.
Prerequisites polymath muse
You can rely on the grandeur of your performances rather than ordinary social skills.
You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate.
In addition, you can use your proficiency rank in Performance to meet the prerequisites of skill feats that require a particular proficiency rank in Deception, Diplomacy, or Intimidation.
BARD
Prerequisites polymath muse
While most bards are known for certain signature performances and spells, you’re always tweaking your available repertoire. When you make your daily preparations, you can change one of your signature spells to a different spell of that rank from your repertoire.
Prerequisites polymath muse
While most bards are known for certain signature performances and spells, you’re always tweaking your available repertoire. When you make your daily preparations, you can change one of your signature spells to a different spell of that rank from your repertoire.
◆
AUDITORY BARD CONCENTRATE SPELLSHAPE
Prerequisites warrior muse
With a rousing call, you exhort an ally to advance. If your next action is to cast the courageous anthem composition cantrip, one ally of your choice who gains a status bonus from the spell can immediately use their reaction to Stride.
Prerequisites warrior muse
With a rousing call, you exhort an ally to advance. If your next action is to cast the courageous anthem composition cantrip, one ally of your choice who gains a status bonus from the spell can immediately use their reaction to Stride.
◆
AUDITORY BARD CONCENTRATE SPELLSHAPE
Prerequisites warrior muse
With a mighty shout, you can stir an ally to attack. If your next action is to cast the courageous anthem composition cantrip, one ally of your choice who gains a status bonus from the spell can immediately use their reaction to make a melee Strike.
Prerequisites warrior muse
With a mighty shout, you can stir an ally to attack. If your next action is to cast the courageous anthem composition cantrip, one ally of your choice who gains a status bonus from the spell can immediately use their reaction to make a melee Strike.
◆
AUDITORY BARD CONCENTRATE SPELLSHAPE
Prerequisites Courageous Advance, Courageous Assault
You use your performance to orchestrate an onslaught against your enemies. If your next action is to cast the courageous anthem composition cantrip, one ally of your choice who gains a status bonus from the spell can immediately use their reaction to Stride and then make a melee Strike.
Prerequisites Courageous Advance, Courageous Assault
You use your performance to orchestrate an onslaught against your enemies. If your next action is to cast the courageous anthem composition cantrip, one ally of your choice who gains a status bonus from the spell can immediately use their reaction to Stride and then make a melee Strike.
◆
AUDITORY BARD CONCENTRATE SPELLSHAPE
Prerequisites warrior muse, Rallying Anthem
Like the storied heroes who persist in the face of overwhelming odds, you and your allies will hold the line. If your next action is to cast the rallying anthem composition cantrip, you can Raise a Shield, and one ally of your choice who gains a status bonus from the spell can immediately use their reaction to Raise a Shield.
Prerequisites warrior muse, Rallying Anthem
Like the storied heroes who persist in the face of overwhelming odds, you and your allies will hold the line. If your next action is to cast the rallying anthem composition cantrip, you can Raise a Shield, and one ally of your choice who gains a status bonus from the spell can immediately use their reaction to Raise a Shield.
BARD
Prerequisites warrior muse
Your muse has taught you how to handle a wider variety of weapons than most bards, empowering you to effortlessly blend your performance into combat tools.
When you have a courageous anthem composition cantrip active, and you damage an enemy with a Strike, the spell’s duration is extended by 1 round. You can extend an individual casting only once in this way.
If you gain the rallying anthem or song of strength composition cantrips, you can apply this benefit to those cantrips as well.
Prerequisites warrior muse
Your muse has taught you how to handle a wider variety of weapons than most bards, empowering you to effortlessly blend your performance into combat tools.
When you have a courageous anthem composition cantrip active, and you damage an enemy with a Strike, the spell’s duration is extended by 1 round. You can extend an individual casting only once in this way.
If you gain the rallying anthem or song of strength composition cantrips, you can apply this benefit to those cantrips as well.
↺
AUDITORY BARD CONCENTRATE
Prerequisites warrior muse
Trigger A creature within your reach uses an auditory effect, manipulate action, or move action; makes a ranged attack; or leaves a square during its move action.
Requirements You are affected by courageous anthem.
You bellow a ferocious call to arms, inspiring yourself to lash out at a foe. Make a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the action is disrupted.
Prerequisites warrior muse
Trigger A creature within your reach uses an auditory effect, manipulate action, or move action; makes a ranged attack; or leaves a square during its move action.
Requirements You are affected by courageous anthem.
You bellow a ferocious call to arms, inspiring yourself to lash out at a foe. Make a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the action is disrupted.
BARD
Prerequisites Courageous Assault
In the triumph of battle, you can share the glory with another ally. When the ally you chose for Courageous Assault critically succeeds at the Strike granted by that action, another ally affected by your courageous anthem composition spell can immediately use a reaction to make a melee Strike. This effect doesn’t continue to a third ally, even if the second ally also critically succeeds.
Prerequisites Courageous Assault
In the triumph of battle, you can share the glory with another ally. When the ally you chose for Courageous Assault critically succeeds at the Strike granted by that action, another ally affected by your courageous anthem composition spell can immediately use a reaction to make a melee Strike. This effect doesn’t continue to a third ally, even if the second ally also critically succeeds.
BARD
Prerequisites warrior muse
Your performances inspire strength in your allies to aid them at physical tasks. You learn the song of strength composition cantrip.
Prerequisites warrior muse
Your performances inspire strength in your allies to aid them at physical tasks. You learn the song of strength composition cantrip.
◇
BARD
Prerequisites warrior muse
Trigger You critically hit a foe with a melee weapon Strike or a melee unarmed attack.
With a triumphant shout, you inspire your allies. You cast a composition cantrip you know that normally takes a single action to cast.
Prerequisites warrior muse
Trigger You critically hit a foe with a melee weapon Strike or a melee unarmed attack.
With a triumphant shout, you inspire your allies. You cast a composition cantrip you know that normally takes a single action to cast.
↺
BARD CONCENTRATE MANIPULATE
Trigger An ally within 30 feet Casts a Spell.
You use your performance to supplement an ally’s spellcasting, providing magical energy for their spell in their stead. Attempt a Performance check, using a very high DC for the ally’s level, and either spend a Focus Point (if the triggering spell is a focus spell) or expend a spell slot at least 1 rank higher than the triggering spell. If you succeed at your Performance check, your ally’s spell doesn’t cost the Focus Point or spell slot that ally would normally need to spend.
Trigger An ally within 30 feet Casts a Spell.
You use your performance to supplement an ally’s spellcasting, providing magical energy for their spell in their stead. Attempt a Performance check, using a very high DC for the ally’s level, and either spend a Focus Point (if the triggering spell is a focus spell) or expend a spell slot at least 1 rank higher than the triggering spell. If you succeed at your Performance check, your ally’s spell doesn’t cost the Focus Point or spell slot that ally would normally need to spend.
↺
BARD ILLUSION MENTAL
Trigger You would take damage from a Strike or spell that doesn’t have the death trait or otherwise cause instant death (such as disintegrate).
Using your occult connections and incredible powers of persuasion, you convince yourself that the triggering damage is a figment of your imagination. The damage changes from its usual damage type to mental damage, and the damaging effect gains the nonlethal trait. You can’t use this reaction if you are immune to mental effects or mental damage.
Trigger You would take damage from a Strike or spell that doesn’t have the death trait or otherwise cause instant death (such as disintegrate).
Using your occult connections and incredible powers of persuasion, you convince yourself that the triggering damage is a figment of your imagination. The damage changes from its usual damage type to mental damage, and the damaging effect gains the nonlethal trait. You can’t use this reaction if you are immune to mental effects or mental damage.
BARD
You can quicken your allies with a fast-paced performance. You learn the allegro composition cantrip.
You can quicken your allies with a fast-paced performance. You learn the allegro composition cantrip.
BARD EXPLORATION LINGUISTIC
By putting composition to paper, you can create a source of stirring words or song that others can read and understand.
You spend 10 minutes and 1 Focus Point to transpose a composition spell on a special scroll that you or another creature can later activate. This composition spell must take a single action to cast. If the chosen composition spell requires a Performance check as part of the casting, the GM rolls this check as a secret check when you annotate your score.
If you have fortissimo composition or lingering composition, you can also use one of those spells to modify the annotated composition, provided the annotated composition can benefit from the modification. The GM rolls the secret Performance check. If you do, you spend an additional Focus Point, even if the secret check fails.
Any creature that can read the language you used when annotating your composition can Activate the Item by spending a single action, which has the concentrate trait. This produces the effects of the composition as though the activating creature had Cast the Spell.
A composition you create this way loses its power the next time you make your daily preparations. While the composition is in your possession, you can render it inert using a single action that has the concentrate trait. You can’t regain the Focus Points you spent to create the annotated composition until it is activated or loses its magic.
By putting composition to paper, you can create a source of stirring words or song that others can read and understand.
You spend 10 minutes and 1 Focus Point to transpose a composition spell on a special scroll that you or another creature can later activate. This composition spell must take a single action to cast. If the chosen composition spell requires a Performance check as part of the casting, the GM rolls this check as a secret check when you annotate your score.
If you have fortissimo composition or lingering composition, you can also use one of those spells to modify the annotated composition, provided the annotated composition can benefit from the modification. The GM rolls the secret Performance check. If you do, you spend an additional Focus Point, even if the secret check fails.
Any creature that can read the language you used when annotating your composition can Activate the Item by spending a single action, which has the concentrate trait. This produces the effects of the composition as though the activating creature had Cast the Spell.
A composition you create this way loses its power the next time you make your daily preparations. While the composition is in your possession, you can render it inert using a single action that has the concentrate trait. You can’t regain the Focus Points you spent to create the annotated composition until it is activated or loses its magic.
◆
AUDITORY BARD CONCENTRATE SPELLSHAPE
Your composition takes the form of a call-and-response chant that lets your allies continue the effect without you. If your next action is to cast a composition cantrip with a duration of 1 round, it becomes a call. While the spell is active, one ally of your choice affected by the spell can respond to your call as a single action that has the auditory and concentrate traits to extend the spell’s duration by 1 round. Only one ally can respond to a given call, and responding to the ally’s response has no additional effect.
Your composition takes the form of a call-and-response chant that lets your allies continue the effect without you. If your next action is to cast a composition cantrip with a duration of 1 round, it becomes a call. While the spell is active, one ally of your choice affected by the spell can respond to your call as a single action that has the auditory and concentrate traits to extend the spell’s duration by 1 round. Only one ally can respond to a given call, and responding to the ally’s response has no additional effect.
BARD
Study broadens your range of simple spells. Add two additional cantrips from your spell list to your repertoire.
Study broadens your range of simple spells. Add two additional cantrips from your spell list to your repertoire.
◆
BARD SECRET
You use a performer’s cold reading techniques, aura reading, and other tricks to discover your foe’s strengths and weaknesses.
The GM rolls a secret Occultism check for you against the Deception or Stealth DC (whichever is higher) of an enemy of your choice who is not concealed from you, hidden from you, or undetected by you, and who is engaged in combat. The GM might apply a penalty for the distance between you and the enemy. The enemy is then temporarily immune to your Combat Reading for 1 day.
Critical Success The GM chooses and tells you two of the following pieces of information about the enemy: which of the enemy’s weaknesses is highest, which of the enemy’s saving throws has the lowest modifier, one immunity the enemy has, or which of the enemy’s resistances is highest. In the event of a tie, the GM should pick one at random.
Success The GM chooses one piece of information from the above list to tell you about the enemy.
Critical Failure The GM gives you false information (the GM makes up the information).
You use a performer’s cold reading techniques, aura reading, and other tricks to discover your foe’s strengths and weaknesses.
The GM rolls a secret Occultism check for you against the Deception or Stealth DC (whichever is higher) of an enemy of your choice who is not concealed from you, hidden from you, or undetected by you, and who is engaged in combat. The GM might apply a penalty for the distance between you and the enemy. The enemy is then temporarily immune to your Combat Reading for 1 day.
Critical Success The GM chooses and tells you two of the following pieces of information about the enemy: which of the enemy’s weaknesses is highest, which of the enemy’s saving throws has the lowest modifier, one immunity the enemy has, or which of the enemy’s resistances is highest. In the event of a tie, the GM should pick one at random.
Success The GM chooses one piece of information from the above list to tell you about the enemy.
Critical Failure The GM gives you false information (the GM makes up the information).
BARD
You can shape the area of your composition spells. Whenever you cast a composition spell whose area is an emanation, you can change the spell’s area to a cone 10 feet larger, to a maximum of twice the original area. For example, you could modify a composition spell that affects a 30-foot emanation to affect a 40-foot cone, but a 5-foot emanation could only become a 10-foot cone.
You can shape the area of your composition spells. Whenever you cast a composition spell whose area is an emanation, you can change the spell’s area to a cone 10 feet larger, to a maximum of twice the original area. For example, you could modify a composition spell that affects a 30-foot emanation to affect a 40-foot cone, but a 5-foot emanation could only become a 10-foot cone.
BARD
You learn the dirge of doom composition cantrip, which frightens your enemies and keeps them from fully recovering from their fear.
You learn the dirge of doom composition cantrip, which frightens your enemies and keeps them from fully recovering from their fear.
BARD SONIC
Prerequisites courageous anthem
Your courageous anthem lets loose a discordant shriek that imbues your allies’ attacks with powerful sonic reverberations. While your allies are affected by your courageous anthem, their weapon Strikes and unarmed attacks deal an additional 1d6 sonic damage.
Prerequisites courageous anthem
Your courageous anthem lets loose a discordant shriek that imbues your allies’ attacks with powerful sonic reverberations. While your allies are affected by your courageous anthem, their weapon Strikes and unarmed attacks deal an additional 1d6 sonic damage.
BARD EXPLORATION
By endlessly repeating a motif, you implant a memorable song that repeats over and over again in your allies’ heads, preparing them to respond to it later.
Choose a composition cantrip and spend 10 minutes repeating a melody, chant, speech, series of motions, or a similar performance that embodies that cantrip. This activity gains the traits appropriate to the type of performance. You implant the earworm within all allies who can see or hear you (as appropriate for the type of performance) for the entire activity.
Once you’ve created the earworm, you can attempt a Performance check as a free action to activate it. This check uses the highest Will DC of the earworm’s targets present at the time of activation. On a success, you cast the cantrip on all allies who learned the earworm and can perceive your performance; on a failure, the earworm is corrupted and lost. Because it is based on the earlier repetitions, you can’t use further free actions like lingering composition or fortissimo composition to modify the activated earworm. Allies forget the earworm after it is activated, if you spend 10 minutes to implant another earworm, or during your next daily preparations, whichever comes first.
By endlessly repeating a motif, you implant a memorable song that repeats over and over again in your allies’ heads, preparing them to respond to it later.
Choose a composition cantrip and spend 10 minutes repeating a melody, chant, speech, series of motions, or a similar performance that embodies that cantrip. This activity gains the traits appropriate to the type of performance. You implant the earworm within all allies who can see or hear you (as appropriate for the type of performance) for the entire activity.
Once you’ve created the earworm, you can attempt a Performance check as a free action to activate it. This check uses the highest Will DC of the earworm’s targets present at the time of activation. On a success, you cast the cantrip on all allies who learned the earworm and can perceive your performance; on a failure, the earworm is corrupted and lost. Because it is based on the earlier repetitions, you can’t use further free actions like lingering composition or fortissimo composition to modify the activated earworm. Allies forget the earworm after it is activated, if you spend 10 minutes to implant another earworm, or during your next daily preparations, whichever comes first.
↺
BARD CONCENTRATE
Prerequisites Well-Versed
Trigger An ally benefiting from one of your composition spells is subject to an effect with the auditory, illusion, linguistic, sonic, or visual trait.
You tweak the properties of your composition spell to convey a bit of your defensive knowledge. All allies affected by your composition spell gain your +1 circumstance bonus from Well-Versed until the start of your next turn. Teaching your allies also bolsters your own skills; your personal circumstance bonus from Well-Versed also increases to +2 until the start of your next turn.
Prerequisites Well-Versed
Trigger An ally benefiting from one of your composition spells is subject to an effect with the auditory, illusion, linguistic, sonic, or visual trait.
You tweak the properties of your composition spell to convey a bit of your defensive knowledge. All allies affected by your composition spell gain your +1 circumstance bonus from Well-Versed until the start of your next turn. Teaching your allies also bolsters your own skills; your personal circumstance bonus from Well-Versed also increases to +2 until the start of your next turn.
◇
BARD
Trigger Your turn begins.
You can maintain a spell with hardly a thought. You immediately gain the effects of the Sustain action, allowing you to extend the duration of one of your active bard spells.
Trigger Your turn begins.
You can maintain a spell with hardly a thought. You immediately gain the effects of the Sustain action, allowing you to extend the duration of one of your active bard spells.
↺
BARD CONCENTRATE
Trigger An enemy you’re aware of fails its save against an emotion spell.
You prepare to take advantage of your enemy’s sudden change in emotions. The target is off-guard against your next attack before the end of your next turn.
Trigger An enemy you’re aware of fails its save against an emotion spell.
You prepare to take advantage of your enemy’s sudden change in emotions. The target is off-guard against your next attack before the end of your next turn.
BARD
Your songs overwhelm the target with unbearable emotion, potentially striking them dead on the spot. You learn the fatal aria composition spell.
Your songs overwhelm the target with unbearable emotion, potentially striking them dead on the spot. You learn the fatal aria composition spell.
BARD
You erect an imaginary barrier others believe to be real. You learn the house of imaginary walls composition cantrip.
You erect an imaginary barrier others believe to be real. You learn the house of imaginary walls composition cantrip.
BARD
You learn the hymn of healing composition spell, which imbues your music with rich melodies that help your allies recover from harm.
You learn the hymn of healing composition spell, which imbues your music with rich melodies that help your allies recover from harm.
BARD
Your connection to your muse has granted you unusual focus. Whenever you Refocus, completely refill your focus pool.
Your connection to your muse has granted you unusual focus. Whenever you Refocus, completely refill your focus pool.
◆
BARD CONCENTRATE SPELLSHAPE
You subtly weave your spellcasting into a performance.
If the next action you use is to Cast a Spell, the spell gains the subtle trait, hiding the shining runes, sparks of magic, and other manifestations that would usually give away your spellcasting. The trait hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.
As part of using Melodious Spell, you can choose to Create a Diversion, Demoralize, Perform, or Request. If you do so, the spell you cast must have the auditory, emotion, sonic, or visual trait to gain the subtle trait.
You subtly weave your spellcasting into a performance.
If the next action you use is to Cast a Spell, the spell gains the subtle trait, hiding the shining runes, sparks of magic, and other manifestations that would usually give away your spellcasting. The trait hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.
As part of using Melodious Spell, you can choose to Create a Diversion, Demoralize, Perform, or Request. If you do so, the spell you cast must have the auditory, emotion, sonic, or visual trait to gain the subtle trait.
BARD
Your muse doesn’t fall into a single label. Choose a type of muse other than that of your own. You gain a 1st-level feat that requires that muse, and your muse is now also a muse of that type, allowing you to take feats with the other muse as a prerequisite. You don’t gain any of the other effects of the muse you chose.
Special You can take this feat multiple times. Each time you do, you must choose a different type of muse other than that of your own.
Your muse doesn’t fall into a single label. Choose a type of muse other than that of your own. You gain a 1st-level feat that requires that muse, and your muse is now also a muse of that type, allowing you to take feats with the other muse as a prerequisite. You don’t gain any of the other effects of the muse you chose.
Special You can take this feat multiple times. Each time you do, you must choose a different type of muse other than that of your own.
BARD
You learn the ode to ouroboros composition spell, which enables you to temporarily spare your allies from death.
You learn the ode to ouroboros composition spell, which enables you to temporarily spare your allies from death.
BARD
Prerequisites magnum opus
You develop another incredible creation. You gain an additional 10th-rank spell slot.
Prerequisites magnum opus
You develop another incredible creation. You gain an additional 10th-rank spell slot.
BARD
You learn the pied piping composition spell, which enables you to control the actions of weak-minded individuals.
You learn the pied piping composition spell, which enables you to control the actions of weak-minded individuals.
◇
BARD CONCENTRATE SPELLSHAPE
Frequency once per day
If your next action is to cast a bard cantrip or a bard spell that is at least 2 ranks lower than the highest-rank bard spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).
Frequency once per day
If your next action is to cast a bard cantrip or a bard spell that is at least 2 ranks lower than the highest-rank bard spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).
BARD
You learn the rallying anthem composition cantrip, which protects you and allies.
You learn the rallying anthem composition cantrip, which protects you and allies.
◆
BARD CONCENTRATE SPELLSHAPE
You can extend your spells’ range. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
You can extend your spells’ range. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
↺
BARD
Trigger A creature or hazard would deal sonic damage to you.
You can manipulate the acoustics around you to deflect sonic damage back at its source.
Attempt a Performance check against the Will DC of the creature or Fortitude DC of a hazard. If the damage came from a spell, use the creature’s spell DC if it’s lower.
Critical Success You reduce the triggering damage by an amount up to four times your level. The creature takes sonic damage equal to the amount of damage you reduced in this way.
Success As critical success, but you reduce the triggering damage by an amount up to twice your level.
Trigger A creature or hazard would deal sonic damage to you.
You can manipulate the acoustics around you to deflect sonic damage back at its source.
Attempt a Performance check against the Will DC of the creature or Fortitude DC of a hazard. If the damage came from a spell, use the creature’s spell DC if it’s lower.
Critical Success You reduce the triggering damage by an amount up to four times your level. The creature takes sonic damage equal to the amount of damage you reduced in this way.
Success As critical success, but you reduce the triggering damage by an amount up to twice your level.
BARD
You learn the song of marching composition cantrip, which enables you and your allies to cross vast distances without strain.
You learn the song of marching composition cantrip, which enables you and your allies to cross vast distances without strain.
BARD
You soothe your allies’ wounds with the power of performance. You learn the soothing ballad composition spell.
You soothe your allies’ wounds with the power of performance. You learn the soothing ballad composition spell.
BARD
Your muse has opened your senses to the world beyond.
You gain spiritsense as an imprecise sense with a range of 60 feet. Spiritsense enables you to sense the spirits of creatures, including living creatures, most non-mindless undead, and haunts within the listed range. As with your hearing and other imprecise senses, you still need to Seek to locate an undetected creature.
As spiritsense detects spiritual essence, not physical bodies, it can detect spirits projected by spells such as project image or possessing otherwise soulless objects. It can’t detect soulless bodies, constructs, or objects, and like most senses, it doesn’t penetrate through solid objects.
Your muse has opened your senses to the world beyond.
You gain spiritsense as an imprecise sense with a range of 60 feet. Spiritsense enables you to sense the spirits of creatures, including living creatures, most non-mindless undead, and haunts within the listed range. As with your hearing and other imprecise senses, you still need to Seek to locate an undetected creature.
As spiritsense detects spiritual essence, not physical bodies, it can detect spirits projected by spells such as project image or possessing otherwise soulless objects. It can’t detect soulless bodies, constructs, or objects, and like most senses, it doesn’t penetrate through solid objects.
BARD
You don’t lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.
You don’t lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.
BARD
You learn the symphony of the unfettered heart composition spell, which enables you to protect an ally against incapacitating conditions.
You learn the symphony of the unfettered heart composition spell, which enables you to protect an ally against incapacitating conditions.
BARD
You learn the triple time composition cantrip, which speeds up you and your allies for a round.
You learn the triple time composition cantrip, which speeds up you and your allies for a round.
◆
AUDITORY BARD CONCENTRATE SPELLSHAPE
You instill magical vigor in your allies when you inspire them to attack. If your next action is to cast the courageous anthem composition cantrip, you and all affected allies gain temporary HP equal to 3 + your Charisma modifier that last for 1 minute.
You instill magical vigor in your allies when you inspire them to attack. If your next action is to cast the courageous anthem composition cantrip, you and all affected allies gain temporary HP equal to 3 + your Charisma modifier that last for 1 minute.
BARD
You’re resilient to performative influences that aren’t your own. You gain a +1 circumstance bonus to saving throws against effects with the auditory, illusion, linguistic, sonic, or visual traits.
You’re resilient to performative influences that aren’t your own. You gain a +1 circumstance bonus to saving throws against effects with the auditory, illusion, linguistic, sonic, or visual traits.
ARCHETYPE
Prerequisites Basic Devotion
You gain one champion feat. For the purpose of meeting its prerequisites, your champion 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 champion feat.
Prerequisites Basic Devotion
You gain one champion feat. For the purpose of meeting its prerequisites, your champion 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 champion feat.
ARCHETYPE
Prerequisites Champion Dedication
You gain a 1st- or 2nd-level champion feat.
Prerequisites Champion Dedication
You gain a 1st- or 2nd-level champion feat.
ARCHETYPE DEDICATION MULTICLASS
Prerequisites Strength +2, Charisma +2
Choose a deity. You are bound by your deity’s anathema and can receive that deity’s divine sanctification. You also gain the champion’s aura class feature. Choose a cause as you would if you were a champion, with the same options a champion must abide by. You gain its edicts and anathema but don’t gain the other abilities.
You become trained in Religion and your deity’s associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You become trained in champion class DC. If you later gain a devotion spell, you become trained in spell attack modifier and spell DC.
You become trained in light armor and medium armor. If you already were trained in light armor and medium armor, you gain training in heavy armor as well. Whenever you gain a class feature that grants you expert or greater proficiency in any type of armor (but not unarmored defense), you also gain that proficiency in the armor types granted to you by this feat. If you have a class feature that grants you expert proficiency in unarmored defense and you’re 13th level or higher, you also become an expert in the armor types granted to you by this feat.
Prerequisites Strength +2, Charisma +2
Choose a deity. You are bound by your deity’s anathema and can receive that deity’s divine sanctification. You also gain the champion’s aura class feature. Choose a cause as you would if you were a champion, with the same options a champion must abide by. You gain its edicts and anathema but don’t gain the other abilities.
You become trained in Religion and your deity’s associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You become trained in champion class DC. If you later gain a devotion spell, you become trained in spell attack modifier and spell DC.
You become trained in light armor and medium armor. If you already were trained in light armor and medium armor, you gain training in heavy armor as well. Whenever you gain a class feature that grants you expert or greater proficiency in any type of armor (but not unarmored defense), you also gain that proficiency in the armor types granted to you by this feat. If you have a class feature that grants you expert proficiency in unarmored defense and you’re 13th level or higher, you also become an expert in the armor types granted to you by this feat.
ARCHETYPE
Prerequisites Champion Dedication, class granting no more Hit Points per level than 8 + your Constitution modifier
You gain 3 additional Hit Points for each champion archetype class feat you have. As you continue selecting champion archetype class feats, you continue to gain additional Hit Points in this way.
Prerequisites Champion Dedication, class granting no more Hit Points per level than 8 + your Constitution modifier
You gain 3 additional Hit Points for each champion archetype class feat you have. As you continue selecting champion archetype class feats, you continue to gain additional Hit Points in this way.
ARCHETYPE
Prerequisites Champion Dedication
You can gain and use the champion’s reaction associated with your cause.
Prerequisites Champion Dedication
You can gain and use the champion’s reaction associated with your cause.
ARCHETYPE
Prerequisites Champion Dedication
You gain the blessing of the devoted class feature, choosing from the listed blessings or any other to which you have access.
Prerequisites Champion Dedication
You gain the blessing of the devoted class feature, choosing from the listed blessings or any other to which you have access.
ARCHETYPE
Prerequisites Champion Dedication
You gain a devotion spell of your choice listed in the devotion spells class feature, following the same restrictions listed there.
Prerequisites Champion Dedication
You gain a devotion spell of your choice listed in the devotion spells class feature, following the same restrictions listed there.
CHAMPION
Prerequisites blessed armament
Add the following property runes to the list you can choose for your blessed armament: animated, greater fearsome, grievous, keen, and greater vitalizing. If you have the Radiant Armament feat, add greater astral and greater brilliant to the list as well.
In addition, you can change the rune you’ve selected for the day to a different rune from your list as a single action that has the concentrate and divine traits. Changing the rune doesn’t restore abilities that can be used only a limited number of times.
Prerequisites blessed armament
Add the following property runes to the list you can choose for your blessed armament: animated, greater fearsome, grievous, keen, and greater vitalizing. If you have the Radiant Armament feat, add greater astral and greater brilliant to the list as well.
In addition, you can change the rune you’ve selected for the day to a different rune from your list as a single action that has the concentrate and divine traits. Changing the rune doesn’t restore abilities that can be used only a limited number of times.
CHAMPION
Prerequisites blessed armament
Your blessed armament radiates power, further enhancing your chosen weapon.
When you choose the weapon for your blessed armament during your daily preparations, add the astral and brilliant property runes to the list of effects you can choose from. If you’re holy, also add the holy rune, and if you’re unholy, also add the unholy rune.
In addition, you can change the rune you’ve selected for the day to a different rune from your list as a 10-minute activity that has the concentrate, divine, and exploration traits. Changing the rune doesn’t restore abilities that can be used only a limited number of times, such as Holy Healing for the holy rune.
Prerequisites blessed armament
Your blessed armament radiates power, further enhancing your chosen weapon.
When you choose the weapon for your blessed armament during your daily preparations, add the astral and brilliant property runes to the list of effects you can choose from. If you’re holy, also add the holy rune, and if you’re unholy, also add the unholy rune.
In addition, you can change the rune you’ve selected for the day to a different rune from your list as a 10-minute activity that has the concentrate, divine, and exploration traits. Changing the rune doesn’t restore abilities that can be used only a limited number of times, such as Holy Healing for the holy rune.
↺
CHAMPION
Prerequisites blessed shield, champion’s reaction, Shield Warden
Frequency once per round
Trigger An enemy’s attack against an ally matches the trigger for both your Shield Block reaction and your champion’s reaction.
When you shield your ally against an attack, you call upon your power to protect your ally further. You use the Shield Block reaction to prevent damage to an ally and also use your champion’s reaction against the enemy that attacked your ally.
Special If you have an ability that gives you an additional reaction you can use to Shield Block or use your champion’s reaction, you can use it for Shield of Reckoning.
Prerequisites blessed shield, champion’s reaction, Shield Warden
Frequency once per round
Trigger An enemy’s attack against an ally matches the trigger for both your Shield Block reaction and your champion’s reaction.
When you shield your ally against an attack, you call upon your power to protect your ally further. You use the Shield Block reaction to prevent damage to an ally and also use your champion’s reaction against the enemy that attacked your ally.
Special If you have an ability that gives you an additional reaction you can use to Shield Block or use your champion’s reaction, you can use it for Shield of Reckoning.
CHAMPION
Prerequisites blessed shield
Your shield is a vessel of divine protection.
When you’re wielding your chosen shield, it is always raised, even without you using the Raise a Shield action.
If the shield would be destroyed, it vanishes to your deity’s realm instead, where a servitor of your deity repairs it. During your next daily preparations, the shield returns to you fully repaired. While the shield is gone, you can spend 1 minute to infuse a different shield with your blessed shield benefit until your true shield returns.
Prerequisites blessed shield
Your shield is a vessel of divine protection.
When you’re wielding your chosen shield, it is always raised, even without you using the Raise a Shield action.
If the shield would be destroyed, it vanishes to your deity’s realm instead, where a servitor of your deity repairs it. During your next daily preparations, the shield returns to you fully repaired. While the shield is gone, you can spend 1 minute to infuse a different shield with your blessed shield benefit until your true shield returns.
CHAMPION CONCENTRATE DIVINE TELEPORTATION
Prerequisites blessed swiftness
You gain the spectral advance devotion spell, which lets you move to an enemy, bypassing hindrances.
Prerequisites blessed swiftness
You gain the spectral advance devotion spell, which lets you move to an enemy, bypassing hindrances.
CHAMPION
Prerequisites blessed swiftness
The movement of you and your allies is swift and decisive as the judgment of your deity. If your ally starts a move action in your champion’s aura, their movement during that action doesn’t trigger reactions. In addition, you’re permanently quickened. You can use your extra action only to Step or Stride. If you have a fly Speed, add Fly to this list. If you have an animal companion and are mounted on it at the start of your turn, you can have your mount be quickened that turn instead of you.
Prerequisites blessed swiftness
The movement of you and your allies is swift and decisive as the judgment of your deity. If your ally starts a move action in your champion’s aura, their movement during that action doesn’t trigger reactions. In addition, you’re permanently quickened. You can use your extra action only to Step or Stride. If you have a fly Speed, add Fly to this list. If you have an animal companion and are mounted on it at the start of your turn, you can have your mount be quickened that turn instead of you.
UNCOMMON CHAMPION
Prerequisites desecration cause
Your powerful personality and incredible ego demand that you protect yourself above all else. After you use Selfish Shield, you gain resistance to all further damage from the triggering enemy until the end of the turn on which you used the reaction. This resistance is equal to half your Selfish Shield resistance.
Prerequisites desecration cause
Your powerful personality and incredible ego demand that you protect yourself above all else. After you use Selfish Shield, you gain resistance to all further damage from the triggering enemy until the end of the turn on which you used the reaction. This resistance is equal to half your Selfish Shield resistance.
CHAMPION
Prerequisites grandeur cause
Your light cleanses souls of fear. When you use Flash of Grandeur, the attacker is also off-guard for 1 round.
Prerequisites grandeur cause
Your light cleanses souls of fear. When you use Flash of Grandeur, the attacker is also off-guard for 1 round.
UNCOMMON CHAMPION
Prerequisites iniquity cause
While your vengeance is painful for both you and your foe, none can doubt that your enemies suffer more. You gain a circumstance bonus to the damage you deal from Destructive Vengeance equal to the number of damage dice from the reaction. This applies to only the damage the enemy takes, not the damage to yourself or the extra damage you gain after using the reaction.
Prerequisites iniquity cause
While your vengeance is painful for both you and your foe, none can doubt that your enemies suffer more. You gain a circumstance bonus to the damage you deal from Destructive Vengeance equal to the number of damage dice from the reaction. This applies to only the damage the enemy takes, not the damage to yourself or the extra damage you gain after using the reaction.
CHAMPION
Prerequisites justice cause
You can use Retributive Strike at greater distance.
You can use a ranged weapon to make a ranged Strike instead of a melee Strike for Retributive Strike. The enemy needs to be in range, but not in reach, and it must still be in your champion’s aura.
You can also make melee Strikes against enemies a bit farther away. If the enemy that triggered your reaction is outside your reach but is within 5 feet of your reach, as part of your reaction you can Step to put the enemy in your reach before making a melee Retributive Strike.
Prerequisites justice cause
You can use Retributive Strike at greater distance.
You can use a ranged weapon to make a ranged Strike instead of a melee Strike for Retributive Strike. The enemy needs to be in range, but not in reach, and it must still be in your champion’s aura.
You can also make melee Strikes against enemies a bit farther away. If the enemy that triggered your reaction is outside your reach but is within 5 feet of your reach, as part of your reaction you can Step to put the enemy in your reach before making a melee Retributive Strike.
CHAMPION
Prerequisites liberation cause
With a burst of divine liberation, your ally’s movement from your Liberating Step is unaffected by difficult terrain, greater difficult terrain, narrow surfaces, and uneven ground. If you have the exalted reaction benefit, this applies to everyone who Steps.
Prerequisites liberation cause
With a burst of divine liberation, your ally’s movement from your Liberating Step is unaffected by difficult terrain, greater difficult terrain, narrow surfaces, and uneven ground. If you have the exalted reaction benefit, this applies to everyone who Steps.
CHAMPION
Prerequisites obedience cause
Disobeying your Iron Command has lasting consequences. If an enemy refuses to kneel to you, you can deal persistent mental damage instead of normal mental damage. You must decide whether the mental damage will be persistent before your enemy chooses whether to kneel or not. The amount of damage is unchanged.
Prerequisites obedience cause
Disobeying your Iron Command has lasting consequences. If an enemy refuses to kneel to you, you can deal persistent mental damage instead of normal mental damage. You must decide whether the mental damage will be persistent before your enemy chooses whether to kneel or not. The amount of damage is unchanged.
CHAMPION
Prerequisites redemption cause
Guilt clouds the minds of those who ignore your Glimpse of Redemption. Instead of making an enemy who refuses redemption enfeebled 2, you can make it stupefied 2 for the same duration.
Prerequisites redemption cause
Guilt clouds the minds of those who ignore your Glimpse of Redemption. Instead of making an enemy who refuses redemption enfeebled 2, you can make it stupefied 2 for the same duration.
CHAMPION
Prerequisites Deity’s Domain
Through your conviction, you have glimpsed the deeper secrets of your deity’s domain. You gain an advanced domain spell from the domain you chose with Deity’s Domain as a devotion spell.
Prerequisites Deity’s Domain
Through your conviction, you have glimpsed the deeper secrets of your deity’s domain. You gain an advanced domain spell from the domain you chose with Deity’s Domain as a devotion spell.
CHAMPION
Prerequisites Mercy
The divine grace that flows through you grants reprieve from an affliction. Add mercy of recuperation to the types of mercy you can provide, allowing you to counteract an affliction instead of an effect causing a condition (typically an affliction is a curse, disease, or poison).
Prerequisites Mercy
The divine grace that flows through you grants reprieve from an affliction. Add mercy of recuperation to the types of mercy you can provide, allowing you to counteract an affliction instead of an effect causing a condition (typically an affliction is a curse, disease, or poison).
CHAMPION
Prerequisites champion’s aura, holy
You stand strong in the face of danger and inspire your allies to do the same. Whenever you become frightened, reduce the condition value by 1 (to a minimum of 0). At the end of your turn, each ally in your champion’s aura reduces its frightened value by 1.
Prerequisites champion’s aura, holy
You stand strong in the face of danger and inspire your allies to do the same. Whenever you become frightened, reduce the condition value by 1 (to a minimum of 0). At the end of your turn, each ally in your champion’s aura reduces its frightened value by 1.
UNCOMMON CHAMPION
Prerequisites champion’s aura, unholy
Your presence as an avatar of evil makes your foes more susceptible to terror and makes it almost impossible for them to shake off fear when you are near. Enemies in your champion’s aura take a –1 circumstance penalty to saving throws against fear. In addition, an enemy that ends its turn in your champion’s aura can’t reduce the value of its frightened condition below 1.
Prerequisites champion’s aura, unholy
Your presence as an avatar of evil makes your foes more susceptible to terror and makes it almost impossible for them to shake off fear when you are near. Enemies in your champion’s aura take a –1 circumstance penalty to saving throws against fear. In addition, an enemy that ends its turn in your champion’s aura can’t reduce the value of its frightened condition below 1.
CHAMPION
Requirements champion’s aura
Your aura protects against powers that would twist the mind and body. You and all allies in your champion’s aura gain a +1 status bonus to saving throws against mental, morph, and polymorph effects.
Requirements champion’s aura
Your aura protects against powers that would twist the mind and body. You and all allies in your champion’s aura gain a +1 status bonus to saving throws against mental, morph, and polymorph effects.
CHAMPION
Prerequisites holy or unholy
You radiate an aura of belief that imbues your attacks and those of nearby allies with divine power. Each willing ally in your champion’s aura adds the holy trait to their Strikes if you’re holy or adds the unholy trait to their Strikes if you’re unholy.
Prerequisites holy or unholy
You radiate an aura of belief that imbues your attacks and those of nearby allies with divine power. Each willing ally in your champion’s aura adds the holy trait to their Strikes if you’re holy or adds the unholy trait to their Strikes if you’re unholy.
CHAMPION
Requirements champion’s aura
Your aura protects against the power of the Void. You and all allies in your champion’s aura gain resistance 5 to void damage and a +1 status bonus to saves against void effects.
Requirements champion’s aura
Your aura protects against the power of the Void. You and all allies in your champion’s aura gain resistance 5 to void damage and a +1 status bonus to saves against void effects.
CHAMPION
Prerequisites champion’s aura, holy
Your righteous aura dampens evil’s might and prevents the unholy from escaping you. You and all allies in your champion’s aura gain resistance 5 to unholy spells, unholy Strikes, and other unholy effects. If a teleportation spell or effect would teleport an unholy creature out of your champion’s aura, your aura attempts to counteract it, using the spell rank and DC of your devotion spells.
Prerequisites champion’s aura, holy
Your righteous aura dampens evil’s might and prevents the unholy from escaping you. You and all allies in your champion’s aura gain resistance 5 to unholy spells, unholy Strikes, and other unholy effects. If a teleportation spell or effect would teleport an unholy creature out of your champion’s aura, your aura attempts to counteract it, using the spell rank and DC of your devotion spells.
CHAMPION
Prerequisites Imposing Destrier
Guided by your ongoing care, your steed has developed incredible intelligence and skill.
The mount you gained with Faithful Steed is now a specialized animal companion. You can select one of the usual specializations or the auspice specialization. A faithful steed with the auspice specialization gains the following benefits.
Prerequisites Imposing Destrier
Guided by your ongoing care, your steed has developed incredible intelligence and skill.
The mount you gained with Faithful Steed is now a specialized animal companion. You can select one of the usual specializations or the auspice specialization. A faithful steed with the auspice specialization gains the following benefits.
- It gains the celestial, fiend, or monitor trait—whichever best matches your deity’s servitors, and its appearance shifts to look more like those servitors. It also gains the holy trait if it’s a celestial or the unholy trait if it’s a fiend.
- Its Intelligence modifier increases by 2 and its Wisdom modifier by 1.
- Its proficiency rank in Religion increases to expert.
- It can speak the language associated with your deity’s servitors (such as Empyrean for celestials, Chthonian for demons, or Requian for psychopomps).
- Its maximum Hit Points increase by 20, increasing to 25 at 18th level and 30 at 20th level. If the mount has the celestial trait, the extra HP increase by 5, and the mount gains weakness 5 to unholy. If it has the fiend trait, the extra HP increase by 5, and the mount gains weakness 5 to holy.
- It gains wings that grant it a fly Speed equal to its land Speed.
◆
CHAMPION FLOURISH
Prerequisites champion’s reaction that grants an ally resistance to an enemy’s damage (including the grandeur, justice, liberation, and redemption causes)
Requirements An enemy triggered your champion’s reaction since the end of your last turn.
You call upon divine power and make a weapon or unarmed Strike against the enemy who triggered your champion’s reaction. The Strike deals one extra weapon damage die. If this Strike hits, until the start of your next turn, the target gains weakness equal to half your level to all Strikes made by you and your allies.
Prerequisites champion’s reaction that grants an ally resistance to an enemy’s damage (including the grandeur, justice, liberation, and redemption causes)
Requirements An enemy triggered your champion’s reaction since the end of your last turn.
You call upon divine power and make a weapon or unarmed Strike against the enemy who triggered your champion’s reaction. The Strike deals one extra weapon damage die. If this Strike hits, until the start of your next turn, the target gains weakness equal to half your level to all Strikes made by you and your allies.
CHAMPION
Prerequisites you aren’t unholy
You can suffer so that others might live. You can cast the champion’s sacrifice devotion spell.
Prerequisites you aren’t unholy
You can suffer so that others might live. You can cast the champion’s sacrifice devotion spell.
CHAMPION
Prerequisites touch of the void
The harm you deal with your corrupting touch saps the strength from your enemy’s body. You can cast touch of the void targeting a living creature using 2 actions instead of 1. If you do, the target is also enfeebled 1 for 1 minute if it fails its save (enfeebled 2 if it critically fails).
Prerequisites touch of the void
The harm you deal with your corrupting touch saps the strength from your enemy’s body. You can cast touch of the void targeting a living creature using 2 actions instead of 1. If you do, the target is also enfeebled 1 for 1 minute if it fails its save (enfeebled 2 if it critically fails).
◆◆
CHAMPION FLOURISH
With the protection of your shield, you dive into battle! You Raise your Shield and Stride. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Defensive Advance while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
With the protection of your shield, you dive into battle! You Raise your Shield and Stride. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Defensive Advance while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
CHAMPION
You embody an aspect of your deity. Choose one of your deity’s domains. You gain the domain’s initial domain spell as a devotion spell.
You embody an aspect of your deity. Choose one of your deity’s domains. You gain the domain’s initial domain spell as a devotion spell.
◇
CHAMPION
Frequency once per day
Trigger You begin your turn and have no Focus Points.
You call out to your deity in a plea for their aid. You gain 1 Focus Point, which you can spend only to cast a devotion spell. If you don’t spend this Focus Point by the end of this turn, it is lost.
Frequency once per day
Trigger You begin your turn and have no Focus Points.
You call out to your deity in a plea for their aid. You gain 1 Focus Point, which you can spend only to cast a devotion spell. If you don’t spend this Focus Point by the end of this turn, it is lost.
CHAMPION
Prerequisites devotion spells
Your devotion is strong enough to increase your focus to incredible heights. Whenever you Refocus, completely refill your focus pool.
Prerequisites devotion spells
Your devotion is strong enough to increase your focus to incredible heights. Whenever you Refocus, completely refill your focus pool.
↺
CHAMPION
Trigger You attempt a save against a spell, but you haven’t rolled yet.
You call upon your deity’s grace, gaining a +2 circumstance bonus to the save.
Trigger You attempt a save against a spell, but you haven’t rolled yet.
You call upon your deity’s grace, gaining a +2 circumstance bonus to the save.
CHAMPION
Your faith makes you resistant to disease, protecting you as you offer succor to the ill.
You gain a +2 status bonus to saves against diseases and poisons and to flat checks to recover from persistent poison damage. Allies in your champion’s aura get this benefit, but their bonus is +1.
In addition, if you roll a success on a save against a disease or poison, you get a critical success instead. (Your allies don’t share this benefit.) If you have the sacred body class feature, when you roll a critical failure on a save against a disease or poison, you get a failure instead.
Your faith makes you resistant to disease, protecting you as you offer succor to the ill.
You gain a +2 status bonus to saves against diseases and poisons and to flat checks to recover from persistent poison damage. Allies in your champion’s aura get this benefit, but their bonus is +1.
In addition, if you roll a success on a save against a disease or poison, you get a critical success instead. (Your allies don’t share this benefit.) If you have the sacred body class feature, when you roll a critical failure on a save against a disease or poison, you get a failure instead.
CHAMPION
At the start of each of your turns, you gain an additional reaction that you can use only for your champion’s reaction.
At the start of each of your turns, you gain an additional reaction that you can use only for your champion’s reaction.
CHAMPION
Requirements You’re wielding a shield.
You use your shield to harry your enemies, preventing them from stepping away from or around you. All spaces adjacent to you are difficult terrain for your enemies.
Requirements You’re wielding a shield.
You use your shield to harry your enemies, preventing them from stepping away from or around you. All spaces adjacent to you are difficult terrain for your enemies.
◆
CHAMPION CONCENTRATE
Prerequisites champion’s aura
You focus your divine power to extend your influence and protection. Expand the radius of your champion’s aura to 30 feet until the start of your next turn. At 10th level, the expansion lasts for 1 minute, and at 16th level, it lasts until you Dismiss it.
Prerequisites champion’s aura
You focus your divine power to extend your influence and protection. Expand the radius of your champion’s aura to 30 feet until the start of your next turn. At 10th level, the expansion lasts for 1 minute, and at 16th level, it lasts until you Dismiss it.
CHAMPION
You gain the service of a young animal companion as a mount. If you have the holy or unholy trait, your mount gains it as well, as do the mount’s Strikes. Typically, the steed is an animal companion with the mount ability (such as a horse). The GM might allow another animal companion option, or allow the creature to have a different appearance that thematically fits your deity.
You gain the service of a young animal companion as a mount. If you have the holy or unholy trait, your mount gains it as well, as do the mount’s Strikes. Typically, the steed is an animal companion with the mount ability (such as a horse). The GM might allow another animal companion option, or allow the creature to have a different appearance that thematically fits your deity.
CHAMPION
Prerequisites Cruelty
The extent of your corruption devastates your foes’ minds and reflexes. When you use Cruelty, you can choose to make the target clumsy or stupefied instead, with the same condition value. Make the choice when you Cast the Spell (before you know the result of the target’s save).
Prerequisites Cruelty
The extent of your corruption devastates your foes’ minds and reflexes. When you use Cruelty, you can choose to make the target clumsy or stupefied instead, with the same condition value. Make the choice when you Cast the Spell (before you know the result of the target’s save).
CHAMPION
Prerequisites Mercy
Your faith enhances your ability to remove conditions. Add the following options to the list of conditions you can counteract for any type of mercy you can grant. Mercy of the Body drained, slowed; if you’re 16th level, add stunned; Mercy of Grace immobilized, restrained, slowed; if you’re 12th level, add petrified; if you’re 16th level, add stunned; Mercy of the Mind confused, controlled, slowed; if you’re 16th level, add doomed and stunned.
Prerequisites Mercy
Your faith enhances your ability to remove conditions. Add the following options to the list of conditions you can counteract for any type of mercy you can grant. Mercy of the Body drained, slowed; if you’re 16th level, add stunned; Mercy of Grace immobilized, restrained, slowed; if you’re 12th level, add petrified; if you’re 16th level, add stunned; Mercy of the Mind confused, controlled, slowed; if you’re 16th level, add doomed and stunned.
CHAMPION
Prerequisites Security
Shield in hand, you offer your ally its full protection you do yourself. While the companion shield is in effect, if your shield is raised, the ally with the companion shield gets the same bonus to AC your shield grants, and you can trigger Shield Block if that ally would meet the trigger. This uses your shield’s statistics and applies damage to your shield.
Prerequisites Security
Shield in hand, you offer your ally its full protection you do yourself. While the companion shield is in effect, if your shield is raised, the ally with the companion shield gets the same bonus to AC your shield grants, and you can trigger Shield Block if that ally would meet the trigger. This uses your shield’s statistics and applies damage to your shield.
◆
CHAMPION
Prerequisites champion’s reaction that grants extra damage with your Strikes (including the desecration, iniquity, and obedience causes)
Requirements Your Strikes currently deal extra damage from your champion’s reaction.
Make a Strike against the creature that triggered your champion’s reaction. If you hit, double the extra damage the target takes from your reaction, and the target must succeed at a Fortitude save against your class DC or be drained 1. Regardless of the result, the creature is temporarily immune to your Gruesome Strike for 24 hours.
Prerequisites champion’s reaction that grants extra damage with your Strikes (including the desecration, iniquity, and obedience causes)
Requirements Your Strikes currently deal extra damage from your champion’s reaction.
Make a Strike against the creature that triggered your champion’s reaction. If you hit, double the extra damage the target takes from your reaction, and the target must succeed at a Fortitude save against your class DC or be drained 1. Regardless of the result, the creature is temporarily immune to your Gruesome Strike for 24 hours.
CHAMPION
Prerequisites Faithful Steed, lay on hands
Your devotion to your mount manifests as a surge of vital energy. When you cast lay on hands on your mount, instead of the normal amount, the spell restores 10 Hit Points, plus 10 for each heightened rank.
Prerequisites Faithful Steed, lay on hands
Your devotion to your mount manifests as a surge of vital energy. When you cast lay on hands on your mount, instead of the normal amount, the spell restores 10 Hit Points, plus 10 for each heightened rank.
CHAMPION
Prerequisites Loyal Warhorse
Under your care, your mount has realized its innate potential.
The mount you gained with Faithful Steed is now a nimble or savage animal companion.
Your animal companion has greater independence.
During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Stride or Strike. It can do this at any point during your turn, as long as you aren’t currently taking an action. If it does, that’s all the actions it gets that round—you can’t Command it later.
Prerequisites Loyal Warhorse
Under your care, your mount has realized its innate potential.
The mount you gained with Faithful Steed is now a nimble or savage animal companion.
Your animal companion has greater independence.
During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Stride or Strike. It can do this at any point during your turn, as long as you aren’t currently taking an action. If it does, that’s all the actions it gets that round—you can’t Command it later.
CHAMPION
Prerequisites champion’s reaction that grants extra damage with your Strikes (including the desecration, iniquity, and obedience causes)
Your blessed armament thirsts for the blood of your foes. Whenever you critically hit an enemy with a Strike that has the extra damage from your champion’s reaction, the target also takes persistent bleed damage equal to two of the weapon’s damage dice.
Prerequisites champion’s reaction that grants extra damage with your Strikes (including the desecration, iniquity, and obedience causes)
Your blessed armament thirsts for the blood of your foes. Whenever you critically hit an enemy with a Strike that has the extra damage from your champion’s reaction, the target also takes persistent bleed damage equal to two of the weapon’s damage dice.
CHAMPION
Prerequisites Blessed Counterstrike feat or Retributive Strike reaction, champion’s reaction that grants an ally resistance to an enemy’s damage (including the grandeur, justice, liberation, and redemption causes)
Divine energy fills your weapon. Whenever you critically hit an enemy with Blessed Counterstrike or Retributive Strike, your attack deals an extra weapon damage die, and the target is slowed 1 on its next turn.
Prerequisites Blessed Counterstrike feat or Retributive Strike reaction, champion’s reaction that grants an ally resistance to an enemy’s damage (including the grandeur, justice, liberation, and redemption causes)
Divine energy fills your weapon. Whenever you critically hit an enemy with Blessed Counterstrike or Retributive Strike, your attack deals an extra weapon damage die, and the target is slowed 1 on its next turn.
CHAMPION
Prerequisites Faithful Steed
The loyalty you and your mount share is unbreakable. The mount you gained with Faithful Steed is now a mature animal companion. In addition, your mount never attacks you, even if it is magically compelled to do so.
Prerequisites Faithful Steed
The loyalty you and your mount share is unbreakable. The mount you gained with Faithful Steed is now a mature animal companion. In addition, your mount never attacks you, even if it is magically compelled to do so.
CHAMPION
Prerequisites lay on hands
Your touch soothes the body or mind.
You can cast lay on hands targeting a living creature using 2 actions instead of 1. If you do, you can attempt to counteract one condition of your choice affecting the target. When you select this feat, choose one of the following options, which determines the conditions you can choose: Mercy of the Body blinded, dazzled, deafened, enfeebled, sickened; Mercy of Grace clumsy, grabbed, paralyzed;
Mercy of the Mind fleeing, frightened, stupefied.
Special You can select this feat up to three times. Each time, choose a different type of mercy and add its options to those you can choose when you cast a 2-action lay on hands.
Prerequisites lay on hands
Your touch soothes the body or mind.
You can cast lay on hands targeting a living creature using 2 actions instead of 1. If you do, you can attempt to counteract one condition of your choice affecting the target. When you select this feat, choose one of the following options, which determines the conditions you can choose: Mercy of the Body blinded, dazzled, deafened, enfeebled, sickened; Mercy of Grace clumsy, grabbed, paralyzed;
Mercy of the Mind fleeing, frightened, stupefied.
Special You can select this feat up to three times. Each time, choose a different type of mercy and add its options to those you can choose when you cast a 2-action lay on hands.
CHAMPION
Prerequisites Shield Block
You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to Shield Block.
Prerequisites Shield Block
You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to Shield Block.
↺
CHAMPION
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
CHAMPION
Prerequisites lay on hands
Your healing energies linger after you cast, providing continual benefits. An ally that recovers Hit Points from your lay on hands gains 10 temporary Hit Points immediately and at the start of their turn during each of the next 10 rounds. These temporary HP last until the start of the creature’s next turn. This effect ends if the ally is knocked unconscious.
Prerequisites lay on hands
Your healing energies linger after you cast, providing continual benefits. An ally that recovers Hit Points from your lay on hands gains 10 temporary Hit Points immediately and at the start of their turn during each of the next 10 rounds. These temporary HP last until the start of the creature’s next turn. This effect ends if the ally is knocked unconscious.
CHAMPION
You are a great warrior that can stand strong against the fiercest opponents to your cause. You gain resistance 5 to bludgeoning, piercing, and slashing damage. If you’re holy, this resistance increases to 10 against unholy creatures, and if you’re unholy it increases to 10 against holy creatures. In addition, creatures and effects that roll a natural 20 on an attack roll against you don’t improve their result by one degree of success.
You are a great warrior that can stand strong against the fiercest opponents to your cause. You gain resistance 5 to bludgeoning, piercing, and slashing damage. If you’re holy, this resistance increases to 10 against unholy creatures, and if you’re unholy it increases to 10 against holy creatures. In addition, creatures and effects that roll a natural 20 on an attack roll against you don’t improve their result by one degree of success.
CHAMPION
Prerequisites blessing of the devoted
Your continued service grants you another boon. Choose a second blessing of the devoted (different from your first one) and gain its benefits.
Prerequisites blessing of the devoted
Your continued service grants you another boon. Choose a second blessing of the devoted (different from your first one) and gain its benefits.
CHAMPION
Prerequisites shields of the spirit
Those you shield can benefit from your lasting protection. You can cast shields of the spirit using 2 actions instead of 1. If you do, you can choose one ally in your champion’s aura to gain a spirit shield that accompanies it. For 1 minute, that ally gains the benefits of shields of the spirit, even while the ally isn’t in your champion’s aura and even if your shield isn’t raised. If you create another companion shield, any previous one ends.
Prerequisites shields of the spirit
Those you shield can benefit from your lasting protection. You can cast shields of the spirit using 2 actions instead of 1. If you do, you can choose one ally in your champion’s aura to gain a spirit shield that accompanies it. For 1 minute, that ally gains the benefits of shields of the spirit, even while the ally isn’t in your champion’s aura and even if your shield isn’t raised. If you create another companion shield, any previous one ends.
CHAMPION
Prerequisites Shield Warden
You protect an ally with both your shield and your body. Whenever you use the Shield Block reaction to prevent damage to an ally, you can evenly split the remaining damage after the Shield Block between the ally and yourself.
Prerequisites Shield Warden
You protect an ally with both your shield and your body. Whenever you use the Shield Block reaction to prevent damage to an ally, you can evenly split the remaining damage after the Shield Block between the ally and yourself.
CHAMPION
Prerequisites Shield Block
When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.
Prerequisites Shield Block
When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.
◆
CHAMPION CONCENTRATE
You single out one enemy to destroy in your deity’s name.
Designate one enemy you can see. Until the start of your next turn, your Strikes against that enemy gain a +3 status bonus to damage, increasing to +4 if you have master proficiency with the weapon or unarmed attack you’re using for the Strike. If you’re holy or unholy and the target has the opposite trait, the bonus is +4 (or +6 if you’re a master). If the target takes a hostile action against you or one of your allies before the start of your next turn, the duration extends to the end of that enemy’s next turn. If the enemy continues to take these hostile actions each turn, the duration continues to extend.
Your current Smite ends if you use the Smite action again.
You single out one enemy to destroy in your deity’s name.
Designate one enemy you can see. Until the start of your next turn, your Strikes against that enemy gain a +3 status bonus to damage, increasing to +4 if you have master proficiency with the weapon or unarmed attack you’re using for the Strike. If you’re holy or unholy and the target has the opposite trait, the bonus is +4 (or +6 if you’re a master). If the target takes a hostile action against you or one of your allies before the start of your next turn, the duration extends to the end of that enemy’s next turn. If the enemy continues to take these hostile actions each turn, the duration continues to extend.
Your current Smite ends if you use the Smite action again.
CHAMPION
Prerequisites champion’s reaction
The transgressions of your enemies fuel you to retaliate with divine speed. When an enemy triggers your champion’s reaction, you are quickened on your next turn. You can use the extra action to move closer to that enemy or to Strike that enemy.
Prerequisites champion’s reaction
The transgressions of your enemies fuel you to retaliate with divine speed. When an enemy triggers your champion’s reaction, you are quickened on your next turn. You can use the extra action to move closer to that enemy or to Strike that enemy.
CHAMPION
Prerequisites Mercy
Your mercy transcends the bounds of life and death. Add ultimate mercy to the types of mercy you can provide. When you use Mercy, you can target a creature that died since your last turn to return it to life. The target returns to life with 1 Hit Point and becomes wounded 1. You can’t return the target to life if it died from disintegrate or a death effect. The creature gains the other benefits of lay on hands after it returns to life.
Prerequisites Mercy
Your mercy transcends the bounds of life and death. Add ultimate mercy to the types of mercy you can provide. When you use Mercy, you can target a creature that died since your last turn to return it to life. The target returns to life with 1 Hit Point and becomes wounded 1. You can’t return the target to life if it died from disintegrate or a death effect. The creature gains the other benefits of lay on hands after it returns to life.
ARCHETYPE
Prerequisites Basic Dogma
You gain one cleric feat. For the purpose of meeting its prerequisites, your cleric 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 cleric feat.
Prerequisites Basic Dogma
You gain one cleric feat. For the purpose of meeting its prerequisites, your cleric 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 cleric feat.
ARCHETYPE
Prerequisites Cleric Dedication
You gain the basic spellcasting benefits. You can prepare your deity’s spells in your spell slots of the appropriate rank from the cleric archetype.
Prerequisites Cleric Dedication
You gain the basic spellcasting benefits. You can prepare your deity’s spells in your spell slots of the appropriate rank from the cleric archetype.
ARCHETYPE
Prerequisites Cleric Dedication
You gain a 1st- or 2nd-level cleric feat.
Prerequisites Cleric Dedication
You gain a 1st- or 2nd-level cleric feat.
ARCHETYPE DEDICATION MULTICLASS
Prerequisites Wisdom +2
You cast spells like a cleric. You gain the Cast a Spell activity. You can prepare two common cantrips each day from the divine spell list or any other divine cantrips you have access to. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for cleric archetype spells is Wisdom, and they are divine cleric spells.
Choose a deity as you would if you were a cleric. You become bound by that deity’s anathema and can receive that deity’s divine sanctification. You become trained in Religion and your deity’s associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You don’t gain any other abilities from your choice of deity.
Prerequisites Wisdom +2
You cast spells like a cleric. You gain the Cast a Spell activity. You can prepare two common cantrips each day from the divine spell list or any other divine cantrips you have access to. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for cleric archetype spells is Wisdom, and they are divine cleric spells.
Choose a deity as you would if you were a cleric. You become bound by that deity’s anathema and can receive that deity’s divine sanctification. You become trained in Religion and your deity’s associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You don’t gain any other abilities from your choice of deity.
ARCHETYPE
Prerequisites Basic Cleric Spellcasting
As your understanding increases, your god grants you more divine spells each day. Increase the spell slots you gain from cleric archetype feats by 1 for each spell rank other than your two highest cleric spell slots.
Prerequisites Basic Cleric Spellcasting
As your understanding increases, your god grants you more divine spells each day. Increase the spell slots you gain from cleric archetype feats by 1 for each spell rank other than your two highest cleric spell slots.
ARCHETYPE
Prerequisites Basic Cleric Spellcasting, master in Religion
You gain the expert spellcasting benefits.
Prerequisites Basic Cleric Spellcasting, master in Religion
You gain the expert spellcasting benefits.
ARCHETYPE
Prerequisites Expert Cleric Spellcasting, legendary in Religion
You gain the master spellcasting benefits.
Prerequisites Expert Cleric Spellcasting, legendary in Religion
You gain the master spellcasting benefits.
CLERIC
Prerequisites harmful font
The mordant power of your void energy grows. When you cast harm, you roll d10s instead of d8s.
Prerequisites harmful font
The mordant power of your void energy grows. When you cast harm, you roll d10s instead of d8s.
CLERIC
Prerequisites healing font
Your vitality is even more vibrant and restorative. When you cast heal, you roll d10s instead of d8s.
Prerequisites healing font
Your vitality is even more vibrant and restorative. When you cast heal, you roll d10s instead of d8s.
◆
CLERIC CONCENTRATE SPELLSHAPE
Prerequisites healing font
The restorative power of your healing invigorates the recipient. If the next action you use is to cast heal targeting a single living creature and the target regains Hit Points from the spell, the target also gains three bonuses until the end of its next turn: a +5-foot status bonus to its Speed, a +1 status bonus to attack rolls, and a +1 status bonus to damage rolls. In addition, if the target is prone, it can immediately Stand as a free action that doesn’t trigger reactions.
Prerequisites healing font
The restorative power of your healing invigorates the recipient. If the next action you use is to cast heal targeting a single living creature and the target regains Hit Points from the spell, the target also gains three bonuses until the end of its next turn: a +5-foot status bonus to its Speed, a +1 status bonus to attack rolls, and a +1 status bonus to damage rolls. In addition, if the target is prone, it can immediately Stand as a free action that doesn’t trigger reactions.
CLERIC
Prerequisites Healing Hands
The blessing of your deity heightens your healing ability, integrating magical healing with the mundane. When you succeed at a Medicine check to Treat Wounds, you can roll d10s instead of d8s for the healing and add a status bonus to the healing equal to your level.
Prerequisites Healing Hands
The blessing of your deity heightens your healing ability, integrating magical healing with the mundane. When you succeed at a Medicine check to Treat Wounds, you can roll d10s instead of d8s for the healing and add a status bonus to the healing equal to your level.
CLERIC
Prerequisites healing font
You can remove conditions with divine grace. You can sacrifice one heal spell you’ve prepared in your extra slots from your healing font to cast one of the following spells instead: cleanse affliction, clear mind, sound body, or sure footing. The spell is heightened to the same rank as the spell you sacrificed.
Prerequisites healing font
You can remove conditions with divine grace. You can sacrifice one heal spell you’ve prepared in your extra slots from your healing font to cast one of the following spells instead: cleanse affliction, clear mind, sound body, or sure footing. The spell is heightened to the same rank as the spell you sacrificed.
CLERIC
Prerequisites warpriest doctrine
Your training has helped you adapt to ever-heavier armor. You are trained in heavy armor. Whenever you gain a class feature that grants you expert or greater proficiency in medium armor, you also gain that proficiency in heavy armor. You treat armor you wear of 2 Bulk or higher as though it were 1 Bulk lighter (to a minimum of 1 Bulk).
Prerequisites warpriest doctrine
Your training has helped you adapt to ever-heavier armor. You are trained in heavy armor. Whenever you gain a class feature that grants you expert or greater proficiency in medium armor, you also gain that proficiency in heavy armor. You treat armor you wear of 2 Bulk or higher as though it were 1 Bulk lighter (to a minimum of 1 Bulk).
CLERIC
Prerequisites Domain Initiate
Your prayers have unlocked deeper secrets of your deity’s domain. You gain an advanced domain spell from one of your domains for which you have an initial domain spell.
Special You can select this feat multiple times. Each time, you must select a different advanced domain spell.
Prerequisites Domain Initiate
Your prayers have unlocked deeper secrets of your deity’s domain. You gain an advanced domain spell from one of your domains for which you have an initial domain spell.
Special You can select this feat multiple times. Each time, you must select a different advanced domain spell.
CLERIC
Your extensive service affords you certain divine privileges. First, any creature you encounter knows instinctively that you speak for your deity. Second, if you conduct the commune ritual to contact your deity, you don’t have to pay any cost, and you automatically get a critical success. Third, once per day, you can cast interplanar teleport as a divine innate spell, but only to travel to the realm of your deity. When you cast it this way, its casting time is 1 minute, your religious symbol is a sufficient planar key for this spell, and you appear exactly where you want to be. If you’re in your deity’s realm due to this spell, you can return to the point you left when you cast it by spending a single action, which has the concentrate and divine traits.
Your extensive service affords you certain divine privileges. First, any creature you encounter knows instinctively that you speak for your deity. Second, if you conduct the commune ritual to contact your deity, you don’t have to pay any cost, and you automatically get a critical success. Third, once per day, you can cast interplanar teleport as a divine innate spell, but only to travel to the realm of your deity. When you cast it this way, its casting time is 1 minute, your religious symbol is a sufficient planar key for this spell, and you appear exactly where you want to be. If you’re in your deity’s realm due to this spell, you can return to the point you left when you cast it by spending a single action, which has the concentrate and divine traits.
↺
CLERIC
Trigger You are critically hit by an enemy.
Requirements You have an avatar spell prepared.
In moments of danger, you can call upon your god’s form in an instant. You cast avatar from your spell slots. The triggering critical hit is reduced to a normal hit, and its damage is applied after gaining the avatar spell’s temporary Hit Points.
Trigger You are critically hit by an enemy.
Requirements You have an avatar spell prepared.
In moments of danger, you can call upon your god’s form in an instant. You cast avatar from your spell slots. The triggering critical hit is reduced to a normal hit, and its damage is applied after gaining the avatar spell’s temporary Hit Points.
CLERIC
You study a wider range of simple spells. You can prepare two additional cantrips each day.
You study a wider range of simple spells. You can prepare two additional cantrips each day.
◆
CLERIC CONCENTRATE SPELLSHAPE
The sheer force of your faith can bring a foe crashing down. If the next action you use is to cast harm or heal to damage one creature, the target is knocked prone if it takes any damage from the spell. If the target critically fails its save against the spell, it also takes a –10-foot status penalty to its Speed for 1 minute.
The sheer force of your faith can bring a foe crashing down. If the next action you use is to cast harm or heal to damage one creature, the target is knocked prone if it takes any damage from the spell. If the target critically fails its save against the spell, it also takes a –10-foot status penalty to its Speed for 1 minute.
CLERIC
Prerequisites Divine Castigation
The force of your deity’s castigation strengthens your body so you can strike down the enemy and its allies. After you deal spirit damage due to Divine Castigation, your weapon or unarmed Strikes gain your holy or unholy trait and deal additional spirit damage until the end of your turn. The spirit damage is equal to the rank of harm or heal you dealt spirit damage with, and is in addition to any spirit damage the weapon already deals (such as from a holy rune).
Prerequisites Divine Castigation
The force of your deity’s castigation strengthens your body so you can strike down the enemy and its allies. After you deal spirit damage due to Divine Castigation, your weapon or unarmed Strikes gain your holy or unholy trait and deal additional spirit damage until the end of your turn. The spirit damage is equal to the rank of harm or heal you dealt spirit damage with, and is in addition to any spirit damage the weapon already deals (such as from a holy rune).
◆◆
CLERIC DIVINE
Cost Expend a harm or heal spell.
You siphon the energies of life and death through a melee attack and into your foe.
Make a melee Strike. On a hit, you cast the 1-action version of the expended spell to damage the target, in addition to the normal damage from your Strike. The target automatically gets a failure on its save (or a critical failure if your Strike was a critical hit). The spell doesn’t have the manipulate trait when cast this way.
The spell is expended with no effect if your Strike fails or hits a creature that isn’t damaged by that energy type (such as if you hit a non-undead creature with a heal spell).
Cost Expend a harm or heal spell.
You siphon the energies of life and death through a melee attack and into your foe.
Make a melee Strike. On a hit, you cast the 1-action version of the expended spell to damage the target, in addition to the normal damage from your Strike. The target automatically gets a failure on its save (or a critical failure if your Strike was a critical hit). The spell doesn’t have the manipulate trait when cast this way.
The spell is expended with no effect if your Strike fails or hits a creature that isn’t damaged by that energy type (such as if you hit a non-undead creature with a heal spell).
CLERIC
Prerequisites Shield Block
You pour divine energy into a desperate block. When you Shield Block, you can expend a harm or heal spell. Roll 1d8 for each rank of the spell, and increase the shield’s Hardness by the total for this block.
Prerequisites Shield Block
You pour divine energy into a desperate block. When you Shield Block, you can expend a harm or heal spell. Roll 1d8 for each rank of the spell, and increase the shield’s Hardness by the total for this block.
CLERIC HEALING VITALITY
You’re an exceptional conduit for vitality and, as you channel it through you, you can divert some to heal yourself or another creature. When you cast the heal spell to heal a single creature, choose another willing living creature within range of your heal to regain Hit Points equal to the heal spell’s rank.
You’re an exceptional conduit for vitality and, as you channel it through you, you can divert some to heal yourself or another creature. When you cast the heal spell to heal a single creature, choose another willing living creature within range of your heal to regain Hit Points equal to the heal spell’s rank.
CLERIC
Your overwhelming vitality sets undead alight. When you use a heal spell to damage undead, each undead that takes damage also takes persistent fire damage equal to the spell’s rank.
Your overwhelming vitality sets undead alight. When you use a heal spell to damage undead, each undead that takes damage also takes persistent fire damage equal to the spell’s rank.
CLERIC
Prerequisites deity with a simple or unarmed attack favored weapon, trained with your deity’s favored weapon
When you are wielding your deity’s favored weapon, increase the damage die size of that weapon by one step.
If your deity’s favored weapon is an unarmed attack (such as a fist, if you worship Irori) and its damage die is smaller than d6, instead increase its damage die size to d6.
Prerequisites deity with a simple or unarmed attack favored weapon, trained with your deity’s favored weapon
When you are wielding your deity’s favored weapon, increase the damage die size of that weapon by one step.
If your deity’s favored weapon is an unarmed attack (such as a fist, if you worship Irori) and its damage die is smaller than d6, instead increase its damage die size to d6.
◆
CLERIC CONCENTRATE SPELLSHAPE
Your faith provides temporary protection in addition to healing. If the next action you use is to cast harm or heal on a single target and the target regains Hit Points from the spell, it also gains a +2 status bonus to AC and saving throws for 1 round.
Your faith provides temporary protection in addition to healing. If the next action you use is to cast harm or heal on a single target and the target regains Hit Points from the spell, it also gains a +2 status bonus to AC and saving throws for 1 round.
CLERIC
Prerequisites Advanced Domain
When you call upon your deity’s power to fulfill the promise of their domain, you gain divine protection. After you cast a domain spell, you gain resistance to all damage until the start of your next turn. The amount of resistance is equal to the rank of the domain spell you cast.
Prerequisites Advanced Domain
When you call upon your deity’s power to fulfill the promise of their domain, you gain divine protection. After you cast a domain spell, you gain resistance to all damage until the start of your next turn. The amount of resistance is equal to the rank of the domain spell you cast.
CLERIC
You can shape the energy you channel in a single direction. When you cast a version of harm or heal that has an area, you can make its area a 60-foot cone instead of a 30-foot emanation.
You can shape the energy you channel in a single direction. When you cast a version of harm or heal that has an area, you can make its area a 60-foot cone instead of a 30-foot emanation.
CLERIC
You can pour divine power into an item, letting the wearer exceed their limits. When you complete your daily preparations, you can touch one worn magical item that doesn’t have the apex trait. It gains the apex trait until your next preparations, and you choose one of your deity’s divine attributes. The item increases that attribute modifier by 1 or to +4, whichever is higher. A character can benefit from only one apex item at a time, as normal.
You can pour divine power into an item, letting the wearer exceed their limits. When you complete your daily preparations, you can touch one worn magical item that doesn’t have the apex trait. It gains the apex trait until your next preparations, and you choose one of your deity’s divine attributes. The item increases that attribute modifier by 1 or to +4, whichever is higher. A character can benefit from only one apex item at a time, as normal.
CLERIC
Prerequisites holy or unholy trait
Your deity’s grace doesn’t extend to your sworn enemies. When you cast a harm or heal spell, you can add your holy or unholy trait to it. If you do, the spell deals damage to creatures with the opposing trait, even if it wouldn’t normally damage them. The spell deals spirit damage when used this way. For example, if you are holy, you could add the holy trait to a heal spell and deal spirit damage to a fiend that has the unholy trait.
Prerequisites holy or unholy trait
Your deity’s grace doesn’t extend to your sworn enemies. When you cast a harm or heal spell, you can add your holy or unholy trait to it. If you do, the spell deals damage to creatures with the opposing trait, even if it wouldn’t normally damage them. The spell deals spirit damage when used this way. For example, if you are holy, you could add the holy trait to a heal spell and deal spirit damage to a fiend that has the unholy trait.
◆
CLERIC CONCENTRATE SPELLSHAPE
You pour energy into the subject of your healing to empower its attacks.
If the next action you use is to cast harm or heal to restore Hit Points to a single creature, the target then deals an additional 1d6 damage with its melee weapons and unarmed attacks until the end of its next turn. The damage type is void if you cast harm and vitality if you cast heal.
If the spell cast is at least 5th rank, this damage increases to 2d6, and if the spell is at least 8th rank, the damage increases to 3d6.
You pour energy into the subject of your healing to empower its attacks.
If the next action you use is to cast harm or heal to restore Hit Points to a single creature, the target then deals an additional 1d6 damage with its melee weapons and unarmed attacks until the end of its next turn. The damage type is void if you cast harm and vitality if you cast heal.
If the spell cast is at least 5th rank, this damage increases to 2d6, and if the spell is at least 8th rank, the damage increases to 3d6.
↺
CLERIC DIVINE
Trigger Your ally is about to roll a saving throw against a magical ability of a creature you’re adjacent to.
Requirements You are wielding your deity’s favored weapon.
You strive against magical threats physically and spiritually. You can Strike the adjacent creature with your deity’s favored weapon. If you are holy or unholy, the Strike gains that trait. If your Strike hits, all your allies gain a +2 circumstance bonus to the triggering saving throw (or a +3 circumstance bonus on a critical hit).
Trigger Your ally is about to roll a saving throw against a magical ability of a creature you’re adjacent to.
Requirements You are wielding your deity’s favored weapon.
You strive against magical threats physically and spiritually. You can Strike the adjacent creature with your deity’s favored weapon. If you are holy or unholy, the Strike gains that trait. If your Strike hits, all your allies gain a +2 circumstance bonus to the triggering saving throw (or a +3 circumstance bonus on a critical hit).
◇
CLERIC
Frequency once per turn
Trigger You finish Casting a Spell using one of your divine spell slots on your turn.
You siphon residual spell energy into a weapon you’re wielding. Until the end of your turn, the weapon deals an additional 1d4 spirit damage. If you are holy or unholy, Strikes with the weapon also gain that trait, and the additional damage increases to 2d4 against creatures of the opposing trait.
Frequency once per turn
Trigger You finish Casting a Spell using one of your divine spell slots on your turn.
You siphon residual spell energy into a weapon you’re wielding. Until the end of your turn, the weapon deals an additional 1d4 spirit damage. If you are holy or unholy, Strikes with the weapon also gain that trait, and the additional damage increases to 2d4 against creatures of the opposing trait.
CLERIC
Your devotion to your deity’s domains grows greater, and so does the power granted to you. Whenever you Refocus, completely refill your focus pool.
Your devotion to your deity’s domains grows greater, and so does the power granted to you. Whenever you Refocus, completely refill your focus pool.
CLERIC
Your deity bestows a special spell related to their powers.
Select one domain—a subject of particular interest to you within your religion—from your deity’s list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics.
Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.
Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don’t require spell slots, and can’t be cast using spell slots. Your focus pool can hold one Focus Point for each focus spell you have, up to 3 points.
Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell.
Your deity bestows a special spell related to their powers.
Select one domain—a subject of particular interest to you within your religion—from your deity’s list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics.
Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.
Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don’t require spell slots, and can’t be cast using spell slots. Your focus pool can hold one Focus Point for each focus spell you have, up to 3 points.
Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell.
◆
CLERIC CONCENTRATE SPELLSHAPE
Prerequisites Versatile Font
You can pull forth both vitality and the void simultaneously to harm your enemies and heal your allies. If your next action is to cast a 1-action or 2-action heal or harm spell, choose one creature in range that would be harmed by the spell, and choose another creature within range that would be healed by the spell. Your heal or harm targets both creatures.
Prerequisites Versatile Font
You can pull forth both vitality and the void simultaneously to harm your enemies and heal your allies. If your next action is to cast a 1-action or 2-action heal or harm spell, choose one creature in range that would be harmed by the spell, and choose another creature within range that would be healed by the spell. Your heal or harm targets both creatures.
◆
CLERIC CONCENTRATE SPELLSHAPE
When you pull forth vitality or void energy, you also create a smaller pocket of that energy. If the next action you use is to cast a 2-action harm or heal to heal or damage a single creature, choose one additional creature in range. Target that creature with a 1-action version of the same spell. This spell is the same rank as the 2-action harm or heal you cast and doesn’t cost another spell slot.
When you pull forth vitality or void energy, you also create a smaller pocket of that energy. If the next action you use is to cast a 2-action harm or heal to heal or damage a single creature, choose one additional creature in range. Target that creature with a 1-action version of the same spell. This spell is the same rank as the 2-action harm or heal you cast and doesn’t cost another spell slot.
CLERIC
Prerequisites Emblazon Armament
Your deity’s symbol protects against offensive magic.
When you Emblazon an Armament, you can choose from the following effects instead of the effects listed in that feat. These effects have the same restrictions as the base options.
Prerequisites Emblazon Armament
Your deity’s symbol protects against offensive magic.
When you Emblazon an Armament, you can choose from the following effects instead of the effects listed in that feat. These effects have the same restrictions as the base options.
- Shield When the wielder has the shield raised, they gain the shield’s circumstance bonus to saving throws against magic, and they can use Shield Block against damage from their enemies’ spells.
- Weapon When the weapon’s wielder critically hits with the weapon, they can attempt to counteract a spell on their target, using half their level, rounded up, as the counteract rank. After the attempt, the emblazoned symbol immediately disappears.
CLERIC EXPLORATION
Carefully etching a sacred image into a physical object, you steel yourself for battle.
You can spend 10 minutes emblazoning a symbol of your deity upon a weapon or shield. The symbol doesn’t fade until 1 year has passed, but if you Emblazon an Armament, any symbol you previously emblazoned, and any symbol already emblazoned on that item instantly disappears.
The emblazoned item is a religious symbol of your deity in addition to its normal purpose, and it gains another benefit determined by the type of item. The benefit applies only to followers of the deity the symbol represents, but others can use the item normally
Carefully etching a sacred image into a physical object, you steel yourself for battle.
You can spend 10 minutes emblazoning a symbol of your deity upon a weapon or shield. The symbol doesn’t fade until 1 year has passed, but if you Emblazon an Armament, any symbol you previously emblazoned, and any symbol already emblazoned on that item instantly disappears.
The emblazoned item is a religious symbol of your deity in addition to its normal purpose, and it gains another benefit determined by the type of item. The benefit applies only to followers of the deity the symbol represents, but others can use the item normally
- Shield The shield gains a +1 status bonus to its Hardness. (This causes it to reduce more damage with the Shield Block reaction.)
- Weapon The wielder gains a +1 status bonus to damage rolls with the weapon.
CLERIC
Prerequisites Emblazon Armament
With elemental forces, you make your emblazoned symbols more potent.
When you Emblazon an Armament, you can choose from the following effects instead of the effects listed in that feat. These effects have the same restrictions as the base options.
Prerequisites Emblazon Armament
With elemental forces, you make your emblazoned symbols more potent.
When you Emblazon an Armament, you can choose from the following effects instead of the effects listed in that feat. These effects have the same restrictions as the base options.
- Shield Choose acid, cold, electricity, fire, or sonic. The wielder gains the shield’s circumstance bonus to saving throws against that damage type and can use Shield Block against damage of that type. The shield also gains resistance to that damage type equal to half your level if you have a domain spell with a trait matching that type (such as fire ray).
- Weapon Choose acid, cold, electricity, fire, or sonic. The weapon deals an extra 1d4 damage of that type. Increase this extra damage to 1d6 if you have a domain spell with a trait matching that type (such as fire ray).
CLERIC
Prerequisites unholy
Your life has made you a nexus for your deity’s vile power. You’re continuously surrounded by a bane spell, with a spell rank equal to half your level (rounded up). The radius is 15 feet, and you can’t increase it. You can Dismiss the spell; if you do, it returns automatically after 1 minute.
Prerequisites unholy
Your life has made you a nexus for your deity’s vile power. You’re continuously surrounded by a bane spell, with a spell rank equal to half your level (rounded up). The radius is 15 feet, and you can’t increase it. You can Dismiss the spell; if you do, it returns automatically after 1 minute.
CLERIC
Prerequisites holy
Your deeds have brought your deity’s grace to you for all of eternity. You’re continuously surrounded by a bless spell, with a spell rank equal to half your level (rounded up). The radius is 15 feet, and you can’t increase it. You can Dismiss the spell; if you do, it returns automatically after 1 minute.
Prerequisites holy
Your deeds have brought your deity’s grace to you for all of eternity. You’re continuously surrounded by a bless spell, with a spell rank equal to half your level (rounded up). The radius is 15 feet, and you can’t increase it. You can Dismiss the spell; if you do, it returns automatically after 1 minute.
CLERIC
Prerequisites harmful font or healing font
Divine power is always at your fingertips, swiftly responding to your call.
When you cast harm or heal by spending 2 actions, you can get the effects of the 3-action version instead of the 2-action version.
You can do this with harm if you have harmful font or heal if you have healing font (or both if you have Versatile Font).
Prerequisites harmful font or healing font
Divine power is always at your fingertips, swiftly responding to your call.
When you cast harm or heal by spending 2 actions, you can get the effects of the 3-action version instead of the 2-action version.
You can do this with harm if you have harmful font or heal if you have healing font (or both if you have Versatile Font).
CLERIC FORTUNE
Your god favors your attempts to remove afflictions and conditions. When you cast a healing spell that attempts to counteract an effect, you can roll the counteract check twice and take the higher value.
Your god favors your attempts to remove afflictions and conditions. When you cast a healing spell that attempts to counteract an effect, you can roll the counteract check twice and take the higher value.
CLERIC
Prerequisites Swift Banishment
You easily banish creatures with your weapon. You can use Swift Banishment as long as you have a spell slot of 5th rank or higher remaining, even if you don’t have banishment prepared. You must sacrifice a prepared spell of 5th rank or higher, and the banishment effect you create is heightened to the rank of that spell. The target takes a –2 circumstance penalty to its save as though you’d paid the extra cost for banishment.
Prerequisites Swift Banishment
You easily banish creatures with your weapon. You can use Swift Banishment as long as you have a spell slot of 5th rank or higher remaining, even if you don’t have banishment prepared. You must sacrifice a prepared spell of 5th rank or higher, and the banishment effect you create is heightened to the rank of that spell. The target takes a –2 circumstance penalty to its save as though you’d paid the extra cost for banishment.
CLERIC
Your deity punishes creatures that harm you. Creatures that hit you with an attack take 3d6 spirit damage every time they do. If you have the holy or unholy trait, you can apply it to this damage.
Your deity punishes creatures that harm you. Creatures that hit you with an attack take 3d6 spirit damage every time they do. If you have the holy or unholy trait, you can apply it to this damage.
CLERIC
Prerequisites Sanctify Armament
When you sanctify a weapon, it remains sanctified for an extended period. The duration of Sanctify Armament is increased to 1 hour, but it still ends if you use Sanctify Armament on another weapon.
Prerequisites Sanctify Armament
When you sanctify a weapon, it remains sanctified for an extended period. The duration of Sanctify Armament is increased to 1 hour, but it still ends if you use Sanctify Armament on another weapon.
CLERIC
Prerequisites miraculous spell
You are a conduit for truly deific power. You gain an additional 10th-rank spell slot.
Prerequisites miraculous spell
You are a conduit for truly deific power. You gain an additional 10th-rank spell slot.
◆
CLERIC SPELLSHAPE
You go to extreme lengths to support your allies, even when it means bringing harm to yourself. If your next action is to cast harm or heal to restore Hit Points to a single ally, you can channel your own vitality along with the spell. You lose 1d8 Hit Points per rank of the spell, which can’t be reduced or mitigated in any way, and your ally regains an equal number of Hit Points.
You go to extreme lengths to support your allies, even when it means bringing harm to yourself. If your next action is to cast harm or heal to restore Hit Points to a single ally, you can channel your own vitality along with the spell. You lose 1d8 Hit Points per rank of the spell, which can’t be reduced or mitigated in any way, and your ally regains an equal number of Hit Points.
CLERIC
Your deity empowers you to perform minor miracles, allowing you to readily adapt to the fluctuating needs of your duties. Once during your daily preparations, you can use a spell slot to hold sheer divine potential, rather than using it to prepare a spell. You can use this spell slot to cast any spell you know from the divine spell list that’s at least 2 ranks lower than the slot you designate. The spell acts in all ways as a spell of 2 ranks lower. You don’t have any particular spell prepared in that slot until you cast it.
Your deity empowers you to perform minor miracles, allowing you to readily adapt to the fluctuating needs of your duties. Once during your daily preparations, you can use a spell slot to hold sheer divine potential, rather than using it to prepare a spell. You can use this spell slot to cast any spell you know from the divine spell list that’s at least 2 ranks lower than the slot you designate. The spell acts in all ways as a spell of 2 ranks lower. You don’t have any particular spell prepared in that slot until you cast it.
CLERIC EMOTION FEAR MENTAL
Vitality strikes terror in the undead. When you use a heal spell to damage undead, any undead that fails its saving throw is also frightened 1. If it critically failed, the creature also gains the fleeing condition until the start of your next turn. Mindless undead are not immune to this effect due to being mindless.
Vitality strikes terror in the undead. When you use a heal spell to damage undead, any undead that fails its saving throw is also frightened 1. If it critically failed, the creature also gains the fleeing condition until the start of your next turn. Mindless undead are not immune to this effect due to being mindless.
↺
CLERIC DIVINE PREDICTION
Trigger You are about to roll a saving throw against a hazard.
Your deity grants you a moment’s foresight. You gain a +2 circumstance bonus to the triggering saving throw.
Trigger You are about to roll a saving throw against a hazard.
Your deity grants you a moment’s foresight. You gain a +2 circumstance bonus to the triggering saving throw.
↺
CLERIC FORTUNE
Frequency once per hour
Trigger You fail a saving throw against a mental effect.
Your deity sends you a vision of faith to steel you against mental attacks. Reroll the triggering saving throw with a +2 circumstance bonus. You must use the second result, even if it’s worse.
Frequency once per hour
Trigger You fail a saving throw against a mental effect.
Your deity sends you a vision of faith to steel you against mental attacks. Reroll the triggering saving throw with a +2 circumstance bonus. You must use the second result, even if it’s worse.
◆
CLERIC
Requirements You are wielding a religious symbol.
You present your religious symbol emphatically. You gain a +2 circumstance bonus to saving throws until the start of your next turn. While it’s raised, if you roll a success at a saving throw against a vitality or void effect, you get a critical success instead. If the religious symbol you’re raising is a shield, such as with Emblazon Armaments, you gain the effects of Raise a Shield when you use this action and the effects of this action when you Raise a Shield.
Requirements You are wielding a religious symbol.
You present your religious symbol emphatically. You gain a +2 circumstance bonus to saving throws until the start of your next turn. While it’s raised, if you roll a success at a saving throw against a vitality or void effect, you get a critical success instead. If the religious symbol you’re raising is a shield, such as with Emblazon Armaments, you gain the effects of Raise a Shield when you use this action and the effects of this action when you Raise a Shield.
↺
CLERIC
Trigger An ally is reduced to 0 Hit Points.
You work quickly in emergencies. You Stride towards the triggering ally. You gain a +10-foot circumstance bonus to your Speed during this movement.
Trigger An ally is reduced to 0 Hit Points.
You work quickly in emergencies. You Stride towards the triggering ally. You gain a +10-foot circumstance bonus to your Speed during this movement.
◆
CLERIC CONCENTRATE SPELLSHAPE
You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
↺
CLERIC
Prerequisites Channel Smite
Trigger You miss with your Strike during Channel Smite.
The energy from your smite persists for a moment, allowing you to pass it to a new target. Cast the 1-action version of the harm or heal spell you expended, targeting a creature other than the target of your Strike.
Prerequisites Channel Smite
Trigger You miss with your Strike during Channel Smite.
The energy from your smite persists for a moment, allowing you to pass it to a new target. Cast the 1-action version of the harm or heal spell you expended, targeting a creature other than the target of your Strike.
◇
CLERIC CONCENTRATE SPELLSHAPE
Frequency once per hour
If your next action is to use your divine font to cast a 3-action heal or harm spell, you can harness the residual energy to counterbalance opposing forces. In addition to its normal effects, you use your heal or harm spell to attempt to counteract one divine effect in the spell’s area.
Frequency once per hour
If your next action is to use your divine font to cast a 3-action heal or harm spell, you can harness the residual energy to counterbalance opposing forces. In addition to its normal effects, you use your heal or harm spell to attempt to counteract one divine effect in the spell’s area.
CLERIC
Prerequisites expert in your deity’s favored weapon
Striking out against your enemies draws praise and protection from your deity. When you damage a creature with a Strike using your deity’s favored weapon, you gain a number of temporary Hit Points equal to half your level, or equal to your level if the Strike was a critical hit. These temporary Hit Points last until the start of your next turn.
Prerequisites expert in your deity’s favored weapon
Striking out against your enemies draws praise and protection from your deity. When you damage a creature with a Strike using your deity’s favored weapon, you gain a number of temporary Hit Points equal to half your level, or equal to your level if the Strike was a critical hit. These temporary Hit Points last until the start of your next turn.
◆◆
CLERIC
Requirements You have a harm or heal spell you can cast.
You balance both sides of the scales, restoring yourself while striking a foe.
Cast a 1-action harm or heal spell to heal yourself, expending the spell normally. It loses the manipulate trait when cast this way. Then make a melee Strike. If you make this Strike with your deity’s favored weapon, you gain a +1 status bonus to the attack roll.
If the Strike hits, you can target a second willing creature to heal the same amount from the spell. This creature can be outside of the spell’s range, provided it’s adjacent to the enemy you hit.
Requirements You have a harm or heal spell you can cast.
You balance both sides of the scales, restoring yourself while striking a foe.
Cast a 1-action harm or heal spell to heal yourself, expending the spell normally. It loses the manipulate trait when cast this way. Then make a melee Strike. If you make this Strike with your deity’s favored weapon, you gain a +1 status bonus to the attack roll.
If the Strike hits, you can target a second willing creature to heal the same amount from the spell. This creature can be outside of the spell’s range, provided it’s adjacent to the enemy you hit.
CLERIC
You can cause a creature you bring back from the brink of death to thrive and continue healing. When you restore Hit Points to a dying creature or bring a dead creature back to life and restore Hit Points to it, you grant that creature fast healing 5 for 1 minute. This fast healing ends if the creature is knocked unconscious.
You can cause a creature you bring back from the brink of death to thrive and continue healing. When you restore Hit Points to a dying creature or bring a dead creature back to life and restore Hit Points to it, you grant that creature fast healing 5 for 1 minute. This fast healing ends if the creature is knocked unconscious.
CLERIC CONSECRATION DIVINE EXPLORATION
Prerequisites harmful font or healing font
Frequency once per 10 minutes
You pray continuously for 1 minute to call a subtle shadow of your deity’s realm over a 30-foot burst centered on you. It lasts for 10 minutes, and a creature that remains in the area for the entire 10 minutes regains Hit Points equal to your level.
If you have a healing font, this activity has the healing and vitality traits and heals living creatures. If you have a harmful font, this activity has the healing and void traits and heals undead creatures (or other creatures with void healing). Clerics with Versatile Font can choose either or both. It can’t damage creatures in any case.
Prerequisites harmful font or healing font
Frequency once per 10 minutes
You pray continuously for 1 minute to call a subtle shadow of your deity’s realm over a 30-foot burst centered on you. It lasts for 10 minutes, and a creature that remains in the area for the entire 10 minutes regains Hit Points equal to your level.
If you have a healing font, this activity has the healing and vitality traits and heals living creatures. If you have a harmful font, this activity has the healing and void traits and heals undead creatures (or other creatures with void healing). Clerics with Versatile Font can choose either or both. It can’t damage creatures in any case.
◆
CLERIC DIVINE
Prerequisites holy or unholy trait
You touch a weapon and bring it into concordance with your deity. For 1 round, that weapon gains your holy or unholy trait. It also deals an additional 2d6 spirit damage to creatures of the opposed trait. For example, if you are holy, the weapon would deal an extra 2d6 spirit damage to unholy creatures.
If you use Sanctify Armament again, any previous use of it expires.
Prerequisites holy or unholy trait
You touch a weapon and bring it into concordance with your deity. For 1 round, that weapon gains your holy or unholy trait. It also deals an additional 2d6 spirit damage to creatures of the opposed trait. For example, if you are holy, the weapon would deal an extra 2d6 spirit damage to unholy creatures.
If you use Sanctify Armament again, any previous use of it expires.
CLERIC HEALING
You draw the life force out of your enemies. When you cast a harm spell and damage at least one living creature, you regain Hit Points equal to the spell rank of your harm spell. If you aren’t a living creature, you gain no benefit from this feat.
You draw the life force out of your enemies. When you cast a harm spell and damage at least one living creature, you regain Hit Points equal to the spell rank of your harm spell. If you aren’t a living creature, you gain no benefit from this feat.
↺
CLERIC DIVINE
Prerequisites Raise Symbol
Trigger While you have your symbol raised, you are about to take damage from a melee attack.
Your religious symbol glows with sacred energy, turning the attacker’s strength to weakness.
Attempt a Religion check against the triggering creature’s Will DC. Regardless of the result, the creature is temporarily immune for 1 minute.
Critical Success The creature is enfeebled 2 until it spends at least 1 action moving away from you.
Success As critical success, but enfeebled 1.
Prerequisites Raise Symbol
Trigger While you have your symbol raised, you are about to take damage from a melee attack.
Your religious symbol glows with sacred energy, turning the attacker’s strength to weakness.
Attempt a Religion check against the triggering creature’s Will DC. Regardless of the result, the creature is temporarily immune for 1 minute.
Critical Success The creature is enfeebled 2 until it spends at least 1 action moving away from you.
Success As critical success, but enfeebled 1.
CLERIC
As you call down divine power, you can prevent some enemies from benefiting or some allies from being hurt. When you cast a version of harm or heal that has an area, you can designate up to 5 creatures in the area. They are not targeted by the spell.
As you call down divine power, you can prevent some enemies from benefiting or some allies from being hurt. When you cast a version of harm or heal that has an area, you can designate up to 5 creatures in the area. They are not targeted by the spell.
CLERIC
Prerequisites Premonition of Avoidance
You can project your premonitions of danger to your allies. When you use Premonition of Avoidance, allies within 20 feet of you who are rolling the same saving throw against the same hazard also gain a +2 circumstance bonus to their saving throws.
Prerequisites Premonition of Avoidance
You can project your premonitions of danger to your allies. When you use Premonition of Avoidance, allies within 20 feet of you who are rolling the same saving throw against the same hazard also gain a +2 circumstance bonus to their saving throws.
CLERIC
Prerequisites Premonition of Clarity
You can project your premonitions of clarity to your allies. When you use Premonition of Clarity, allies within 15 feet of you who failed the same saving throw against the same mental effect can also spend their reactions to reroll the failed saving throw with a +2 circumstance bonus.
Prerequisites Premonition of Clarity
You can project your premonitions of clarity to your allies. When you use Premonition of Clarity, allies within 15 feet of you who failed the same saving throw against the same mental effect can also spend their reactions to reroll the failed saving throw with a +2 circumstance bonus.
CLERIC
Prerequisites Replenishment of War
When your deity blesses your warlike acts, you can extend that favor to your allies. You can grant the temporary Hit Points from Replenishment of War to an ally within 10 feet instead of gaining them yourself. You can grant these temporary Hit Points to a different ally each time, meaning you might be able to grant them to multiple creatures in a single turn.
Prerequisites Replenishment of War
When your deity blesses your warlike acts, you can extend that favor to your allies. You can grant the temporary Hit Points from Replenishment of War to an ally within 10 feet instead of gaining them yourself. You can grant these temporary Hit Points to a different ally each time, meaning you might be able to grant them to multiple creatures in a single turn.
CLERIC
Prerequisites Domain Initiate
Residual energy from your domain spells bolsters your defenses. When you spend a Focus Point to cast a domain spell, you gain a +1 status bonus to your AC until the start of your next turn.
Prerequisites Domain Initiate
Residual energy from your domain spells bolsters your defenses. When you spend a Focus Point to cast a domain spell, you gain a +1 status bonus to your AC until the start of your next turn.
◇
CLERIC CONCENTRATE
Deep understanding of divine revelations into the nature of vital essence allows you to freely manipulate the energy of life and death. Use one spellshape action you can perform that normally takes 1 action and can be applied to the harm or heal spell. If you use it in this way, its effects apply only to a harm or heal spell.
Deep understanding of divine revelations into the nature of vital essence allows you to freely manipulate the energy of life and death. Use one spellshape action you can perform that normally takes 1 action and can be applied to the harm or heal spell. If you use it in this way, its effects apply only to a harm or heal spell.
CLERIC
Confident in your technique, you don’t lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.
Confident in your technique, you don’t lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.
◇
CLERIC
Frequency once per day
Trigger An ally you can see falls to 0 Hit Points.
When an ally you can see falls in battle, your surge of righteous indignation allows you to draw upon untapped reserves of divine power. You instantly regain 1 Focus Point.
Frequency once per day
Trigger An ally you can see falls to 0 Hit Points.
When an ally you can see falls in battle, your surge of righteous indignation allows you to draw upon untapped reserves of divine power. You instantly regain 1 Focus Point.
↺
CLERIC
Trigger You critically hit a creature that is not on its home plane.
Requirements You have a banishment spell prepared.
The force of your blow sends your victim back to its home plane. You expend a banishment spell you have prepared, affecting the creature you critically hit without needing to cast the spell. The creature can attempt to resist the spell as normal.
Trigger You critically hit a creature that is not on its home plane.
Requirements You have a banishment spell prepared.
The force of your blow sends your victim back to its home plane. You expend a banishment spell you have prepared, affecting the creature you critically hit without needing to cast the spell. The creature can attempt to resist the spell as normal.
CLERIC
Prerequisites harmful font or healing font, deity that allows clerics to have both fonts
As you explore your deity’s aspects, you move beyond restrictions on healing or harming. You can prepare either harm or heal in the spell slots gained from the harmful font or healing font.
Prerequisites harmful font or healing font, deity that allows clerics to have both fonts
As you explore your deity’s aspects, you move beyond restrictions on healing or harming. You can prepare either harm or heal in the spell slots gained from the harmful font or healing font.
CLERIC
The raw energy of the Void saps the essence of the living. Any living creature that critically fails its save against a harm spell you cast is drained 1.
The raw energy of the Void saps the essence of the living. Any living creature that critically fails its save against a harm spell you cast is drained 1.
↺
CLERIC
Trigger You cast a divine spell that takes 1 action or more to cast and that affects only you or your equipment.
You bless yourself on the move. Stride up to 10 feet. If the spell took 2 or more actions, you can Stride up to your full Speed instead.
Trigger You cast a divine spell that takes 1 action or more to cast and that affects only you or your equipment.
You bless yourself on the move. Stride up to 10 feet. If the spell took 2 or more actions, you can Stride up to your full Speed instead.
ARCHETYPE
Prerequisites Basic Wilding
You gain one druid feat. For the purpose of meeting its prerequisites, your druid 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 druid feat.
Prerequisites Basic Wilding
You gain one druid feat. For the purpose of meeting its prerequisites, your druid 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 druid feat.
ARCHETYPE
Prerequisites Druid Dedication
You gain the basic spellcasting benefits.
Prerequisites Druid Dedication
You gain the basic spellcasting benefits.
ARCHETYPE
Prerequisites Druid Dedication
You gain a 1st- or 2nd-level druid feat.
Prerequisites Druid Dedication
You gain a 1st- or 2nd-level druid feat.
ARCHETYPE DEDICATION MULTICLASS
Prerequisites Wisdom +2
You cast spells like a druid.
You gain the Cast a Spell activity. You can prepare two common cantrips each day from the primal spell list or any other primal cantrips you learn or discover. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for druid archetype spells is Wisdom, and they are primal druid spells.
You learn the Wildsong language, and you are bound by the druid’s anathema.
Choose a druidic order. You become a member of that order and are also bound by its specific anathema, allowing you to take the order’s feats. You become trained in Nature and your order’s associated skill; for each of these skills in which you were already trained, you become trained in a skill of your choice. You don’t gain any other abilities from your choice of order.
Prerequisites Wisdom +2
You cast spells like a druid.
You gain the Cast a Spell activity. You can prepare two common cantrips each day from the primal spell list or any other primal cantrips you learn or discover. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for druid archetype spells is Wisdom, and they are primal druid spells.
You learn the Wildsong language, and you are bound by the druid’s anathema.
Choose a druidic order. You become a member of that order and are also bound by its specific anathema, allowing you to take the order’s feats. You become trained in Nature and your order’s associated skill; for each of these skills in which you were already trained, you become trained in a skill of your choice. You don’t gain any other abilities from your choice of order.
ARCHETYPE
Prerequisites Basic Druid Spellcasting, master in Nature
You gain the expert spellcasting benefits.
Prerequisites Basic Druid Spellcasting, master in Nature
You gain the expert spellcasting benefits.
ARCHETYPE
Prerequisites Expert Druid Spellcasting, legendary in Nature
You gain the master spellcasting benefits.
Prerequisites Expert Druid Spellcasting, legendary in Nature
You gain the master spellcasting benefits.
ARCHETYPE
Prerequisites Druid Dedication
You gain the initial order spell from your order. This is a focus spell, granting you a focus pool or expanding that pool. You can Refocus by being one with nature.
Prerequisites Druid Dedication
You gain the initial order spell from your order. This is a focus spell, granting you a focus pool or expanding that pool. You can Refocus by being one with nature.
ARCHETYPE
Prerequisites Basic Druid Spellcasting
Increase the spell slots you gain from druid archetype feats by 1 for each spell rank other than your two highest druid spell slots.
Prerequisites Basic Druid Spellcasting
Increase the spell slots you gain from druid archetype feats by 1 for each spell rank other than your two highest druid spell slots.
DRUID
Prerequisites animal order
You gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities.
Prerequisites animal order
You gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities.
DRUID
Prerequisites Mature Animal Companion
Your animal companion continues to grow and develop. It becomes either a nimble or savage animal companion, gaining additional capabilities determined by the type.
Prerequisites Mature Animal Companion
Your animal companion continues to grow and develop. It becomes either a nimble or savage animal companion, gaining additional capabilities determined by the type.
◇
DRUID
Prerequisites Animal Companion
Trigger You Cast a non-cantrip spell that targets only your animal companion.
When you support your animal companion, your companion supports you in turn. After your spell takes place, your companion gains its actions for the turn, as if you Commanded it, and one of the actions must be Support. If the companion has used any other actions already, it can’t Support you, as normal.
Prerequisites Animal Companion
Trigger You Cast a non-cantrip spell that targets only your animal companion.
When you support your animal companion, your companion supports you in turn. After your spell takes place, your companion gains its actions for the turn, as if you Commanded it, and one of the actions must be Support. If the companion has used any other actions already, it can’t Support you, as normal.
DRUID
Prerequisites Animal Companion
Your animal companion has grown up over the course of your adventures, becoming a mature animal companion and gaining additional capabilities.
Your animal companion has greater independence.
During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Stride or Strike, or to Burrow, Climb, Fly, or Swim if it has the corresponding Speed. It can do this at any point during your turn, as long as you aren’t currently taking an action. If it does, that’s all the actions it gets that round—you can’t Command it later.
Prerequisites Animal Companion
Your animal companion has grown up over the course of your adventures, becoming a mature animal companion and gaining additional capabilities.
Your animal companion has greater independence.
During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Stride or Strike, or to Burrow, Climb, Fly, or Swim if it has the corresponding Speed. It can do this at any point during your turn, as long as you aren’t currently taking an action. If it does, that’s all the actions it gets that round—you can’t Command it later.
DRUID
Prerequisites Incredible Companion
Your companion can let out a howl laced with your primal magic.
It gains the following advanced maneuver, in addition to any advanced maneuvers it already knows.
Primal Howl ◆◆ (primal, sonic) Frequency once per hour;
Effect Your animal companion screeches and howls, empowered with natural magic. All creatures in a 30-foot cone take 1d6 sonic damage for every 2 levels your companion has, with a basic Fortitude save against your spell DC. Creatures that fail become frightened 1, and creatures that critically fail become frightened 2. The fright is an emotion, fear, and mental effect.
Prerequisites Incredible Companion
Your companion can let out a howl laced with your primal magic.
It gains the following advanced maneuver, in addition to any advanced maneuvers it already knows.
Primal Howl ◆◆ (primal, sonic) Frequency once per hour;
Effect Your animal companion screeches and howls, empowered with natural magic. All creatures in a 30-foot cone take 1d6 sonic damage for every 2 levels your companion has, with a basic Fortitude save against your spell DC. Creatures that fail become frightened 1, and creatures that critically fail become frightened 2. The fright is an emotion, fear, and mental effect.
DRUID
Prerequisites Animal Companion
You and your animal companion fight in tandem, distracting your foes and keeping them off balance. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions.
Prerequisites Animal Companion
You and your animal companion fight in tandem, distracting your foes and keeping them off balance. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions.
DRUID
Prerequisites Incredible Companion
Your animal companion continues to grow in power and ability. It gains one specialization of your choice.
Special You can select this feat up to three times. Each time, add a different specialization to your companion.
Prerequisites Incredible Companion
Your animal companion continues to grow in power and ability. It gains one specialization of your choice.
Special You can select this feat up to three times. Each time, add a different specialization to your companion.
◆
DRUID HEALING VITALITY
Prerequisites leaf order
Frequency once per day
You request that nearby plants share their vitality with you to replenish your body and magic.
You regain 1 Focus Point and 4d8 Hit Points.
You must be in a location of at least 15 feet by 15 feet with healthy plant life, though this can be grass, lichen, seaweed, or any other form of naturally occurring flora. Using Floral Restoration on a given section of nature does not harm it, but it prevents that section of nature from giving its vitality to another use of Floral Restoration for 24 hours.
At 9th level, and every 2 levels thereafter, increase the healing by 1d8.
Prerequisites leaf order
Frequency once per day
You request that nearby plants share their vitality with you to replenish your body and magic.
You regain 1 Focus Point and 4d8 Hit Points.
You must be in a location of at least 15 feet by 15 feet with healthy plant life, though this can be grass, lichen, seaweed, or any other form of naturally occurring flora. Using Floral Restoration on a given section of nature does not harm it, but it prevents that section of nature from giving its vitality to another use of Floral Restoration for 24 hours.
At 9th level, and every 2 levels thereafter, increase the healing by 1d8.
DRUID
Prerequisites leaf order
You can always find a path, almost as if foliage parted before you. You ignore any difficult terrain caused by plants and fungi, such as bushes, vines, and undergrowth.
Prerequisites leaf order
You can always find a path, almost as if foliage parted before you. You ignore any difficult terrain caused by plants and fungi, such as bushes, vines, and undergrowth.
◆
DRUID MANIPULATE SPELLSHAPE
Prerequisites leaf order
If your next action is to Cast a Spell with the fungus or plant trait, a garland of plants grows in a 10-foot burst in the spell’s range. The plants are difficult terrain and hazardous terrain, covered in your choice of thorns or poisonous vines. Any creature that moves into one of these squares or ends its turn in one takes 2d6 damage (piercing damage for thorns or poison for vines). A creature can take this damage only once per turn. You and your familiar are immune to this damage.
The plants last for 1 minute or until you cast another Garland Spell, whichever comes first.
The damage increases to 3d6 at 16th level and 4d6 at 20th level.
Prerequisites leaf order
If your next action is to Cast a Spell with the fungus or plant trait, a garland of plants grows in a 10-foot burst in the spell’s range. The plants are difficult terrain and hazardous terrain, covered in your choice of thorns or poisonous vines. Any creature that moves into one of these squares or ends its turn in one takes 2d6 damage (piercing damage for thorns or poison for vines). A creature can take this damage only once per turn. You and your familiar are immune to this damage.
The plants last for 1 minute or until you cast another Garland Spell, whichever comes first.
The damage increases to 3d6 at 16th level and 4d6 at 20th level.
DRUID
Prerequisites leaf order
You can make your skin take on the woody endurance of an ancient tree and have your familiar follow suit. You can cast oaken resilience at will as an innate primal spell with a spell rank one lower than the highest rank of spells you can cast. This spell targets you, as well as your leshy familiar if it’s within 30 feet of you.
Prerequisites leaf order
You can make your skin take on the woody endurance of an ancient tree and have your familiar follow suit. You can cast oaken resilience at will as an innate primal spell with a spell rank one lower than the highest rank of spells you can cast. This spell targets you, as well as your leshy familiar if it’s within 30 feet of you.
DRUID
Prerequisites leaf order
You can fill an area with devastating briars. You gain the impaling briars order spell.
Prerequisites leaf order
You can fill an area with devastating briars. You gain the impaling briars order spell.
DRUID
Prerequisites leaf order
You call a minor spirit of nature into a plant body, creating a leshy companion to aid you in your spellcasting. You gain a familiar, which has your choice of either the plant or fungus familiar ability; this doesn’t count against your usual limit of familiar abilities (typically 2). The spirit you call has a more tenuous connection to its plant body than fully independent leshies, so it is Tiny in size like other familiars.
Prerequisites leaf order
You call a minor spirit of nature into a plant body, creating a leshy companion to aid you in your spellcasting. You gain a familiar, which has your choice of either the plant or fungus familiar ability; this doesn’t count against your usual limit of familiar abilities (typically 2). The spirit you call has a more tenuous connection to its plant body than fully independent leshies, so it is Tiny in size like other familiars.
DRUID
Prerequisites leaf order
The leaf order’s secrets allow your familiar to take advantage of its leshy form.
You can select one additional familiar ability each day, which must be one of the following leshy familiar abilities. You can’t select more than one ability from this feat at a time.
Prerequisites leaf order
The leaf order’s secrets allow your familiar to take advantage of its leshy form.
You can select one additional familiar ability each day, which must be one of the following leshy familiar abilities. You can’t select more than one ability from this feat at a time.
- Grasping Tendrils Your familiar can extend vines or similar tendrils, increasing its reach to 15 feet.
- Purify Air Your familiar recycles air, providing enough oxygen for a Medium creature in areas with stale air, such as a sealed chamber or extradimensional space. Creatures within a 15-foot emanation of the leshy gain a +2 circumstance bonus to their saving throws against inhaled poison effects, olfactory effects, or other effects that rely on breathing (such as toxic cloud), at the GM’s discretion.
- Verdant Burst When your familiar dies, it releases its primal energy to cast the 3-action version of heal, heightened to a rank 1 lower than your highest-rank spell slot. The heal spell gains a status bonus equal to twice the spell’s rank to the Hit Points it restores to plants. You must be able to cast 2nd-rank spells using spell slots to select this familiar ability.
DRUID
Prerequisites leaf order or Untamed Form
You can take the shape of a plant creature.
If you don’t have untamed form, you can cast plant form once per day, heightened to the same rank as your highest-rank druid spell slot.
If you do have untamed form, add the shapes listed in plant form to your untamed form list, and whenever you’re polymorphed into another shape using untamed form, you gain resistance 5 to poison.
Prerequisites leaf order or Untamed Form
You can take the shape of a plant creature.
If you don’t have untamed form, you can cast plant form once per day, heightened to the same rank as your highest-rank druid spell slot.
If you do have untamed form, add the shapes listed in plant form to your untamed form list, and whenever you’re polymorphed into another shape using untamed form, you gain resistance 5 to poison.
DRUID
Prerequisites leaf order
You have turned into a plant version of yourself, gaining the plant trait and losing traits inappropriate for your new form (typically humanoid). You also gain the Verdant Rest action.
Verdant Rest ◆ (concentrate)
You turn into a tree or other non-creature plant. This has the effect of using one with plants to turn into a plant, except that your AC is 30. You can Dismiss this effect to turn back. If you rest for 10 minutes in this form in natural sunlight, you recover half your maximum Hit Points. If you take your daily rest in this form, the rest restores you to maximum Hit Points and removes all non-permanent drained, enfeebled, clumsy, and stupefied conditions, as well as all poisons and diseases of 19th level or lower.
Prerequisites leaf order
You have turned into a plant version of yourself, gaining the plant trait and losing traits inappropriate for your new form (typically humanoid). You also gain the Verdant Rest action.
Verdant Rest ◆ (concentrate)
You turn into a tree or other non-creature plant. This has the effect of using one with plants to turn into a plant, except that your AC is 30. You can Dismiss this effect to turn back. If you rest for 10 minutes in this form in natural sunlight, you recover half your maximum Hit Points. If you take your daily rest in this form, the rest restores you to maximum Hit Points and removes all non-permanent drained, enfeebled, clumsy, and stupefied conditions, as well as all poisons and diseases of 19th level or lower.
DRUID
Prerequisites Wind Caller
You can invoke nature’s fury upon your foes. You gain the storm lord order spell.
Prerequisites Wind Caller
You can invoke nature’s fury upon your foes. You gain the storm lord order spell.
◆
COLD DRUID MANIPULATE SPELLSHAPE
Prerequisites storm order
The howling wind and precipitation of your magic turn to thick snow. If your next action is to Cast a Spell that has the air, water, or cold trait, and that does not have the fire trait, select one creature affected by the spell on the ground. Each square on the ground under or adjacent to the creature fills with ankle-deep snow. Those squares are difficult terrain until the beginning of your next turn. A creature can Interact to clear a square of snow, and the snow in a square melts if that square is exposed to a fire effect.
Prerequisites storm order
The howling wind and precipitation of your magic turn to thick snow. If your next action is to Cast a Spell that has the air, water, or cold trait, and that does not have the fire trait, select one creature affected by the spell on the ground. Each square on the ground under or adjacent to the creature fills with ankle-deep snow. Those squares are difficult terrain until the beginning of your next turn. A creature can Interact to clear a square of snow, and the snow in a square melts if that square is exposed to a fire effect.
DRUID
Prerequisites storm order
You are at home out in the elements, reveling in the power of nature unleashed. You do not take circumstance penalties to ranged spell attacks or Perception checks caused by weather, and your targeted spells don’t require a flat check to succeed against a target concealed by weather (such as fog).
Prerequisites storm order
You are at home out in the elements, reveling in the power of nature unleashed. You do not take circumstance penalties to ranged spell attacks or Perception checks caused by weather, and your targeted spells don’t require a flat check to succeed against a target concealed by weather (such as fog).
↺
DRUID
Prerequisites storm order, tempest surge order spell
Trigger An opponent adjacent to you critically hits you with a melee weapon or melee unarmed attack.
Requirements You have at least 1 available Focus Point.
You lash out, directing a burst of storming fury toward a creature that has harmed you. You cast tempest surge on the triggering opponent and push that creature, moving it 5 feet away from you if it fails its Reflex save, or 10 feet if it critically fails. This movement is forced movement.
Prerequisites storm order, tempest surge order spell
Trigger An opponent adjacent to you critically hits you with a melee weapon or melee unarmed attack.
Requirements You have at least 1 available Focus Point.
You lash out, directing a burst of storming fury toward a creature that has harmed you. You cast tempest surge on the triggering opponent and push that creature, moving it 5 feet away from you if it fails its Reflex save, or 10 feet if it critically fails. This movement is forced movement.
◆
DRUID SONIC SPELLSHAPE
Prerequisites storm order
Your lightning splits the air, generating a booming shock wave. If your next action is to Cast a Spell that has the electricity trait or deals electricity damage, has no duration, and requires creatures to attempt a saving throw, the force of the spell’s lightning creates a thunderclap, in addition to its other effects. Each creature that failed its Reflex save against the spell is deafened for 1 round, and those who critically failed are also knocked prone.
Prerequisites storm order
Your lightning splits the air, generating a booming shock wave. If your next action is to Cast a Spell that has the electricity trait or deals electricity damage, has no duration, and requires creatures to attempt a saving throw, the force of the spell’s lightning creates a thunderclap, in addition to its other effects. Each creature that failed its Reflex save against the spell is deafened for 1 round, and those who critically failed are also knocked prone.
DRUID
Prerequisites storm order
The winds are eager to keep you aloft. When you are flying and Cast a Spell that has the air or electricity traits, you gain a +10 status bonus to your fly Speed, and you can immediately Fly up to half your Speed.
Prerequisites storm order
The winds are eager to keep you aloft. When you are flying and Cast a Spell that has the air or electricity traits, you gain a +10 status bonus to your fly Speed, and you can immediately Fly up to half your Speed.
DRUID
Prerequisites storm order
You bid the winds to aid you, carrying you through the air and allowing you passage through the strongest headwinds. You gain the stormwind flight order spell.
Prerequisites storm order
You bid the winds to aid you, carrying you through the air and allowing you passage through the strongest headwinds. You gain the stormwind flight order spell.
DRUID
Prerequisites Untamed Form
Humanoids’ supposed place apart from animals is folly—taking on their forms just requires some extra practice. You add the shapes listed in humanoid form to your untamed form list.
Prerequisites Untamed Form
Humanoids’ supposed place apart from animals is folly—taking on their forms just requires some extra practice. You add the shapes listed in humanoid form to your untamed form list.
DRUID
Prerequisites Soaring Shape
You can take on the shape of some of the world’s most fearsome creatures. Add the shapes listed in dragon form to your untamed form list. Whenever you’re polymorphed into another shape using untamed form, you gain resistance 5 to your choice of bludgeoning or poison.
Prerequisites Soaring Shape
You can take on the shape of some of the world’s most fearsome creatures. Add the shapes listed in dragon form to your untamed form list. Whenever you’re polymorphed into another shape using untamed form, you gain resistance 5 to your choice of bludgeoning or poison.
DRUID
Prerequisites Untamed Form
You understand the fundamental elements of nature such that you can imbue them into your body and manifest as a living embodiment of those elements. Add the shapes in elemental form to your untamed form list. Whenever you’re polymorphed into another shape using untamed form, you gain resistance 5 to fire.
Prerequisites Untamed Form
You understand the fundamental elements of nature such that you can imbue them into your body and manifest as a living embodiment of those elements. Add the shapes in elemental form to your untamed form list. Whenever you’re polymorphed into another shape using untamed form, you gain resistance 5 to fire.
DRUID
Prerequisites Untamed Form
You’ve mastered the shape of dinosaurs. Add the shapes listed in dinosaur form to your untamed form list. Whenever you use untamed form to take a shape that grants you a specific Athletics modifier, you gain a +1 status bonus to your Athletics checks.
Prerequisites Untamed Form
You’ve mastered the shape of dinosaurs. Add the shapes listed in dinosaur form to your untamed form list. Whenever you use untamed form to take a shape that grants you a specific Athletics modifier, you gain a +1 status bonus to your Athletics checks.
◆
DRUID MANIPULATE SPELLSHAPE
Prerequisites Untamed Form
With additional care and effort, you can take on an alternate shape for a longer period of time. If your next action is to cast untamed form, the spell’s rank is 2 lower than normal (minimum 1st rank), but you can remain transformed for up to 1 hour or the listed duration (whichever is longer). You can still Dismiss untamed form as normal.
Prerequisites Untamed Form
With additional care and effort, you can take on an alternate shape for a longer period of time. If your next action is to cast untamed form, the spell’s rank is 2 lower than normal (minimum 1st rank), but you can remain transformed for up to 1 hour or the listed duration (whichever is longer). You can still Dismiss untamed form as normal.
DRUID
Prerequisites Untamed Form
Your understanding of life expands, allowing you to mimic a wider range of creatures. Add the shapes in insect form to your untamed form list. Whenever you use untamed form to polymorph into the non-flying insect shapes listed in pest form, the duration is 24 hours instead of 10 minutes.
Prerequisites Untamed Form
Your understanding of life expands, allowing you to mimic a wider range of creatures. Add the shapes in insect form to your untamed form list. Whenever you use untamed form to polymorph into the non-flying insect shapes listed in pest form, the duration is 24 hours instead of 10 minutes.
DRUID
Prerequisites Untamed Form
You can transform into a powerful magical creature. Add the cave worm and sea serpent shapes listed in monstrosity form to your untamed form list. If you have Soaring Shape, also add the phoenix shape to your untamed form list.
Prerequisites Untamed Form
You can transform into a powerful magical creature. Add the cave worm and sea serpent shapes listed in monstrosity form to your untamed form list. If you have Soaring Shape, also add the phoenix shape to your untamed form list.
DRUID
Prerequisites Form Control, Strength +4
Thanks to magic and muscle memory, you can stay in your alternate shapes indefinitely. When you use Form Control, instead of lasting 1 hour, untamed form’s duration is unlimited (you can still Dismiss it).
Prerequisites Form Control, Strength +4
Thanks to magic and muscle memory, you can stay in your alternate shapes indefinitely. When you use Form Control, instead of lasting 1 hour, untamed form’s duration is unlimited (you can still Dismiss it).
DRUID
Prerequisites leaf order or Untamed Form
You can take the shape of a plant creature.
If you don’t have untamed form, you can cast plant form once per day, heightened to the same rank as your highest-rank druid spell slot.
If you do have untamed form, add the shapes listed in plant form to your untamed form list, and whenever you’re polymorphed into another shape using untamed form, you gain resistance 5 to poison.
Prerequisites leaf order or Untamed Form
You can take the shape of a plant creature.
If you don’t have untamed form, you can cast plant form once per day, heightened to the same rank as your highest-rank druid spell slot.
If you do have untamed form, add the shapes listed in plant form to your untamed form list, and whenever you’re polymorphed into another shape using untamed form, you gain resistance 5 to poison.
↺
DRUID
Prerequisites Untamed Form; Dragon Shape, Elemental Shape, Plant Shape, or Soaring Shape
Trigger varies
You transform reflexively when in danger.
You cast untamed form to transform into one shape granted by one of the prerequisite feats you have, depending on the trigger. Your shape’s resistances and weaknesses apply against the triggering damage.
Prerequisites Untamed Form; Dragon Shape, Elemental Shape, Plant Shape, or Soaring Shape
Trigger varies
You transform reflexively when in danger.
You cast untamed form to transform into one shape granted by one of the prerequisite feats you have, depending on the trigger. Your shape’s resistances and weaknesses apply against the triggering damage.
- Trigger You fall 10 feet or more; Effect Choose a shape from aerial form.
- Trigger You take bludgeoning or poison damage; Effect Choose a primal dragon shape from dragon form that resists the triggering damage.
- Trigger You take fire damage; Effect Choose a fire elemental shape from elemental form.
- Trigger You take poison damage; Effect Choose a shape from plant form.
DRUID
Prerequisites Untamed Form
Wings free you from the shackles of the ground below. Add the bat and bird shapes in aerial form to your untamed form list. If you have Insect Shape, you also add the wasp shape to your untamed form list. If you have Ferocious Shape, you also add the pterosaur shape to your untamed form list. Whenever you use untamed form to take a shape that grants you a specific Acrobatics modifier, you gain a +1 status bonus to Acrobatics checks.
Prerequisites Untamed Form
Wings free you from the shackles of the ground below. Add the bat and bird shapes in aerial form to your untamed form list. If you have Insect Shape, you also add the wasp shape to your untamed form list. If you have Ferocious Shape, you also add the pterosaur shape to your untamed form list. Whenever you use untamed form to take a shape that grants you a specific Acrobatics modifier, you gain a +1 status bonus to Acrobatics checks.
CONCENTRATE DRUID
Prerequisites Dragon Shape, Untamed Form
You transcend the limitations of form.
Once per day you can cast nature incarnate, even if you don’t have it prepared, to transform into a kaiju. If you have Plant Shape, you can choose to transform into a green man instead. You also gain the True Shapeshift activity.
True Shapeshift ◆◆ (concentrate) Requirements You’re under the effects of untamed form;
Effect You change into any other shape on your untamed form list. If the duration of that shape is different from the one you were previously in, use the shorter duration to determine your duration remaining.
Prerequisites Dragon Shape, Untamed Form
You transcend the limitations of form.
Once per day you can cast nature incarnate, even if you don’t have it prepared, to transform into a kaiju. If you have Plant Shape, you can choose to transform into a green man instead. You also gain the True Shapeshift activity.
True Shapeshift ◆◆ (concentrate) Requirements You’re under the effects of untamed form;
Effect You change into any other shape on your untamed form list. If the duration of that shape is different from the one you were previously in, use the shorter duration to determine your duration remaining.
DRUID
Prerequisites untamed order
You are one with the wild, always changing and adapting to meet any challenge. You gain the untamed form order spell, which lets you transform into a variety of shapes that you can expand with druid feats.
Prerequisites untamed order
You are one with the wild, always changing and adapting to meet any challenge. You gain the untamed form order spell, which lets you transform into a variety of shapes that you can expand with druid feats.
DRUID
You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can ask questions of, receive answers from, and use the Diplomacy skill with animals. In most cases, wild animals will give you time to make your case.
You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can ask questions of, receive answers from, and use the Diplomacy skill with animals. In most cases, wild animals will give you time to make your case.
DRUID
You call upon the creatures of nature to come to your aid. You can spend 10 minutes in concert with nature to replace a spell you’ve prepared in one of your druid spell slots with a summon animal or summon plant or fungus spell of the same rank.
You call upon the creatures of nature to come to your aid. You can spend 10 minutes in concert with nature to replace a spell you’ve prepared in one of your druid spell slots with a summon animal or summon plant or fungus spell of the same rank.
◆
CONCENTRATE DRUID SPELLSHAPE
As you use your magic to manipulate air or water, you spin off some of its currents to form a barrier around you. If your next action is to Cast a Spell with the air or water trait, until the start of your next turn, you gain a +1 circumstance bonus to AC or a +2 circumstance bonus against ranged attacks. This effect has the air or water trait, or both, depending on the traits of the spell you cast. You also gain a +1 circumstance bonus to all saves against effects with the air trait, water trait, or both until the start of your next turn, depending on the spell’s traits.
As you use your magic to manipulate air or water, you spin off some of its currents to form a barrier around you. If your next action is to Cast a Spell with the air or water trait, until the start of your next turn, you gain a +1 circumstance bonus to AC or a +2 circumstance bonus against ranged attacks. This effect has the air or water trait, or both, depending on the traits of the spell you cast. You also gain a +1 circumstance bonus to all saves against effects with the air trait, water trait, or both until the start of your next turn, depending on the spell’s traits.
◆
DRUID
Prerequisites trained in Intimidation
Imitating animal threat displays, you make yourself appear larger and more imposing. Roll one Intimidation check to Demoralize every enemy within 30 feet, comparing your result to each target’s Will DC. This attempt has the visual trait instead of the auditory trait, and you don’t take a penalty if the creature doesn’t understand your language. Apply a +2 circumstance bonus against animal, fungus, and plant creatures, or a –2 circumstance penalty against other creatures. Each target is temporarily immune for 1 minute afterward.
Prerequisites trained in Intimidation
Imitating animal threat displays, you make yourself appear larger and more imposing. Roll one Intimidation check to Demoralize every enemy within 30 feet, comparing your result to each target’s Will DC. This attempt has the visual trait instead of the auditory trait, and you don’t take a penalty if the creature doesn’t understand your language. Apply a +2 circumstance bonus against animal, fungus, and plant creatures, or a –2 circumstance penalty against other creatures. Each target is temporarily immune for 1 minute afterward.
◇
DRUID
Trigger Your turn begins.
You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain action, allowing you to extend the duration of one of your active druid spells.
Trigger Your turn begins.
You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain action, allowing you to extend the duration of one of your active druid spells.
DRUID
You can call the elements to you. You can spend 10 minutes in concert with nature to replace a spell you’ve prepared in one of your druid spell slots with a summon elemental spell of the same rank.
You can call the elements to you. You can spend 10 minutes in concert with nature to replace a spell you’ve prepared in one of your druid spell slots with a summon elemental spell of the same rank.
DRUID
Prerequisites a familiar
You infuse your familiar with additional primal energy, increasing its abilities. You can select four familiar or master abilities each day, instead of two.
Prerequisites a familiar
You infuse your familiar with additional primal energy, increasing its abilities. You can select four familiar or master abilities each day, instead of two.
DRUID
You have learned some of the tricks the fey use to bend primal magic toward illusions and trickery. Add illusory disguise, illusory object, and illusory scene to your spell list, which you cast as primal spells.
You have learned some of the tricks the fey use to bend primal magic toward illusions and trickery. Add illusory disguise, illusory object, and illusory scene to your spell list, which you cast as primal spells.
◆
DRUID SPELLSHAPE
You can take advantage of shapechanging magic to close wounds and patch injuries. If your next action is to cast a non-cantrip polymorph spell that targets only one creature, your polymorph spell also restores 1d6 Hit Points per spell rank to that creature. This is a healing effect.
You can take advantage of shapechanging magic to close wounds and patch injuries. If your next action is to cast a non-cantrip polymorph spell that targets only one creature, your polymorph spell also restores 1d6 Hit Points per spell rank to that creature. This is a healing effect.
DRUID
You have entwined yourself with the natural world, and its full power flows through you. You gain an additional 10th-rank spell slot.
You have entwined yourself with the natural world, and its full power flows through you. You gain an additional 10th-rank spell slot.
◆
CONCENTRATE DRUID MANIPULATE SPELLSHAPE
Frequency once per minute
You can draw magic from the ley lines of the world. If your next action is to Cast a Spell of 5th rank or lower that has no duration, you don’t expend the prepared spell as you cast it.
Frequency once per minute
You can draw magic from the ley lines of the world. If your next action is to Cast a Spell of 5th rank or lower that has no duration, you don’t expend the prepared spell as you cast it.
DRUID
You have learned the secrets of another druidic order, passing whatever rites of initiation that order requires and gaining access to its secrets. Choose an order other than your own. You gain a 1st-level feat that lists that order as a prerequisite, and you are now a member of that order for the purpose of meeting feat prerequisites. If you commit acts anathema to your new order, you lose all feats and abilities requiring that order but retain your other druid feats and abilities. You don’t gain any of the other benefits of the order you chose.
Special You can take this feat multiple times. Each time you do, you must choose a different order other than your own.
You have learned the secrets of another druidic order, passing whatever rites of initiation that order requires and gaining access to its secrets. Choose an order other than your own. You gain a 1st-level feat that lists that order as a prerequisite, and you are now a member of that order for the purpose of meeting feat prerequisites. If you commit acts anathema to your new order, you lose all feats and abilities requiring that order but retain your other druid feats and abilities. You don’t gain any of the other benefits of the order you chose.
Special You can take this feat multiple times. Each time you do, you must choose a different order other than your own.
DRUID
Prerequisites Order Explorer
You have delved deeper into the teaching of a new order, gaining access to a coveted order spell. Choose an order you have selected with Order Explorer. You gain the initial order spell from that order.
Special You can take this feat multiple times. Each time you do, you must choose a different order you have selected with Order Explorer.
Prerequisites Order Explorer
You have delved deeper into the teaching of a new order, gaining access to a coveted order spell. Choose an order you have selected with Order Explorer. You gain the initial order spell from that order.
Special You can take this feat multiple times. Each time you do, you must choose a different order you have selected with Order Explorer.
◆
DRUID MANIPULATE SPELLSHAPE
With a complex gesture, you call upon the primal power of your spell to overcome enemies’ resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature’s immunities are unaffected.
With a complex gesture, you call upon the primal power of your spell to overcome enemies’ resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature’s immunities are unaffected.
DRUID
You have a connection to flora that allows you to communicate with them on a rudimentary level. You can ask questions of, receive answers from, and use the Diplomacy skill with plants and fungus.
You have a connection to flora that allows you to communicate with them on a rudimentary level. You can ask questions of, receive answers from, and use the Diplomacy skill with plants and fungus.
DRUID
Your affinity for the natural world grants you protection against some of its dangers. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.
Your affinity for the natural world grants you protection against some of its dangers. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.
DRUID
You surround yourself with a thick field of protective primal energy. You and allies within 30 feet of you gain resistance equal to your Wisdom modifier to acid, cold, electricity, fire, vitality, and void damage.
You surround yourself with a thick field of protective primal energy. You and allies within 30 feet of you gain resistance equal to your Wisdom modifier to acid, cold, electricity, fire, vitality, and void damage.
DRUID
Your connection to nature is particularly strong, and the spirits of nature flock around you, helping you replenish your focus. Whenever you Refocus, completely refill your focus pool.
Your connection to nature is particularly strong, and the spirits of nature flock around you, helping you replenish your focus. Whenever you Refocus, completely refill your focus pool.
DRUID
Prerequisites Call of the Wild
Whenever you summon an ally, you can empower it with the elemental power of air, earth, fire, or water. You gain the primal summons order spell.
Prerequisites Call of the Wild
Whenever you summon an ally, you can empower it with the elemental power of air, earth, fire, or water. You gain the primal summons order spell.
DRUID
Prerequisites Verdant Weapon
Your verdant weapon can cut through the resistances of magical creatures. The weapon is treated as cold iron and silver. If you critically hit a creature that has a weakness to cold iron or silver, the target takes 1d6 persistent bleed damage as the primal energies within your weapon slow its natural healing.
Prerequisites Verdant Weapon
Your verdant weapon can cut through the resistances of magical creatures. The weapon is treated as cold iron and silver. If you critically hit a creature that has a weakness to cold iron or silver, the target takes 1d6 persistent bleed damage as the primal energies within your weapon slow its natural healing.
◆◆
DRUID
Frequency once per hour
You raise a druidic monument, such as a standing stone or warding tree, from the ground, creating a powerful primal ward that blocks other types of magic. The monument appears in an unoccupied square on the ground within 30 feet, making that square difficult terrain. Choose arcane, divine, or occult; all creatures within 15 feet of the monument gain a +2 status bonus to their saving throws against effects with that trait. The monument lasts for 1 round before crumbling back into the earth or wilting away into nothingness, but you can Sustain the monument for up to 1 minute.
Frequency once per hour
You raise a druidic monument, such as a standing stone or warding tree, from the ground, creating a powerful primal ward that blocks other types of magic. The monument appears in an unoccupied square on the ground within 30 feet, making that square difficult terrain. Choose arcane, divine, or occult; all creatures within 15 feet of the monument gain a +2 status bonus to their saving throws against effects with that trait. The monument lasts for 1 round before crumbling back into the earth or wilting away into nothingness, but you can Sustain the monument for up to 1 minute.
◆
CONCENTRATE DRUID SPELLSHAPE
You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. If the spell normally has a range of touch, you extend its range to 30 feet.
You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. If the spell normally has a range of touch, you extend its range to 30 feet.
◆
CONCENTRATE DRUID SPELLSHAPE
You fold your spell into a seed. If your next action is to Cast a Spell using 1 action or 2 actions, the spell instead plants itself in an adjacent square. You must make all decisions regarding the spell at the time you cast it. Within the next 10 minutes, you can direct your sown spell to sprout and produce the spell’s effects as a reaction, which is triggered when a creature enters the sown spell’s space or a square adjacent to it. You can have only one sown spell at a time, and if you don’t trigger the spell within 10 minutes, it dissipates and the spell is lost. A creature can notice the sown spell with a successful Perception check against your spell DC.
You fold your spell into a seed. If your next action is to Cast a Spell using 1 action or 2 actions, the spell instead plants itself in an adjacent square. You must make all decisions regarding the spell at the time you cast it. Within the next 10 minutes, you can direct your sown spell to sprout and produce the spell’s effects as a reaction, which is triggered when a creature enters the sown spell’s space or a square adjacent to it. You can have only one sown spell at a time, and if you don’t trigger the spell within 10 minutes, it dissipates and the spell is lost. A creature can notice the sown spell with a successful Perception check against your spell DC.
DRUID
Confident in your technique, you don’t lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.
Confident in your technique, you don’t lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.
DRUID
With primal magic sustaining you, you cease aging. The overflowing primal energy gives you a +2 status bonus to saves against diseases and primal magic.
With primal magic sustaining you, you cease aging. The overflowing primal energy gives you a +2 status bonus to saves against diseases and primal magic.
DRUID EXPLORATION
You cultivate a seed that can sprout into a wooden staff, vine whip, or another weapon.
You spend 10 minutes focusing primal energy into a seed, imprinting it with the potential of a single level 0 weapon you are trained with and that has no mechanical parts or metal components. When holding the imprinted seed, you can use an Interact action to cause it to immediately grow into that weapon; a second Interact action returns it to seed form. The verdant weapon can be etched with runes or affixed with talismans as normal, which are suppressed when the weapon is in seed form.
You can have only one verdant seed at a time. If you prepare a second, your first verdant seed immediately becomes a mundane seed; any runes on the previous seed transfer to the new seed at no cost, but inapplicable runes are suppressed.
You cultivate a seed that can sprout into a wooden staff, vine whip, or another weapon.
You spend 10 minutes focusing primal energy into a seed, imprinting it with the potential of a single level 0 weapon you are trained with and that has no mechanical parts or metal components. When holding the imprinted seed, you can use an Interact action to cause it to immediately grow into that weapon; a second Interact action returns it to seed form. The verdant weapon can be etched with runes or affixed with talismans as normal, which are suppressed when the weapon is in seed form.
You can have only one verdant seed at a time. If you prepare a second, your first verdant seed immediately becomes a mundane seed; any runes on the previous seed transfer to the new seed at no cost, but inapplicable runes are suppressed.
DRUID
Prerequisites master in Survival
You’re surrounded by soothing energy. You and allies within 60 feet of you are protected from severe environmental heat and cold. If you’re legendary in Survival, you and those allies are also protected from extreme environmental heat and cold.
Prerequisites master in Survival
You’re surrounded by soothing energy. You and allies within 60 feet of you are protected from severe environmental heat and cold. If you’re legendary in Survival, you and those allies are also protected from extreme environmental heat and cold.
◆
DRUID MANIPULATE SPELLSHAPE
You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.
You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.
ARCHETYPE
Prerequisites Basic Maneuver
You gain a fighter feat. For the purpose of meeting its prerequisites, your fighter 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 fighter feat.
Prerequisites Basic Maneuver
You gain a fighter feat. For the purpose of meeting its prerequisites, your fighter 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 fighter feat.
ARCHETYPE
Prerequisites Fighter Dedication
You gain a 1st- or 2nd-level fighter feat.
Prerequisites Fighter Dedication
You gain a 1st- or 2nd-level fighter feat.
ARCHETYPE
Prerequisites Fighter Dedication, expert in any kind of weapon or unarmed attack
Your proficiency ranks for simple weapons and martial weapons increase to expert, and your proficiency rank for advanced weapons increases to trained.
Prerequisites Fighter Dedication, expert in any kind of weapon or unarmed attack
Your proficiency ranks for simple weapons and martial weapons increase to expert, and your proficiency rank for advanced weapons increases to trained.
ARCHETYPE DEDICATION MULTICLASS
Prerequisites Strength +2, Dexterity +2
You become trained in martial weapons. You become trained in your choice of Acrobatics or Athletics; if you are already trained in both of these skills, you instead become trained in a skill of your choice. You become trained in fighter class DC.
Prerequisites Strength +2, Dexterity +2
You become trained in martial weapons. You become trained in your choice of Acrobatics or Athletics; if you are already trained in both of these skills, you instead become trained in a skill of your choice. You become trained in fighter class DC.
ARCHETYPE
Prerequisites Fighter Dedication, class granting no more Hit Points per level than 8 + your Constitution modifier
You gain 3 additional Hit Points for each fighter archetype class feat you have. As you continue selecting fighter archetype class feats, you continue to gain additional Hit Points in this way.
Prerequisites Fighter Dedication, class granting no more Hit Points per level than 8 + your Constitution modifier
You gain 3 additional Hit Points for each fighter archetype class feat you have. As you continue selecting fighter archetype class feats, you continue to gain additional Hit Points in this way.
ARCHETYPE
Prerequisites Fighter Dedication
You gain the Reactive Strike reaction.
Prerequisites Fighter Dedication
You gain the Reactive Strike reaction.
FIGHTER
You’ve studied the art of wielding an advanced weapon. Choose a weapon group. You gain proficiency with all advanced weapons in that group as if they were martial weapons of their weapon group.
You’ve studied the art of wielding an advanced weapon. Choose a weapon group. You gain proficiency with all advanced weapons in that group as if they were martial weapons of their weapon group.
◆
FIGHTER PRESS
After compromising your enemy’s movement, you deliver a more deadly blow.
Make a Strike against a creature that is grabbed, prone, or restrained. You gain a circumstance bonus to damage on this Strike equal to the number of weapon damage dice, or that number + 2 if you’re wielding the weapon in two hands. The Strike gains the following failure effect.
Failure You deal damage to the target equal to the number of weapon damage dice, or that number + 2 if you’re wielding the weapon in two hands. This damage has the same damage type as the weapon.
After compromising your enemy’s movement, you deliver a more deadly blow.
Make a Strike against a creature that is grabbed, prone, or restrained. You gain a circumstance bonus to damage on this Strike equal to the number of weapon damage dice, or that number + 2 if you’re wielding the weapon in two hands. The Strike gains the following failure effect.
Failure You deal damage to the target equal to the number of weapon damage dice, or that number + 2 if you’re wielding the weapon in two hands. This damage has the same damage type as the weapon.
◇
FIGHTER
Trigger You use the Shield Block reaction, and the opponent that triggered Shield Block is adjacent to you and is your size or smaller.
You push back as you block, knocking your foe away or off balance. You use your shield to push the triggering creature, either automatically Shoving it 5 feet or causing it to become off-guard until the start of your next turn. The triggering creature chooses whether to be moved or become off-guard. If it chooses to be moved, you choose the direction. If the Shove would cause it to hit a solid object, enter a square of difficult terrain, or enter another creature’s space, it must become off-guard instead of being moved.
Trigger You use the Shield Block reaction, and the opponent that triggered Shield Block is adjacent to you and is your size or smaller.
You push back as you block, knocking your foe away or off balance. You use your shield to push the triggering creature, either automatically Shoving it 5 feet or causing it to become off-guard until the start of your next turn. The triggering creature chooses whether to be moved or become off-guard. If it chooses to be moved, you choose the direction. If the Shove would cause it to hit a solid object, enter a square of difficult terrain, or enter another creature’s space, it must become off-guard instead of being moved.
FIGHTER
Your graceful moves with agile weapons are beyond compare. Your multiple attack penalty with agile weapons and agile unarmed attacks becomes –3 for your second attack and –6 for subsequent attacks (rather than –4 and –8).
Your graceful moves with agile weapons are beyond compare. Your multiple attack penalty with agile weapons and agile unarmed attacks becomes –3 for your second attack and –6 for subsequent attacks (rather than –4 and –8).
◆
FIGHTER PRESS
Requirements You are wielding a ranged weapon.
Using your last shot to gauge your accuracy, you can fire off a quick shot to interfere with a foe in combat. Make a Strike with a ranged weapon. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus to their roll, or a +2 circumstance bonus if your Strike was a critical hit.
Requirements You are wielding a ranged weapon.
Using your last shot to gauge your accuracy, you can fire off a quick shot to interfere with a foe in combat. Make a Strike with a ranged weapon. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus to their roll, or a +2 circumstance bonus if your Strike was a critical hit.
◆◆
FIGHTER FLOURISH
Prerequisites trained in Athletics
You rush forward, moving enemies aside to reach your foe. You Stride, attempting to move through your enemies’ spaces. Roll an Athletics check and compare the result to the Fortitude DC of each creature whose space you attempt to move through during your Stride, moving through their space on a success but ending your movement before entering their space on a failure. You can then Strike regardless of where your movement ended. You can use Barreling Charge to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.
Prerequisites trained in Athletics
You rush forward, moving enemies aside to reach your foe. You Stride, attempting to move through your enemies’ spaces. Roll an Athletics check and compare the result to the Fortitude DC of each creature whose space you attempt to move through during your Stride, moving through their space on a success but ending your movement before entering their space on a failure. You can then Strike regardless of where your movement ended. You can use Barreling Charge to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.
↺
FIGHTER MANIPULATE
Trigger You would be moved by a forced movement effect.
Requirements You are wielding a melee weapon and are within reach of a hard surface.
You plow your weapon into a floor, wall, or another sturdy surface, anchoring yourself in place. If you would be moved 20 feet or more, you are moved only 5 feet. Otherwise, you don’t move at all.
Trigger You would be moved by a forced movement effect.
Requirements You are wielding a melee weapon and are within reach of a hard surface.
You plow your weapon into a floor, wall, or another sturdy surface, anchoring yourself in place. If you would be moved 20 feet or more, you are moved only 5 feet. Otherwise, you don’t move at all.
FIGHTER
Prerequisites master in Perception
Your battle instincts make you more aware of concealed and invisible opponents.
You don’t need to succeed at a flat check to target concealed creatures. You’re not off-guard to creatures that are hidden from you (unless you’re off-guard to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature.
While you’re adjacent to an undetected creature of your level or lower, it is instead only hidden from you.
Prerequisites master in Perception
Your battle instincts make you more aware of concealed and invisible opponents.
You don’t need to succeed at a flat check to target concealed creatures. You’re not off-guard to creatures that are hidden from you (unless you’re off-guard to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature.
While you’re adjacent to an undetected creature of your level or lower, it is instead only hidden from you.
FIGHTER
With a sixth sense for the flow of combat, you can quickly react to any situation as required. At the start of each enemy’s turn, you gain a reaction you can use only during that turn for any reaction from a fighter feat or class feature.
With a sixth sense for the flow of combat, you can quickly react to any situation as required. At the start of each enemy’s turn, you gain a reaction you can use only during that turn for any reaction from a fighter feat or class feature.
◆
FIGHTER PRESS
Requirements You are wielding a melee weapon in two hands.
Your final blow can make an impact even if it rebounds off a foe’s defenses.
Make a Strike with a melee weapon you’re wielding in two hands. After the Strike, your turn ends. The Strike deals one additional weapon damage die, or two additional weapon damage dice if you’re at least 18th level. The Strike also gains the following failure effect.
Failure You deal damage equal to one weapon damage die of the required weapon. Increase this to two dice if you’re at least 18th level.
Requirements You are wielding a melee weapon in two hands.
Your final blow can make an impact even if it rebounds off a foe’s defenses.
Make a Strike with a melee weapon you’re wielding in two hands. After the Strike, your turn ends. The Strike deals one additional weapon damage die, or two additional weapon damage dice if you’re at least 18th level. The Strike also gains the following failure effect.
Failure You deal damage equal to one weapon damage die of the required weapon. Increase this to two dice if you’re at least 18th level.
◆
FIGHTER PRESS
Requirements You are wielding a two-handed melee weapon.
Using the momentum of your last attack to throw your weight into another, you make your opponent stumble back.
Make a Strike with a two-handed melee weapon. If you hit a target that is your size or smaller, that creature is off-guard until the end of your current turn, and you can automatically Shove it, with the same benefits as the Shove action (including the critical success effect, if your Strike was a critical hit). If you move to follow the target, your movement doesn’t trigger reactions.
This Strike has the following failure effect.
Failure The target becomes off-guard until the end of your current turn.
Requirements You are wielding a two-handed melee weapon.
Using the momentum of your last attack to throw your weight into another, you make your opponent stumble back.
Make a Strike with a two-handed melee weapon. If you hit a target that is your size or smaller, that creature is off-guard until the end of your current turn, and you can automatically Shove it, with the same benefits as the Shove action (including the critical success effect, if your Strike was a critical hit). If you move to follow the target, your movement doesn’t trigger reactions.
This Strike has the following failure effect.
Failure The target becomes off-guard until the end of your current turn.
◆
FIGHTER PRESS
Even when you don’t hit squarely, you can still score a glancing blow.
Make a melee Strike. It gains the following failure effect.
Failure Your attack deals any damage it would have dealt on a hit, excluding all damage dice. (This removes damage dice from weapon runes, spells, and special abilities, in addition to weapon damage dice.)
Even when you don’t hit squarely, you can still score a glancing blow.
Make a melee Strike. It gains the following failure effect.
Failure Your attack deals any damage it would have dealt on a hit, excluding all damage dice. (This removes damage dice from weapon runes, spells, and special abilities, in addition to weapon damage dice.)
◆
FIGHTER
You make a telegraphed attack to learn about your foe. Make a melee Strike. On a hit, you can immediately attempt a check to Recall Knowledge about the target. On a critical hit, you gain a +2 circumstance bonus to the check to Recall Knowledge. The target is temporarily immune to Combat Assessment for 1 day.
You make a telegraphed attack to learn about your foe. Make a melee Strike. On a hit, you can immediately attempt a check to Recall Knowledge about the target. On a critical hit, you gain a +2 circumstance bonus to the check to Recall Knowledge. The target is temporarily immune to Combat Assessment for 1 day.
◆
FIGHTER PRESS
Requirements You have one hand free, and your target is within reach of that hand.
Using your prior attack to shift your opponent’s guard, you take another swing and grab them. Make a melee Strike while keeping one hand free. If the Strike hits, you grab the target using your free hand. The creature remains grabbed until the end of your next turn or until it Escapes, whichever comes first.
Requirements You have one hand free, and your target is within reach of that hand.
Using your prior attack to shift your opponent’s guard, you take another swing and grab them. Make a melee Strike while keeping one hand free. If the Strike hits, you grab the target using your free hand. The creature remains grabbed until the end of your next turn or until it Escapes, whichever comes first.
FIGHTER
Prerequisites Slam Down
You can dash your foe to the ground with a single blow. If your Slam Down Strike hits, you can make the Trip an automatic critical success without a check. Both the Strike and Trip still count toward your multiple attack penalty. If you used a two-handed melee weapon for the Strike, you can use the weapon’s damage die size instead of the regular die size for the damage from a critical Trip.
Prerequisites Slam Down
You can dash your foe to the ground with a single blow. If your Slam Down Strike hits, you can make the Trip an automatic critical success without a check. Both the Strike and Trip still count toward your multiple attack penalty. If you used a two-handed melee weapon for the Strike, you can use the weapon’s damage die size instead of the regular die size for the damage from a critical Trip.
↺
FIGHTER
Trigger You are the target of a physical ranged Strike.
Requirements You’re aware of the attack, not off-guard against it, and either have a hand free or are wielding a melee weapon.
You can knock aside ranged attacks. You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you knocked or cut it out of the air.
Trigger You are the target of a physical ranged Strike.
Requirements You’re aware of the attack, not off-guard against it, and either have a hand free or are wielding a melee weapon.
You can knock aside ranged attacks. You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you knocked or cut it out of the air.
◆
FIGHTER PRESS
Requirements You are adjacent to an enemy.
Springing away from one foe, you Strike at another. Stride up to your Speed, but you must end that movement within melee reach of a different enemy. At the end of your movement, make a melee Strike against an enemy now within reach. You can use Dashing Strike while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Requirements You are adjacent to an enemy.
Springing away from one foe, you Strike at another. Stride up to your Speed, but you must end that movement within melee reach of a different enemy. At the end of your movement, make a melee Strike against an enemy now within reach. You can use Dashing Strike while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
◆
FIGHTER PRESS
Requirements You have a creature grabbed.
You pummel a held foe, hoping to stagger them.
Make a melee Strike against a creature you have grabbed. The weapon damage from this Strike is bludgeoning damage. If the Strike hits, the creature must attempt a Fortitude save against your class DC; this is an incapacitation effect.
Critical Success The creature is unaffected.
Success The creature is stunned 1.
Failure The creature is stunned 2.
Critical Failure The creature is stunned 3.
Requirements You have a creature grabbed.
You pummel a held foe, hoping to stagger them.
Make a melee Strike against a creature you have grabbed. The weapon damage from this Strike is bludgeoning damage. If the Strike hits, the creature must attempt a Fortitude save against your class DC; this is an incapacitation effect.
Critical Success The creature is unaffected.
Success The creature is stunned 1.
Failure The creature is stunned 2.
Critical Failure The creature is stunned 3.
◆◆
FIGHTER FLOURISH
Aiming for a weak point, you impede your foe with a precise shot. Make a ranged weapon Strike. If it hits and deals damage, the target is slowed 1 until the end of its next turn.
Aiming for a weak point, you impede your foe with a precise shot. Make a ranged weapon Strike. If it hits and deals damage, the target is slowed 1 until the end of its next turn.
↺
FIGHTER PRESS
Trigger You complete the last action on your turn, and your turn has not ended yet.
You throw everything you have into one last, reckless press. Use a single action that you know with the press trait. You forgo the ability to use reactions until the start of your next turn. This press uses your multiple attack penalty, as normal.
Trigger You complete the last action on your turn, and your turn has not ended yet.
You throw everything you have into one last, reckless press. Use a single action that you know with the press trait. You forgo the ability to use reactions until the start of your next turn. This press uses your multiple attack penalty, as normal.
◆
CONCENTRATE FIGHTER
Frequency once per day
Your training allows you to shrug off your foes’ spells and conditions when the need is dire.
Choose a single nonpermanent condition, spell, or magical effect that is affecting you. If you chose a condition, its effect on you ends. If you chose a spell or other magical effect, attempt to counteract the spell (your counteract rank is equal to half your level, rounded up, and you attempt a Will save as your counteract check).
This doesn’t remove any Hit Point damage you already took from the spell or condition, and it removes the effect from only you, not from other creatures or the environment around you. It can’t remove an ongoing affliction or prevent such an affliction from inflicting conditions on you later. It can’t remove conditions occurring automatically due to your situation or positioning (such as prone or flanked).
Frequency once per day
Your training allows you to shrug off your foes’ spells and conditions when the need is dire.
Choose a single nonpermanent condition, spell, or magical effect that is affecting you. If you chose a condition, its effect on you ends. If you chose a spell or other magical effect, attempt to counteract the spell (your counteract rank is equal to half your level, rounded up, and you attempt a Will save as your counteract check).
This doesn’t remove any Hit Point damage you already took from the spell or condition, and it removes the effect from only you, not from other creatures or the environment around you. It can’t remove an ongoing affliction or prevent such an affliction from inflicting conditions on you later. It can’t remove conditions occurring automatically due to your situation or positioning (such as prone or flanked).
◆
FIGHTER STANCE
Prerequisites trained in Athletics
Requirements You are wielding a single one-handed melee weapon and hold nothing else in your hands.
You adopt a fencing stance that improves your control over your weapon. While you are in this stance, you gain a +1 circumstance bonus to Athletics checks to Disarm and a +2 circumstance bonus to your Reflex DC when defending against checks to Disarm you. In addition, you can attempt to Disarm creatures up to two sizes larger than you.
Prerequisites trained in Athletics
Requirements You are wielding a single one-handed melee weapon and hold nothing else in your hands.
You adopt a fencing stance that improves your control over your weapon. While you are in this stance, you gain a +1 circumstance bonus to Athletics checks to Disarm and a +2 circumstance bonus to your Reflex DC when defending against checks to Disarm you. In addition, you can attempt to Disarm creatures up to two sizes larger than you.
◆
FIGHTER PRESS
Prerequisites trained in Athletics
Requirements You are wielding a single one-handed melee weapon and hold nothing else in your hands.
After your initial attack redirects your foe’s defenses, your follow-up wrests their weapon from their grasp.
Make a melee Strike with a one-handed melee weapon. In addition to its other effects, this Strike gains the success and critical success effects of the Disarm action. The Strike also has the following failure effect.
Failure The target is off-guard until the end of your current turn.
Special If you’re in Disarming Stance, you gain a +1 circumstance bonus to the attack roll.
Prerequisites trained in Athletics
Requirements You are wielding a single one-handed melee weapon and hold nothing else in your hands.
After your initial attack redirects your foe’s defenses, your follow-up wrests their weapon from their grasp.
Make a melee Strike with a one-handed melee weapon. In addition to its other effects, this Strike gains the success and critical success effects of the Disarm action. The Strike also has the following failure effect.
Failure The target is off-guard until the end of your current turn.
Special If you’re in Disarming Stance, you gain a +1 circumstance bonus to the attack roll.
FIGHTER
Prerequisites Reactive Strike
You use your foes’ openings to expose even greater weaknesses. When you hit a creature as part of a Reactive Strike, that creature becomes off-guard until the start of your next turn.
Prerequisites Reactive Strike
You use your foes’ openings to expose even greater weaknesses. When you hit a creature as part of a Reactive Strike, that creature becomes off-guard until the start of your next turn.
◆
FIGHTER STANCE
The slightest distraction can provoke your wrath, and you’re prepared to foil enemies’ actions. As long as you are in this stance, you can use Reactive Strike when a creature within your reach uses a concentrate action, in addition to manipulate and move actions. Furthermore, you disrupt a triggering concentrate or manipulate action if your Strike hits (not only if it’s a critical hit).
The slightest distraction can provoke your wrath, and you’re prepared to foil enemies’ actions. As long as you are in this stance, you can use Reactive Strike when a creature within your reach uses a concentrate action, in addition to manipulate and move actions. Furthermore, you disrupt a triggering concentrate or manipulate action if your Strike hits (not only if it’s a critical hit).
◆◆
FIGHTER FLOURISH
Requirements You are wielding a ranged weapon with reload 0.
You shoot twice in blindingly fast succession. Make two Strikes, each against a separate target and with a –2 penalty. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.
Requirements You are wielding a ranged weapon with reload 0.
You shoot twice in blindingly fast succession. Make two Strikes, each against a separate target and with a –2 penalty. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.
◆◆
FIGHTER
Requirements You are wielding two melee weapons, each in a different hand.
You lash out at your foe with both weapons.
Make two Strikes, one with each of your two melee weapons, each using your current multiple attack penalty. Both Strikes must have the same target. If the second Strike is made with a weapon that doesn’t have the agile trait, it takes a –2 penalty.
If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty.
Requirements You are wielding two melee weapons, each in a different hand.
You lash out at your foe with both weapons.
Make two Strikes, one with each of your two melee weapons, each using your current multiple attack penalty. Both Strikes must have the same target. If the second Strike is made with a weapon that doesn’t have the agile trait, it takes a –2 penalty.
If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty.
◆
FIGHTER FLOURISH
Requirements You are wielding a one-handed melee weapon and have a free hand.
You snap your free hand over to grip your weapon just long enough to add momentum and deliver a more powerful blow to your opponent. Make a Strike with the required weapon. You quickly switch your grip during the Strike in order to make the attack with two hands. If the weapon doesn’t normally have the two-hand trait, increase its weapon damage die by one step for this attack. If the weapon has the two-hand trait, you gain the benefit of that trait and a circumstance bonus to damage equal to the weapon’s number of damage dice. When the Strike is complete, you resume gripping the weapon with only one hand. This action doesn’t end any stance or fighter feat effect that requires you to have one hand free.
Requirements You are wielding a one-handed melee weapon and have a free hand.
You snap your free hand over to grip your weapon just long enough to add momentum and deliver a more powerful blow to your opponent. Make a Strike with the required weapon. You quickly switch your grip during the Strike in order to make the attack with two hands. If the weapon doesn’t normally have the two-hand trait, increase its weapon damage die by one step for this attack. If the weapon has the two-hand trait, you gain the benefit of that trait and a circumstance bonus to damage equal to the weapon’s number of damage dice. When the Strike is complete, you resume gripping the weapon with only one hand. This action doesn’t end any stance or fighter feat effect that requires you to have one hand free.
◆
FIGHTER STANCE
Prerequisites Dueling Parry
Requirements You are wielding a single one-handed melee weapon and hold nothing else in your hands.
Using a free hand as pivot and balance, you both attack and defend with your weapon. While you are in this stance, you constantly have the benefits of Dueling Parry.
Prerequisites Dueling Parry
Requirements You are wielding a single one-handed melee weapon and hold nothing else in your hands.
Using a free hand as pivot and balance, you both attack and defend with your weapon. While you are in this stance, you constantly have the benefits of Dueling Parry.
◆
FIGHTER
Requirements You are wielding a single one-handed melee weapon and hold nothing else in your hands.
You can parry attacks against you with your one-handed weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements.
Requirements You are wielding a single one-handed melee weapon and hold nothing else in your hands.
You can parry attacks against you with your one-handed weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements.
↺
FIGHTER
Prerequisites Dueling Parry
Trigger A creature within your reach critically fails a Strike against you.
Requirements You are benefiting from Dueling Parry.
You elegantly counterattack against your flailing enemy. Make a melee Strike against or attempt to Disarm the triggering creature.
Prerequisites Dueling Parry
Trigger A creature within your reach critically fails a Strike against you.
Requirements You are benefiting from Dueling Parry.
You elegantly counterattack against your flailing enemy. Make a melee Strike against or attempt to Disarm the triggering creature.
◆
FIGHTER PRESS
You make a controlled follow-up attack, fully accounting for your momentum.
Make a Strike. The Strike gains the following failure effect.
Failure This attack doesn’t count toward your multiple attack penalty.
You make a controlled follow-up attack, fully accounting for your momentum.
Make a Strike. The Strike gains the following failure effect.
Failure This attack doesn’t count toward your multiple attack penalty.
FIGHTER
Fear makes your foes weak and more vulnerable to your attacks.
You gain a circumstance bonus to damage rolls for Strikes against frightened creatures. The bonus is equal to double the target’s frightened value.
If you’re a master in Intimidation, increase the bonus to triple the target’s frightened value.
Fear makes your foes weak and more vulnerable to your attacks.
You gain a circumstance bonus to damage rolls for Strikes against frightened creatures. The bonus is equal to double the target’s frightened value.
If you’re a master in Intimidation, increase the bonus to triple the target’s frightened value.
◆◆
FIGHTER
Your attack can ground an airborne foe.
Make a Strike. If it hits and deals damage to a flying target, the target falls up to 120 feet. The fall is gradual enough that if it causes the target to hit the ground, the target takes no damage from the fall.
If the attack is a critical hit, the target can’t Fly, Leap, levitate, or otherwise leave the ground until the end of your next turn.
Your attack can ground an airborne foe.
Make a Strike. If it hits and deals damage to a flying target, the target falls up to 120 feet. The fall is gradual enough that if it causes the target to hit the ground, the target takes no damage from the fall.
If the attack is a critical hit, the target can’t Fly, Leap, levitate, or otherwise leave the ground until the end of your next turn.
◆◆
FIGHTER FLOURISH
You throw a weapon to distract your opponent as you close the gap to begin your assault. You Stride twice; at any point during this movement, you can make a ranged Strike with a thrown weapon. If the Strike hits, the target is off-guard against the next melee attack that you attempt against it before the end of your current turn.
You throw a weapon to distract your opponent as you close the gap to begin your assault. You Stride twice; at any point during this movement, you can make a ranged Strike with a thrown weapon. If the Strike hits, the target is off-guard against the next melee attack that you attempt against it before the end of your current turn.
FIGHTER
Prerequisites Aggressive Block or Brutish Shove
Whether you’re shoving opponents with a shield or a large weapon, you’ve learned to push them even further. Increase the distance you Shove your opponent with Aggressive Block or Brutish Shove to 10 feet on a success or 20 feet on a critical success. When you use Aggressive Block, you can choose whether the target is off-guard or Shoved. When you make a Brutish Shove, you also Shove the target 5 feet on a failure.
Prerequisites Aggressive Block or Brutish Shove
Whether you’re shoving opponents with a shield or a large weapon, you’ve learned to push them even further. Increase the distance you Shove your opponent with Aggressive Block or Brutish Shove to 10 feet on a success or 20 feet on a critical success. When you use Aggressive Block, you can choose whether the target is off-guard or Shoved. When you make a Brutish Shove, you also Shove the target 5 feet on a failure.
FIGHTER
Prerequisites Vicious Swing
You’ve learned to maintain your balance even when swinging furiously. When you make a Vicious Swing with a melee weapon you’re wielding in two hands, it counts as one attack toward your multiple attack penalty instead of two.
Prerequisites Vicious Swing
You’ve learned to maintain your balance even when swinging furiously. When you make a Vicious Swing with a melee weapon you’re wielding in two hands, it counts as one attack toward your multiple attack penalty instead of two.
◆
FIGHTER STANCE
Prerequisites Double Slice
With the right positioning, your off-hand weapon can strike like a scorpion’s stinger. While you are in this stance, if you make your second Strike from Double Slice with an agile weapon, Double Slice counts as one attack when calculating your multiple attack penalty.
Prerequisites Double Slice
With the right positioning, your off-hand weapon can strike like a scorpion’s stinger. While you are in this stance, if you make your second Strike from Double Slice with an agile weapon, Double Slice counts as one attack when calculating your multiple attack penalty.
↺
FIGHTER
Trigger An ally within your melee reach is hit by an attack, you can see the attacker, and the ally gaining a +2 circumstance bonus to AC would turn the critical hit into a hit or the hit into a miss.
Requirements You are wielding a single one-handed melee weapon and hold nothing else in your hands.
You use your weapon to deflect the attack against your ally, granting a +2 circumstance bonus to their Armor Class against the triggering attack. This turns the triggering critical hit into a hit, or the triggering hit into a miss.
Trigger An ally within your melee reach is hit by an attack, you can see the attacker, and the ally gaining a +2 circumstance bonus to AC would turn the critical hit into a hit or the hit into a miss.
Requirements You are wielding a single one-handed melee weapon and hold nothing else in your hands.
You use your weapon to deflect the attack against your ally, granting a +2 circumstance bonus to their Armor Class against the triggering attack. This turns the triggering critical hit into a hit, or the triggering hit into a miss.
◆
FIGHTER PRESS
Requirements You are wielding a single one-handed melee weapon and hold nothing else in your hands.
Using your weapon as a lever, you force your opponent to end up right where you want them.
Make a Strike with a one-handed melee weapon. If the Strike hits, you can Reposition the target up to 10 feet. You can move the target through your space during this movement. Your Strike gains the following failure effect.
Failure You can force the creature to move as you would on a success, but you can move the target only 5 feet.
Requirements You are wielding a single one-handed melee weapon and hold nothing else in your hands.
Using your weapon as a lever, you force your opponent to end up right where you want them.
Make a Strike with a one-handed melee weapon. If the Strike hits, you can Reposition the target up to 10 feet. You can move the target through your space during this movement. Your Strike gains the following failure effect.
Failure You can force the creature to move as you would on a success, but you can move the target only 5 feet.
FIGHTER
Prerequisites Dueling Riposte
By shifting your weight and angling your weapon, you guide your opponent to a more favorable position. When you use Dueling Riposte to Strike and you hit, you can Reposition up to 10 feet.
Prerequisites Dueling Riposte
By shifting your weight and angling your weapon, you guide your opponent to a more favorable position. When you use Dueling Riposte to Strike and you hit, you can Reposition up to 10 feet.
◆◆◆
FIGHTER FLOURISH
Requirements You are wielding a ranged weapon with the volley trait and reload 0.
You fire a volley at all foes in an area. Make one Strike with a –2 penalty against each enemy within a 10-foot-radius burst centered at or beyond your weapon’s volley range. Roll the damage only once for all targets. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.
Requirements You are wielding a ranged weapon with the volley trait and reload 0.
You fire a volley at all foes in an area. Make one Strike with a –2 penalty against each enemy within a 10-foot-radius burst centered at or beyond your weapon’s volley range. Roll the damage only once for all targets. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.
FIGHTER
Prerequisites Dueling Riposte
Your weapon whirls and darts, striking foes whenever the slightest opening or moment of weakness presents itself. You can use Dueling Riposte even if you aren’t benefiting from Dueling Parry, provided you wield a single one-handed weapon and nothing else. At the start of each of your turns, you gain an additional reaction that you can use only to make a Dueling Riposte.
Prerequisites Dueling Riposte
Your weapon whirls and darts, striking foes whenever the slightest opening or moment of weakness presents itself. You can use Dueling Riposte even if you aren’t benefiting from Dueling Parry, provided you wield a single one-handed weapon and nothing else. At the start of each of your turns, you gain an additional reaction that you can use only to make a Dueling Riposte.
FIGHTER
Prerequisites Reflexive Shield
Your shield can help save nearby allies. When you use Shield Block against damage resulting from a Reflex save, adjacent allies who would take damage due to Reflex saves against the same effect also benefit from the damage reduction.
Prerequisites Reflexive Shield
Your shield can help save nearby allies. When you use Shield Block against damage resulting from a Reflex save, adjacent allies who would take damage due to Reflex saves against the same effect also benefit from the damage reduction.
FIGHTER
Prerequisites Twin Riposte
Your weapons are a blur, blocking and biting at your foes. You can use Twin Riposte even if you aren’t benefiting from Twin Parry, provided you wield two melee weapons, one in each hand. At the start of each of your turns, you gain an additional reaction that you can use only to make a Twin Riposte.
Prerequisites Twin Riposte
Your weapons are a blur, blocking and biting at your foes. You can use Twin Riposte even if you aren’t benefiting from Twin Parry, provided you wield two melee weapons, one in each hand. At the start of each of your turns, you gain an additional reaction that you can use only to make a Twin Riposte.
◆◆
CONCENTRATE FIGHTER
By spending a moment to focus, you can ensure your attack strikes true. Make a ranged weapon Strike. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore the target’s concealed condition.
By spending a moment to focus, you can ensure your attack strikes true. Make a ranged weapon Strike. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore the target’s concealed condition.
◆
CONCENTRATE FIGHTER PRESS
Prerequisites Incredible Aim
After your first shot singles out your opponent’s position, you direct another that ricochets around obstacles and strikes unerringly. Make a ranged weapon Strike against a creature you previously attacked this turn. You ignore the target’s concealed condition and all cover.
Prerequisites Incredible Aim
After your first shot singles out your opponent’s position, you direct another that ricochets around obstacles and strikes unerringly. Make a ranged weapon Strike against a creature you previously attacked this turn. You ignore the target’s concealed condition and all cover.
◆◆
EMOTION FEAR FIGHTER MENTAL
Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit.
Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit.
◆
FIGHTER FLOURISH
You have practiced quickly switching between combat styles and the equipment needed for them. You Interact to stow any number of items from your hands, then draw up to two weapons or a shield and a weapon.
You have practiced quickly switching between combat styles and the equipment needed for them. You Interact to stow any number of items from your hands, then draw up to two weapons or a shield and a weapon.
◆
FIGHTER
Requirements You are wielding a melee weapon.
You attack an enemy at the edge of your reach. Make a Strike with a melee weapon, increasing your reach by 5 feet for that Strike. If the weapon has the disarm, shove, or trip trait, you can use the corresponding action instead of a Strike.
Requirements You are wielding a melee weapon.
You attack an enemy at the edge of your reach. Make a Strike with a melee weapon, increasing your reach by 5 feet for that Strike. If the weapon has the disarm, shove, or trip trait, you can use the corresponding action instead of a Strike.
◆
FIGHTER STANCE
Prerequisites Lunge, Reactive Strike
Requirements You are wielding a melee weapon.
Your body coiled to strike, you can lash out at distant enemies. While you are in this stance, you can use Reactive Strike against a creature that is outside your reach but within the reach you would have with a Lunge. If you do, you increase your range with the Strike by 5 feet.
Prerequisites Lunge, Reactive Strike
Requirements You are wielding a melee weapon.
Your body coiled to strike, you can lash out at distant enemies. While you are in this stance, you can use Reactive Strike against a creature that is outside your reach but within the reach you would have with a Lunge. If you do, you increase your range with the Strike by 5 feet.
◇
FIGHTER
Prerequisites Opening Stance
Trigger Your turn begins.
You move fluidly between stances, using your mastery of combat to always adopt the best tactics. You use an action with the stance trait.
Prerequisites Opening Stance
Trigger Your turn begins.
You move fluidly between stances, using your mastery of combat to always adopt the best tactics. You use an action with the stance trait.
↺
FIGHTER
Trigger An opponent casting a spell that targets you critically fails a spell attack roll against your AC.
Requirements You have a shield raised.
You reflect the spell back against its caster. Make a ranged attack against the attacker using your highest proficiency with a ranged weapon. If you can cast spells, you can choose to make a spell attack roll instead. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success).
Trigger An opponent casting a spell that targets you critically fails a spell attack roll against your AC.
Requirements You have a shield raised.
You reflect the spell back against its caster. Make a ranged attack against the attacker using your highest proficiency with a ranged weapon. If you can cast spells, you can choose to make a spell attack roll instead. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success).
◆
FIGHTER STANCE
Your shots become nimble and deadly. While you’re in this stance, your ranged Strikes don’t trigger Reactive Strike or other reactions that are triggered by a ranged attack.
Special If you have Reactive Strike, you can use it with a loaded ranged weapon you’re wielding. The triggering creature must be within 5 feet of you for you to do so.
Your shots become nimble and deadly. While you’re in this stance, your ranged Strikes don’t trigger Reactive Strike or other reactions that are triggered by a ranged attack.
Special If you have Reactive Strike, you can use it with a loaded ranged weapon you’re wielding. The triggering creature must be within 5 feet of you for you to do so.
◆
FIGHTER STANCE
Prerequisites Double Shot
Requirements You are wielding a ranged weapon with reload 0.
You lock yourself in a stable position so you can fire swiftly and accurately. While you are in this stance, your penalty for Double Shot is reduced to –1. If you move from your position, this stance ends.
Special If you have Triple Shot, when you use Double Shot to make three Strikes, the penalty is –2.
Prerequisites Double Shot
Requirements You are wielding a ranged weapon with reload 0.
You lock yourself in a stable position so you can fire swiftly and accurately. While you are in this stance, your penalty for Double Shot is reduced to –1. If you move from your position, this stance ends.
Special If you have Triple Shot, when you use Double Shot to make three Strikes, the penalty is –2.
◇
FIGHTER
Trigger You roll initiative.
At the first sign of trouble, often before you consciously realize the danger, you drop into a stance with a mere thought. Use an action that has the stance trait.
Trigger You roll initiative.
At the first sign of trouble, often before you consciously realize the danger, you drop into a stance with a mere thought. Use an action that has the stance trait.
FIGHTER
Prerequisites Barreling Charge
You trample foes as you charge past. When you use Barreling Charge and successfully move through a creature’s space, that creature takes bludgeoning damage equal to your Strength modifier. On a critical success, the creature takes double damage and is off-guard until the end of your next turn.
Prerequisites Barreling Charge
You trample foes as you charge past. When you use Barreling Charge and successfully move through a creature’s space, that creature takes bludgeoning damage equal to your Strength modifier. On a critical success, the creature takes double damage and is off-guard until the end of your next turn.
◆◆◆
FIGHTER
You throw your weight into a powerful attack that leaves you vulnerable. Make a melee Strike. This counts as three attacks when calculating your multiple attack penalty. If this Strike hits, you get a critical hit. If you roll a critical hit, your weapon or unarmed attack also gains the deadly d12 trait (this replaces any deadly trait it already has). Whether or not you hit, you become stunned 1 and are off-guard until the start of your next turn.
You throw your weight into a powerful attack that leaves you vulnerable. Make a melee Strike. This counts as three attacks when calculating your multiple attack penalty. If this Strike hits, you get a critical hit. If you roll a critical hit, your weapon or unarmed attack also gains the deadly d12 trait (this replaces any deadly trait it already has). Whether or not you hit, you become stunned 1 and are off-guard until the start of your next turn.
◆
FIGHTER STANCE
Requirements You are wielding a shield.
Once you’ve had a moment to set your stance, you always have your shield ready without a thought. While you are in this stance, you constantly have your shield raised as if you’d used the Raise a Shield action.
Requirements You are wielding a shield.
Once you’ve had a moment to set your stance, you always have your shield ready without a thought. While you are in this stance, you constantly have your shield raised as if you’d used the Raise a Shield action.
◆◆
FIGHTER
Requirements You are wielding a loaded ranged weapon or a ranged weapon with reload 0.
You jump back and make a quick shot that catches your opponent by surprise. You Step and then make a ranged Strike with the required weapon. Your target is off-guard against the attack.
Requirements You are wielding a loaded ranged weapon or a ranged weapon with reload 0.
You jump back and make a quick shot that catches your opponent by surprise. You Step and then make a ranged Strike with the required weapon. Your target is off-guard against the attack.
◆
FIGHTER STANCE
Requirements You are wielding a ranged weapon.
You take aim to pick off nearby enemies quickly. When using a ranged volley weapon while you are in this stance, you don’t take the penalty to your attack rolls from the volley trait. When using a ranged weapon that doesn’t have the volley trait, you gain a +2 circumstance bonus to damage rolls on attacks against targets within the weapon’s first range increment.
Requirements You are wielding a ranged weapon.
You take aim to pick off nearby enemies quickly. When using a ranged volley weapon while you are in this stance, you don’t take the penalty to your attack rolls from the volley trait. When using a ranged weapon that doesn’t have the volley trait, you gain a +2 circumstance bonus to damage rolls on attacks against targets within the weapon’s first range increment.
◆◆
FIGHTER FLOURISH
Requirements You are wielding a two-handed melee weapon and your target is within your reach.
With punishing blows, you force your opponent into position. Make a Strike with the required weapon. If you hit, you Reposition the target 5 feet.
Requirements You are wielding a two-handed melee weapon and your target is within your reach.
With punishing blows, you force your opponent into position. Make a Strike with the required weapon. If you hit, you Reposition the target 5 feet.
FIGHTER
Prerequisites Aggressive Block or Brutish Shove
You can push larger foes around with your attack.
You can use Aggressive Block or Brutish Shove against a creature up to two sizes larger than you.
When a creature you Shove or knock back with a shield, polearm, or club’s critical specialization effect has to stop moving because it would hit an object, it takes damage equal to your Strength modifier (minimum 1).
Prerequisites Aggressive Block or Brutish Shove
You can push larger foes around with your attack.
You can use Aggressive Block or Brutish Shove against a creature up to two sizes larger than you.
When a creature you Shove or knock back with a shield, polearm, or club’s critical specialization effect has to stop moving because it would hit an object, it takes damage equal to your Strength modifier (minimum 1).
◆
FIGHTER FLOURISH PRESS
Requirements You are flanked by at least two enemies.
You turn your foes’ flanking against them with a quick reverse. Make a melee Strike against one of the flanking enemies and make a second Strike with the same weapon or unarmed attack against a different enemy that is flanking you. This second Strike has the same multiple attack penalty of the initial attack and doesn’t count toward your multiple attack penalty.
Requirements You are flanked by at least two enemies.
You turn your foes’ flanking against them with a quick reverse. Make a melee Strike against one of the flanking enemies and make a second Strike with the same weapon or unarmed attack against a different enemy that is flanking you. This second Strike has the same multiple attack penalty of the initial attack and doesn’t count toward your multiple attack penalty.
FIGHTER
Prerequisites Shield Block
You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to Shield Block.
Prerequisites Shield Block
You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to Shield Block.
↺
FIGHTER
Trigger An enemy hits you with a melee Strike.
Requirements You are wielding a shield.
You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack.
Trigger An enemy hits you with a melee Strike.
Requirements You are wielding a shield.
You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack.
◆◆
FIGHTER FLOURISH
Requirements You are wielding a thrown weapon.
You bounce your weapon off one foe to strike another. Make a ranged Strike with a thrown weapon. If this Strike hits, the weapon rebounds toward an enemy within 10 feet of the original target. Make an additional Strike against this second target. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both attacks.
Requirements You are wielding a thrown weapon.
You bounce your weapon off one foe to strike another. Make a ranged Strike with a thrown weapon. If this Strike hits, the weapon rebounds toward an enemy within 10 feet of the original target. Make an additional Strike against this second target. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both attacks.
FIGHTER
You can use your shield to fend off explosions and the like. When you Raise your Shield, you gain your shield’s circumstance bonus to Reflex saves.
Special If you have the Shield Block reaction, damage you take as a result of a Reflex save can trigger that reaction, even if the damage isn’t physical damage.
You can use your shield to fend off explosions and the like. When you Raise your Shield, you gain your shield’s circumstance bonus to Reflex saves.
Special If you have the Shield Block reaction, damage you take as a result of a Reflex save can trigger that reaction, even if the damage isn’t physical damage.
FIGHTER
Prerequisites bravery
Even your fears serve as fuel for your fighting spirit. When you critically succeed at a Will save against a foe’s ability, you gain a +1 status bonus to saves and a number of temporary Hit Points equal to half your level for 1 minute. These benefits are doubled if you critically succeed against a fear effect.
Prerequisites bravery
Even your fears serve as fuel for your fighting spirit. When you critically succeed at a Will save against a foe’s ability, you gain a +1 status bonus to saves and a number of temporary Hit Points equal to half your level for 1 minute. These benefits are doubled if you critically succeed against a fear effect.
◆◆
FIGHTER
Requirements You are wielding a melee weapon that can deal piercing damage.
You drive your piercing weapon into an imperceptible foe, revealing its location to your allies.
Make a Strike with a piercing melee weapon. If the target is concealed, you don’t need to attempt a flat check to target it, and if it’s hidden, the DC of the flat check to target it is 5. If you hit and deal damage, you can drive the weapon you attacked with into the target (if it’s corporeal), revealing its current position. You Release the weapon, and it becomes lodged in the target. If the target is concealed, no flat check is needed to target it, and if it’s hidden, the DC of the flat check to target it is 5, and the creature can’t become undetected. These benefits apply only for observers who can see your weapon stuck in the target. If the target is invisible, the weapon remains visible while lodged in it.
This benefit lasts until the weapon is removed from the creature. An adjacent creature or the target can remove the weapon with two Interact actions.
Requirements You are wielding a melee weapon that can deal piercing damage.
You drive your piercing weapon into an imperceptible foe, revealing its location to your allies.
Make a Strike with a piercing melee weapon. If the target is concealed, you don’t need to attempt a flat check to target it, and if it’s hidden, the DC of the flat check to target it is 5. If you hit and deal damage, you can drive the weapon you attacked with into the target (if it’s corporeal), revealing its current position. You Release the weapon, and it becomes lodged in the target. If the target is concealed, no flat check is needed to target it, and if it’s hidden, the DC of the flat check to target it is 5, and the creature can’t become undetected. These benefits apply only for observers who can see your weapon stuck in the target. If the target is invisible, the weapon remains visible while lodged in it.
This benefit lasts until the weapon is removed from the creature. An adjacent creature or the target can remove the weapon with two Interact actions.
◆
FIGHTER STANCE
You adopt a stance to rebound your thrown weapons toward you. While you are in this stance, any thrown weapons you use as part of a ranged Strike to deal bludgeoning or slashing damage immediately return to your hand, enabling you to use them for additional Strikes. You must be within the weapon’s listed range increment and have a hand free to catch the weapon. If you make a ranged Strike with a thrown weapon outside of its listed range increment, it instead flies back toward you a number of feet equal to its listed range increment and then falls to the ground.
You adopt a stance to rebound your thrown weapons toward you. While you are in this stance, any thrown weapons you use as part of a ranged Strike to deal bludgeoning or slashing damage immediately return to your hand, enabling you to use them for additional Strikes. You must be within the weapon’s listed range increment and have a hand free to catch the weapon. If you make a ranged Strike with a thrown weapon outside of its listed range increment, it instead flies back toward you a number of feet equal to its listed range increment and then falls to the ground.
FIGHTER
The wounds you inflict are grievous. When you Strike with a weapon or unarmed attack for which you have legendary proficiency, you critically succeed if you roll a 19 on the die as long as that result would be a success. This has no effect on a 19 if the result would be a failure.
The wounds you inflict are grievous. When you Strike with a weapon or unarmed attack for which you have legendary proficiency, you critically succeed if you roll a 19 on the die as long as that result would be a success. This has no effect on a 19 if the result would be a failure.
◆
FIGHTER PRESS
Requirements A frightened creature is in your melee reach.
Your offense exploits your enemy’s fear. Make a melee Strike against a frightened creature. If you hit and deal damage, the target becomes off-guard until its frightened condition ends. If the target was already off-guard to you when you damaged it with this Strike, it can’t reduce its frightened value below 1 until the start of your next turn.
Requirements A frightened creature is in your melee reach.
Your offense exploits your enemy’s fear. Make a melee Strike against a frightened creature. If you hit and deal damage, the target becomes off-guard until its frightened condition ends. If the target was already off-guard to you when you damaged it with this Strike, it can’t reduce its frightened value below 1 until the start of your next turn.
FIGHTER
Prerequisites Shield Block
When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.
Prerequisites Shield Block
When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.
FIGHTER
When your shield is up, your enemies’ blows can’t touch you. When you have your shield raised, you can Stride to move half your Speed without triggering reactions that are triggered by your movement (such as Reactive Strikes). You can use Shielded Stride while Flying or Swimming instead of Striding if you have the corresponding movement type.
When your shield is up, your enemies’ blows can’t touch you. When you have your shield raised, you can Stride to move half your Speed without triggering reactions that are triggered by your movement (such as Reactive Strikes). You can use Shielded Stride while Flying or Swimming instead of Striding if you have the corresponding movement type.
◆◆
FIGHTER FLOURISH
Prerequisites trained in Athletics
You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them. Make a melee Strike. If it hits and deals damage, you can attempt an Athletics check to Trip the creature you hit. If you’re wielding a two-handed melee weapon, you can ignore Trip’s requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.
Prerequisites trained in Athletics
You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them. Make a melee Strike. If it hits and deals damage, you can attempt an Athletics check to Trip the creature you hit. If you’re wielding a two-handed melee weapon, you can ignore Trip’s requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.
◆
FIGHTER PRESS
Requirements You are wielding a finesse weapon or polearm.
While your opponent is still recovering from your prior attack, you snag its armor, clothing, or flesh to move it as you please.
Make a melee Strike with a finesse weapon or polearm. If you hit a target that is your size or smaller, you can automatically Reposition it, with the same benefits as the Reposition action (including the critical success effect, if your Strike was a critical hit). If you used a weapon with reach, use the weapon’s reach for this Reposition.
This Strike has the following failure effect.
Failure The target becomes off-guard until the end of your current turn.
Requirements You are wielding a finesse weapon or polearm.
While your opponent is still recovering from your prior attack, you snag its armor, clothing, or flesh to move it as you please.
Make a melee Strike with a finesse weapon or polearm. If you hit a target that is your size or smaller, you can automatically Reposition it, with the same benefits as the Reposition action (including the critical success effect, if your Strike was a critical hit). If you used a weapon with reach, use the weapon’s reach for this Reposition.
This Strike has the following failure effect.
Failure The target becomes off-guard until the end of your current turn.
FIGHTER
Prerequisites Cut From the Air
Your expertise enables you to knock away spells. You can use Cut from the Air against ranged spell attacks.
Prerequisites Cut From the Air
Your expertise enables you to knock away spells. You can use Cut from the Air against ranged spell attacks.
◆
FIGHTER
Requirements You have one hand free, and your target is within reach of that hand.
You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a Strike while keeping one hand free. If this Strike hits, the target is off-guard until the start of your next turn or until it’s no longer within the reach of your hand, whichever comes first.
Requirements You have one hand free, and your target is within reach of that hand.
You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a Strike while keeping one hand free. If this Strike hits, the target is off-guard until the start of your next turn or until it’s no longer within the reach of your hand, whichever comes first.
◆◆
FIGHTER FLOURISH
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
◆◆
FIGHTER
You make an impressive leap and swing while you soar.
Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump. Immediately after the Strike, you fall to the ground if you’re in the air, even if you haven’t reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright.
When attempting a High Jump or Long Jump during a Sudden Leap, determine the distance using Long Jump’s rules, with a maximum distance equal to twice your Speed.
Special If you have Felling Strike, you can use Felling Strike instead of a normal Strike. This doesn’t change the number of actions Sudden Leap takes.
You make an impressive leap and swing while you soar.
Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump. Immediately after the Strike, you fall to the ground if you’re in the air, even if you haven’t reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright.
When attempting a High Jump or Long Jump during a Sudden Leap, determine the distance using Long Jump’s rules, with a maximum distance equal to twice your Speed.
Special If you have Felling Strike, you can use Felling Strike instead of a normal Strike. This doesn’t change the number of actions Sudden Leap takes.
◆◆
FIGHTER FLOURISH
You make a wide, arcing swing.
Make a melee Strike and compare the attack roll result to the AC of up to two foes, each of whom must be within your melee reach and adjacent to each other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty.
If you’re using a weapon with the sweep trait, its modifier applies to all your Swipe attacks.
You make a wide, arcing swing.
Make a melee Strike and compare the attack roll result to the AC of up to two foes, each of whom must be within your melee reach and adjacent to each other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty.
If you’re using a weapon with the sweep trait, its modifier applies to all your Swipe attacks.
FIGHTER
You are particularly swift at punishing foes who leave you openings. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to make a Reactive Strike.
You are particularly swift at punishing foes who leave you openings. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to make a Reactive Strike.
FIGHTER
Prerequisites Double Shot
You can quickly fire multiple shots with greater control. When you use Double Shot, you can make the attacks against the same target. You can add an additional action to Double Shot to make three ranged Strikes instead of two. If you do, the penalty is –4. All attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made all of them.
Prerequisites Double Shot
You can quickly fire multiple shots with greater control. When you use Double Shot, you can make the attacks against the same target. You can add an additional action to Double Shot to make three ranged Strikes instead of two. If you do, the penalty is –4. All attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made all of them.
◆
FIGHTER
Requirements You are wielding two melee weapons, one in each hand.
You use your two weapons to parry attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat’s requirement.
Requirements You are wielding two melee weapons, one in each hand.
You use your two weapons to parry attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat’s requirement.
↺
FIGHTER
Trigger A creature within your reach critically fails to Strike you.
Requirements You are benefiting from Twin Parry.
A clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee Strike or Disarm action against the triggering opponent.
Trigger A creature within your reach critically fails to Strike you.
Requirements You are benefiting from Twin Parry.
A clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee Strike or Disarm action against the triggering opponent.
◆
FIGHTER STANCE
Prerequisites Twin Parry
Requirements You are wielding two melee weapons, one in each hand.
You’re always ready to use your off-hand weapon to interfere with attacks against you. While you are in this stance, you constantly gain the benefits of the Twin Parry action.
Prerequisites Twin Parry
Requirements You are wielding two melee weapons, one in each hand.
You’re always ready to use your off-hand weapon to interfere with attacks against you. While you are in this stance, you constantly gain the benefits of the Twin Parry action.
◆
FIGHTER FLOURISH PRESS
Requirements You are wielding two weapons, each in a different hand.
Using the momentum of your prior attack, you lash out with both your weapons in a sudden frenzy. Strike twice, once with each weapon.
Requirements You are wielding two weapons, each in a different hand.
Using the momentum of your prior attack, you lash out with both your weapons in a sudden frenzy. Strike twice, once with each weapon.
FIGHTER
Prerequisites improved flexibility
Your experience keeps you on your toes, helping you adopt complex strategies on the fly and face the most dangerous challenges.
When you gain a fighter feat using combat flexibility, you gain three fighter feats instead of two. While the first feat must still be 8th level or lower, the second feat can be up to 14th level, and the third feat can be up to 18th level.
You can use the first feat to meet the prerequisites of the second or third feats and the second feat to meet the prerequisites of the third feat. You must meet all three feats’ other prerequisites normally.
In addition, you can adapt to the battlefield’s challenges by spending 1 hour to train. If you do, you can reselect the feats chosen with combat flexibility as if you had made your daily preparations. You can’t trade out limited-use abilities that you’ve already used, such as Determination.
Prerequisites improved flexibility
Your experience keeps you on your toes, helping you adopt complex strategies on the fly and face the most dangerous challenges.
When you gain a fighter feat using combat flexibility, you gain three fighter feats instead of two. While the first feat must still be 8th level or lower, the second feat can be up to 14th level, and the third feat can be up to 18th level.
You can use the first feat to meet the prerequisites of the second or third feats and the second feat to meet the prerequisites of the third feat. You must meet all three feats’ other prerequisites normally.
In addition, you can adapt to the battlefield’s challenges by spending 1 hour to train. If you do, you can reselect the feats chosen with combat flexibility as if you had made your daily preparations. You can’t trade out limited-use abilities that you’ve already used, such as Determination.
◆◆
FIGHTER FLOURISH
You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.
You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.
FIGHTER
Your skill with weapons bends the laws of reality, allowing you to continuously attack with speed that would normally require magical assistance. You’re permanently quickened. You can use your extra action only to Strike.
Your skill with weapons bends the laws of reality, allowing you to continuously attack with speed that would normally require magical assistance. You’re permanently quickened. You can use your extra action only to Strike.
◆◆◆
FIGHTER FLOURISH
You lash out in a blur of motion, attacking all nearby adversaries. Make a melee Strike against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but you do not increase your penalty until you have made all your attacks.
You lash out in a blur of motion, attacking all nearby adversaries. Make a melee Strike against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but you do not increase your penalty until you have made all your attacks.
ARCHETYPE
Prerequisites Basic Deduction
You gain one investigator feat. For the purpose of meeting its prerequisites, your investigator 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 investigator feat.
Prerequisites Basic Deduction
You gain one investigator feat. For the purpose of meeting its prerequisites, your investigator 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 investigator feat.
ARCHETYPE
Prerequisites Investigator Dedication
You gain a 1st- or 2nd-level investigator feat of your choice.
Prerequisites Investigator Dedication
You gain a 1st- or 2nd-level investigator feat of your choice.
ARCHETYPE DEDICATION MULTICLASS
Prerequisites Intelligence +2
You gain the on the case class feature, which grants you both the Pursue a Lead activity and Clue In reaction. You become trained in Society and another skill of your choice. If you were already trained in Society, you instead become trained in an additional skill of your choice. You also become trained in investigator class DC.
Prerequisites Intelligence +2
You gain the on the case class feature, which grants you both the Pursue a Lead activity and Clue In reaction. You become trained in Society and another skill of your choice. If you were already trained in Society, you instead become trained in an additional skill of your choice. You also become trained in investigator class DC.
ARCHETYPE
Prerequisites Investigator Dedication
You play out battles in your head, allowing you to strike when the time is right.
You gain the Devise a Stratagem action; however, when you substitute its result for your attack roll, you can’t use your Intelligence modifier in place of your Strength or Dexterity modifier.
You also can’t use your Intelligence modifier on other rolls from abilities that expand Devise a Stratagem, such as the Athletic Strategist feat.
Prerequisites Investigator Dedication
You play out battles in your head, allowing you to strike when the time is right.
You gain the Devise a Stratagem action; however, when you substitute its result for your attack roll, you can’t use your Intelligence modifier in place of your Strength or Dexterity modifier.
You also can’t use your Intelligence modifier on other rolls from abilities that expand Devise a Stratagem, such as the Athletic Strategist feat.
ARCHETYPE
Prerequisites Investigator Dedication
You can recall all sorts of information. You gain the keen recollection class feature.
Prerequisites Investigator Dedication
You can recall all sorts of information. You gain the keen recollection class feature.
ARCHETYPE
Prerequisites Investigator Dedication, expert in Perception
Your proficiency rank in Perception increases to master.
Prerequisites Investigator Dedication, expert in Perception
Your proficiency rank in Perception increases to master.
ARCHETYPE
Prerequisites Investigator Dedication, trained in at least one skill and expert in at least one skill
Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose.
Special You can select this feat up to five times.
Prerequisites Investigator Dedication, trained in at least one skill and expert in at least one skill
Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose.
Special You can select this feat up to five times.
INVESTIGATOR
Prerequisites alchemical sciences methodology
You’ve devoted extra time in the lab to improve your knowledge of alchemy. You learn the formulas for two alchemical items each time you level up instead of one; these must still be elixirs or tools. The number of versatile vials you can create each day increases by one if you’re an expert in Crafting, two if you’re a master, or three if you’re legendary.
Prerequisites alchemical sciences methodology
You’ve devoted extra time in the lab to improve your knowledge of alchemy. You learn the formulas for two alchemical items each time you level up instead of one; these must still be elixirs or tools. The number of versatile vials you can create each day increases by one if you’re an expert in Crafting, two if you’re a master, or three if you’re legendary.
◆
INVESTIGATOR
Prerequisites alchemical sciences methodology
You use Quick Tincture, and the item you create remains potent until the start of your next turn. Then you can Interact to pass the item to another creature. If you pass it by throwing it, your ranged attack automatically succeeds. You must have a versatile vial to use Quick Tincture, as normal.
Prerequisites alchemical sciences methodology
You use Quick Tincture, and the item you create remains potent until the start of your next turn. Then you can Interact to pass the item to another creature. If you pass it by throwing it, your ranged attack automatically succeeds. You must have a versatile vial to use Quick Tincture, as normal.
INVESTIGATOR
Prerequisites empiricism methodology
Sharp and piercing, your eyes see all and convey more. Your Point Out actions lose the auditory trait, and you don’t need to be heard to convey the information to your allies. In addition, a creature you Point Out is off-guard to your allies until the start of your next turn.
Special If you have the Blind-Fight feat, your allies gain that feat’s benefits against any creature that’s off-guard due to Empiricist’s Eye.
Prerequisites empiricism methodology
Sharp and piercing, your eyes see all and convey more. Your Point Out actions lose the auditory trait, and you don’t need to be heard to convey the information to your allies. In addition, a creature you Point Out is off-guard to your allies until the start of your next turn.
Special If you have the Blind-Fight feat, your allies gain that feat’s benefits against any creature that’s off-guard due to Empiricist’s Eye.
INVESTIGATOR
Prerequisites empiricism or interrogation methodology
You’re adept at noticing the tells of a liar—sweat, flushing, a quavering voice, a quickening pulse.
You gain a +1 circumstance bonus to Perception checks to Sense Motive and to Perception DCs against attempts to Lie to you. When you determine someone is lying to you, you can use their deceit to your advantage to gain a +1 circumstance bonus to the next Deception, Diplomacy, Intimidation, or Performance check you attempt against that creature within the next minute.
If you would gain your Pursue a Lead investigation bonus to any of the above checks, that bonus increases by 1 instead of you gaining the +1 bonus listed.
Prerequisites empiricism or interrogation methodology
You’re adept at noticing the tells of a liar—sweat, flushing, a quavering voice, a quickening pulse.
You gain a +1 circumstance bonus to Perception checks to Sense Motive and to Perception DCs against attempts to Lie to you. When you determine someone is lying to you, you can use their deceit to your advantage to gain a +1 circumstance bonus to the next Deception, Diplomacy, Intimidation, or Performance check you attempt against that creature within the next minute.
If you would gain your Pursue a Lead investigation bonus to any of the above checks, that bonus increases by 1 instead of you gaining the +1 bonus listed.
INVESTIGATOR
Prerequisites forensic medicine methodology
Your stratagems benefit from your precise knowledge of anatomy. When you critically hit with an attack on which you substituted your attack roll due to Devising a Stratagem, if your attack dealt piercing or slashing damage, you also deal 1d6 persistent bleed damage to your target.
Prerequisites forensic medicine methodology
Your stratagems benefit from your precise knowledge of anatomy. When you critically hit with an attack on which you substituted your attack roll due to Devising a Stratagem, if your attack dealt piercing or slashing damage, you also deal 1d6 persistent bleed damage to your target.
◆
ATTACK INVESTIGATOR
Prerequisites forensic medicine methodology
With a few well-placed jabs with your fist or weapon, you render your opponent disoriented or ungainly.
Attempt a Medicine check against the Fortitude DC of a target within your reach. The result of your check determines the severity of the condition you inflict.
Critical Success The target is either clumsy 3 or stupefied 3 until the end of your next turn. The target is then immune to Surgical Shock for 1 hour.
Success As critical success, but the target is either clumsy 2 or stupefied 2.
Failure The target is minorly inconvenienced. You gain a +1 circumstance bonus to the next attack action you attempt against it before the end of your turn.
Critical Failure The target is unaffected and you overextend yourself, triggering reactions as if you had used a manipulate action.
Prerequisites forensic medicine methodology
With a few well-placed jabs with your fist or weapon, you render your opponent disoriented or ungainly.
Attempt a Medicine check against the Fortitude DC of a target within your reach. The result of your check determines the severity of the condition you inflict.
Critical Success The target is either clumsy 3 or stupefied 3 until the end of your next turn. The target is then immune to Surgical Shock for 1 hour.
Success As critical success, but the target is either clumsy 2 or stupefied 2.
Failure The target is minorly inconvenienced. You gain a +1 circumstance bonus to the next attack action you attempt against it before the end of your turn.
Critical Failure The target is unaffected and you overextend yourself, triggering reactions as if you had used a manipulate action.
INVESTIGATOR
Prerequisites empiricism or interrogation methodology
You’re adept at noticing the tells of a liar—sweat, flushing, a quavering voice, a quickening pulse.
You gain a +1 circumstance bonus to Perception checks to Sense Motive and to Perception DCs against attempts to Lie to you. When you determine someone is lying to you, you can use their deceit to your advantage to gain a +1 circumstance bonus to the next Deception, Diplomacy, Intimidation, or Performance check you attempt against that creature within the next minute.
If you would gain your Pursue a Lead investigation bonus to any of the above checks, that bonus increases by 1 instead of you gaining the +1 bonus listed.
Prerequisites empiricism or interrogation methodology
You’re adept at noticing the tells of a liar—sweat, flushing, a quavering voice, a quickening pulse.
You gain a +1 circumstance bonus to Perception checks to Sense Motive and to Perception DCs against attempts to Lie to you. When you determine someone is lying to you, you can use their deceit to your advantage to gain a +1 circumstance bonus to the next Deception, Diplomacy, Intimidation, or Performance check you attempt against that creature within the next minute.
If you would gain your Pursue a Lead investigation bonus to any of the above checks, that bonus increases by 1 instead of you gaining the +1 bonus listed.
INVESTIGATOR
Prerequisites interrogation methodology
Your line of questioning lets a suspect know you can see right through them, shaking them to the core. When you succeed at using Pointed Question, the target is also frightened 1 (or frightened 2 on a critical success). This added effect is an emotion and fear effect, but the other effects of Pointed Question still apply even if the target is immune to fear.
Prerequisites interrogation methodology
Your line of questioning lets a suspect know you can see right through them, shaking them to the core. When you succeed at using Pointed Question, the target is also frightened 1 (or frightened 2 on a critical success). This added effect is an emotion and fear effect, but the other effects of Pointed Question still apply even if the target is immune to fear.
INVESTIGATOR
Prerequisites trained in Athletics
You know how to calculatedly manipulate joints and body weight.
In addition to using an attack stratagem’s roll substitution for a Strike, you can use it to modify a Disarm, Grapple, Reposition, Shove, or Trip attempt, substituting your Devise a Stratagem roll for the Athletics check. You must apply the substitution to the first eligible attack you make, whether it’s a Strike or one of the Athletics actions.
You can also use your Intelligence modifier instead of Strength for the Athletics check when you substitute your Devise a Stratagem roll, unless you’re using a weapon for the maneuver and the weapon doesn’t fit the restrictions for using Intelligence with a stratagem.
Prerequisites trained in Athletics
You know how to calculatedly manipulate joints and body weight.
In addition to using an attack stratagem’s roll substitution for a Strike, you can use it to modify a Disarm, Grapple, Reposition, Shove, or Trip attempt, substituting your Devise a Stratagem roll for the Athletics check. You must apply the substitution to the first eligible attack you make, whether it’s a Strike or one of the Athletics actions.
You can also use your Intelligence modifier instead of Strength for the Athletics check when you substitute your Devise a Stratagem roll, unless you’re using a weapon for the maneuver and the weapon doesn’t fit the restrictions for using Intelligence with a stratagem.
INVESTIGATOR
Prerequisites master in Perception
Your battle insights make you more aware of concealed and invisible opponents.
You don’t need to succeed at a flat check to target concealed creatures. You’re not off-guard to creatures that are hidden from you (unless you’re off-guard to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature.
While you’re adjacent to an undetected creature of your level or lower, it is instead only hidden from you.
Prerequisites master in Perception
Your battle insights make you more aware of concealed and invisible opponents.
You don’t need to succeed at a flat check to target concealed creatures. You’re not off-guard to creatures that are hidden from you (unless you’re off-guard to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature.
While you’re adjacent to an undetected creature of your level or lower, it is instead only hidden from you.
INVESTIGATOR
You know exactly where to strike a foe to target their weak spots. When you make a Strike that you’re adding your Intelligence modifier to due to Devising a Stratagem and miss, you deal half of your strategic strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.
You know exactly where to strike a foe to target their weak spots. When you make a Strike that you’re adding your Intelligence modifier to due to Devising a Stratagem and miss, you deal half of your strategic strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.
INVESTIGATOR
You can clue in all your allies at once. When you use the Clue In reaction, any of your allies who are attempting the same check to investigate one of your active investigations receive the circumstance bonus from Clue In. If you use this ability during an encounter, they must attempt their check within 1 round of when you Clued them In.
You can clue in all your allies at once. When you use the Clue In reaction, any of your allies who are attempting the same check to investigate one of your active investigations receive the circumstance bonus from Clue In. If you use this ability during an encounter, they must attempt their check within 1 round of when you Clued them In.
◆◆
AUDITORY CONCENTRATE INVESTIGATOR LINGUISTIC
Ephemeral connections between people, places, and concepts are invisible to most, but seeing them is your stock and trade.
Choose an ally and a non-allied creature. You must be able to see both of them. You briefly study the way they both move and attempt a Perception check against the higher of the non-allied creature’s Deception DC or Will DC. Both targets are then temporarily immune to Connect the Dots for 10 minutes.
Critical Success You spot a way for your ally to take advantage of the other target’s flaws and let them know about it. Your ally gains your Pursue a Lead investigation bonus as a circumstance bonus to all its Strikes or skill checks against the creature until the start of your next turn.
Success As critical success, but your ally gains the bonus only for their next Strike or skill check against the creature.
Failure You fail to make a connection.
Critical Failure You misconstrue a vital piece of information, which temporarily disconcerts you. You are stupefied 1 until the end of your next turn.
Ephemeral connections between people, places, and concepts are invisible to most, but seeing them is your stock and trade.
Choose an ally and a non-allied creature. You must be able to see both of them. You briefly study the way they both move and attempt a Perception check against the higher of the non-allied creature’s Deception DC or Will DC. Both targets are then temporarily immune to Connect the Dots for 10 minutes.
Critical Success You spot a way for your ally to take advantage of the other target’s flaws and let them know about it. Your ally gains your Pursue a Lead investigation bonus as a circumstance bonus to all its Strikes or skill checks against the creature until the start of your next turn.
Success As critical success, but your ally gains the bonus only for their next Strike or skill check against the creature.
Failure You fail to make a connection.
Critical Failure You misconstrue a vital piece of information, which temporarily disconcerts you. You are stupefied 1 until the end of your next turn.
INVESTIGATOR
By scrutinizing a foe, you learn how to better avoid its attacks.
When you use Devise a Stratagem, you can choose a defensive stratagem instead of an attack or skill stratagem after you roll a d20.
Defensive Stratagem
You can’t attempt to Strike the target until the start of your next turn. You gain a +1 circumstance bonus to all your defenses against effects caused by the target until the start of your next turn.
By scrutinizing a foe, you learn how to better avoid its attacks.
When you use Devise a Stratagem, you can choose a defensive stratagem instead of an attack or skill stratagem after you roll a d20.
Defensive Stratagem
You can’t attempt to Strike the target until the start of your next turn. You gain a +1 circumstance bonus to all your defenses against effects caused by the target until the start of your next turn.
INVESTIGATOR
When you’re on a case, you stay watchful and resolute to avoid tricks your suspect might pull. You gain your investigation bonus from Pursue a Lead on saving throws (and their DCs, as normal) against creatures or effects that are related to the question at the heart of an open investigation, and you can use Clue In to assist an ally’s saving throw against that creature or effect.
When you’re on a case, you stay watchful and resolute to avoid tricks your suspect might pull. You gain your investigation bonus from Pursue a Lead on saving throws (and their DCs, as normal) against creatures or effects that are related to the question at the heart of an open investigation, and you can use Clue In to assist an ally’s saving throw against that creature or effect.
INVESTIGATOR
Prerequisites Shared Stratagem
When you find a glaring weakness, you can set your allies up to annihilate your foe. When you use Shared Stratagem, you can designate up to 10 allies instead of just one. The foe is off-guard against the first attack from each designated ally before your next turn, and each ally’s first attack deals an extra 2d6 precision damage to the target if it hits.
Prerequisites Shared Stratagem
When you find a glaring weakness, you can set your allies up to annihilate your foe. When you use Shared Stratagem, you can designate up to 10 allies instead of just one. The foe is off-guard against the first attack from each designated ally before your next turn, and each ally’s first attack deals an extra 2d6 precision damage to the target if it hits.
INVESTIGATOR
You have a keen sense for avoiding spurious lines of inquiry. When you roll a critical failure on a skill check to Recall Knowledge related to a question about one of your active investigations, you get a failure instead.
You have a keen sense for avoiding spurious lines of inquiry. When you roll a critical failure on a skill check to Recall Knowledge related to a question about one of your active investigations, you get a failure instead.
INVESTIGATOR
You are so suspicious of everyone you meet that you keep mental notes on how to defeat them all—even your own allies. After interacting with a creature for at least 1 minute, you automatically Pursue a Lead with that creature as the subject. You can have any number of such leads at any given time, and when you Pursue a Lead again, you don’t give up any of these automatic subjects.
You are so suspicious of everyone you meet that you keep mental notes on how to defeat them all—even your own allies. After interacting with a creature for at least 1 minute, you automatically Pursue a Lead with that creature as the subject. You can have any number of such leads at any given time, and when you Pursue a Lead again, you don’t give up any of these automatic subjects.
↺
INVESTIGATOR
Trigger A creature you Devised a Stratagem against on your most recent turn fails or critically fails a Strike against you.
By watching your foes closely, you can make the most out of their mistakes. You Step.
Trigger A creature you Devised a Stratagem against on your most recent turn fails or critically fails a Strike against you.
By watching your foes closely, you can make the most out of their mistakes. You Step.
INVESTIGATOR
You’ve collected a cross-section of information on various disciplines you can refer to when preparing for various tasks. During your daily preparations, you can cram on a certain subject to become temporarily trained in one skill of your choice. This proficiency lasts until you prepare again. As this proficiency is temporary, you can’t use it as a prerequisite for a permanent character option like a skill increase or a feat.
You’ve collected a cross-section of information on various disciplines you can refer to when preparing for various tasks. During your daily preparations, you can cram on a certain subject to become temporarily trained in one skill of your choice. This proficiency lasts until you prepare again. As this proficiency is temporary, you can’t use it as a prerequisite for a permanent character option like a skill increase or a feat.
↺
CONCENTRATE INVESTIGATOR
Trigger A creature targets you with an attack, and you can see the attacker.
You perceive every possible way your foe’s attack could land and attempt to avoid them all. The triggering attack roll targets your Perception DC instead of your AC. Though this allows you to avoid taking penalties to your AC, it doesn’t remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to you for being off-guard, even though you wouldn’t take the –2 circumstance penalty when defending against the attack.
Trigger A creature targets you with an attack, and you can see the attacker.
You perceive every possible way your foe’s attack could land and attempt to avoid them all. The triggering attack roll targets your Perception DC instead of your AC. Though this allows you to avoid taking penalties to your AC, it doesn’t remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to you for being off-guard, even though you wouldn’t take the –2 circumstance penalty when defending against the attack.
INVESTIGATOR
Prerequisites Predictive Purchase
It seems impossible, but you’ve analyzed every angle and are able to just keep pulling out exactly the item you need, even in far-flung locations. You can use Prescient Planner even if you have already used it after purchasing goods, and you can use it as a single action instead of a 2-action activity, during which you Interact to draw the item. In addition, five times per day, you can use Prescient Planner to pull out a common consumable item up to 6 levels lower than your level.
Prerequisites Predictive Purchase
It seems impossible, but you’ve analyzed every angle and are able to just keep pulling out exactly the item you need, even in far-flung locations. You can use Prescient Planner even if you have already used it after purchasing goods, and you can use it as a single action instead of a 2-action activity, during which you Interact to draw the item. In addition, five times per day, you can use Prescient Planner to pull out a common consumable item up to 6 levels lower than your level.
◇
FORTUNE INVESTIGATOR
Frequency once per hour
In the blink of an eye, you calculate your enemy’s movements and know exactly where to aim your next blow. If your next action is to Devise a Stratagem, you can roll the d20 twice and take the higher result.
Frequency once per hour
In the blink of an eye, you calculate your enemy’s movements and know exactly where to aim your next blow. If your next action is to Devise a Stratagem, you can roll the d20 twice and take the higher result.
◆
FORTUNE INVESTIGATOR
Requirements Your most recent action was to Demoralize, Feint, or Request, and you failed but didn’t critically fail.
After your attempt to influence someone goes poorly, you add another bit of information or ask a pointed question, possibly salvaging your previous attempt.
Reroll the failed check and use the new result. If the target of the failed check is involved with one of your active investigations, double your investigation bonus from Pursue a Lead on the rerolled check. That creature is temporarily immune to Just One More Thing for 1 day.
You can also use this action if you failed, but didn’t critically fail, at a check to Lie, Gather Information, Make an Impression, or Coerce. In this case, rather than spending 1 action, adding Just One More Thing takes you half the amount of time you initially spent on the check, to a minimum of 1 more round.
Requirements Your most recent action was to Demoralize, Feint, or Request, and you failed but didn’t critically fail.
After your attempt to influence someone goes poorly, you add another bit of information or ask a pointed question, possibly salvaging your previous attempt.
Reroll the failed check and use the new result. If the target of the failed check is involved with one of your active investigations, double your investigation bonus from Pursue a Lead on the rerolled check. That creature is temporarily immune to Just One More Thing for 1 day.
You can also use this action if you failed, but didn’t critically fail, at a check to Lie, Gather Information, Make an Impression, or Coerce. In this case, rather than spending 1 action, adding Just One More Thing takes you half the amount of time you initially spent on the check, to a minimum of 1 more round.
INVESTIGATOR
Prerequisites Thorough Research
You fundamentally understand everything to the point where your research can’t possibly be wrong.
You are permanently quickened and can use the extra action to Recall Knowledge. In addition, you gain the following benefits with Recall Knowledge.
Prerequisites Thorough Research
You fundamentally understand everything to the point where your research can’t possibly be wrong.
You are permanently quickened and can use the extra action to Recall Knowledge. In addition, you gain the following benefits with Recall Knowledge.
- Your checks to Recall Knowledge are no longer secret.
- When you Recall Knowledge, you use the outcome for one degree of success better than the result of your check.
- If an effect (such as Dubious Knowledge) would give you inaccurate information from your Recall Knowledge check, you know which information is inaccurate.
- When one of your allies Recalls Knowledge and gains false information, you also know that information is inaccurate if they share it with you.
INVESTIGATOR
Whenever you Devise a Stratagem, you can also attempt a check to Recall Knowledge as part of that action before rolling the d20. If you critically succeed at the Recall Knowledge check, you notice a weakness and can convey the information to allies to grant each of them a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn. If you choose an attack stratagem, this bonus applies to that attack roll too.
Whenever you Devise a Stratagem, you can also attempt a check to Recall Knowledge as part of that action before rolling the d20. If you critically succeed at the Recall Knowledge check, you notice a weakness and can convey the information to allies to grant each of them a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn. If you choose an attack stratagem, this bonus applies to that attack roll too.
EXPLORATION INVESTIGATOR
Prerequisites Clue Them All In
You spend 1 minute briefing up to four allies about one of your open investigations. Those allies gain the same circumstance bonus you do from Pursue a Lead to checks to investigate the question at the heart of that investigation. This bonus lasts until you cease Pursing that Lead or for 1 day, whichever comes first. This doesn’t confer any other benefits of pursuing a lead, such as adding the circumstance bonus to your saves with Detective’s Readiness.
Prerequisites Clue Them All In
You spend 1 minute briefing up to four allies about one of your open investigations. Those allies gain the same circumstance bonus you do from Pursue a Lead to checks to investigate the question at the heart of that investigation. This bonus lasts until you cease Pursing that Lead or for 1 day, whichever comes first. This doesn’t confer any other benefits of pursuing a lead, such as adding the circumstance bonus to your saves with Detective’s Readiness.
INVESTIGATOR
You’re always investigating what’s around you, even as you perform other activities. You can move at full Speed while using the Investigate exploration activity, and you can use another exploration activity while Investigating.
You’re always investigating what’s around you, even as you perform other activities. You can move at full Speed while using the Investigate exploration activity, and you can use another exploration activity while Investigating.
INVESTIGATOR
Prerequisites strategic strike
You’re constantly studying small aspects of everyone’s movements, even if you don’t have a stratagem in place ahead of time. On any Strike for which you didn’t Devise a Stratagem, you still deal precision damage equal to your number of strategic strike damage dice so long as the weapon or unarmed attack you used is one that would have let you use your Intelligence modifier had you Devised a Stratagem.
Prerequisites strategic strike
You’re constantly studying small aspects of everyone’s movements, even if you don’t have a stratagem in place ahead of time. On any Strike for which you didn’t Devise a Stratagem, you still deal precision damage equal to your number of strategic strike damage dice so long as the weapon or unarmed attack you used is one that would have let you use your Intelligence modifier had you Devised a Stratagem.
◆
INVESTIGATOR
Frequency once per 10 minutes
Sometimes, you need to follow the leads as they come in the middle of an investigation. Choose a creature that you can see who isn’t, to your knowledge, tied to any of your current investigations. For the next minute, you can Devise a Stratagem against that creature as a free action.
Frequency once per 10 minutes
Sometimes, you need to follow the leads as they come in the middle of an investigation. Choose a creature that you can see who isn’t, to your knowledge, tied to any of your current investigations. For the next minute, you can Devise a Stratagem against that creature as a free action.
UNCOMMON CONCENTRATE INVESTIGATOR PREDICTION
You spend 10 minutes in contemplation to uncannily predict how events will play out. Choose a particular goal or activity you plan to engage in within 1 week, or an event you expect might happen within 1 week. You analyze whether it’s likely to come to pass, learning whether it’s highly likely, somewhat likely, somewhat unlikely, or highly unlikely. You also gain a piece of advice suggesting a course of action you or your allies could take that might make the chosen event more or less likely, whichever you prefer. The GM determines the likeliness of the event and the piece of advice you learn.
You spend 10 minutes in contemplation to uncannily predict how events will play out. Choose a particular goal or activity you plan to engage in within 1 week, or an event you expect might happen within 1 week. You analyze whether it’s likely to come to pass, learning whether it’s highly likely, somewhat likely, somewhat unlikely, or highly unlikely. You also gain a piece of advice suggesting a course of action you or your allies could take that might make the chosen event more or less likely, whichever you prefer. The GM determines the likeliness of the event and the piece of advice you learn.
INVESTIGATOR
You have just the thing for the situation. You gain the Prescient Planner and Prescient Consumable feats. When using Prescient Planner, you can pull out the item as a 2-action activity to remove your backpack (or a similar container) and draw the item, rather than taking 1 minute.
You have just the thing for the situation. You gain the Prescient Planner and Prescient Consumable feats. When using Prescient Planner, you can pull out the item as a 2-action activity to remove your backpack (or a similar container) and draw the item, rather than taking 1 minute.
◆
INVESTIGATOR
Your mind works through clues at an unbelievable speed. You instantly use up to five Recall Knowledge actions. If you have any special abilities or free actions that would normally be triggered when you Recall Knowledge, you can’t use them for these actions.
Your mind works through clues at an unbelievable speed. You instantly use up to five Recall Knowledge actions. If you have any special abilities or free actions that would normally be triggered when you Recall Knowledge, you can’t use them for these actions.
CONCENTRATE INVESTIGATOR
You spend 1 minute surveying a small location (such as a single room) to get an impression of events that occurred there in the last day. This involves moving about the area and studying footprints, the placement of objects, spilled drinks or blood, and so forth.
You get an indistinct mental impression of significant events that happened there. This gives you clues and details of the past, including the overall events and their time frame, but it’s not a perfect record. This also isn’t enough to identify who was involved in these events if you weren’t already aware the person was there.
As determined by the GM, you also pick out various seemingly small details that could serve as important clues you can use to Purse a Lead, like a memorable weapon someone used for a murder or the type of cloak someone wore when passing through.
You spend 1 minute surveying a small location (such as a single room) to get an impression of events that occurred there in the last day. This involves moving about the area and studying footprints, the placement of objects, spilled drinks or blood, and so forth.
You get an indistinct mental impression of significant events that happened there. This gives you clues and details of the past, including the overall events and their time frame, but it’s not a perfect record. This also isn’t enough to identify who was involved in these events if you weren’t already aware the person was there.
As determined by the GM, you also pick out various seemingly small details that could serve as important clues you can use to Purse a Lead, like a memorable weapon someone used for a murder or the type of cloak someone wore when passing through.
↺
INVESTIGATOR
Trigger You fail a check to Seek.
When you look for foes, you notice the slightest of cues. Even though you failed at the triggering check, you automatically sense any undetected creatures in the area where you’re Seeking, making them merely hidden to you.
Trigger You fail a check to Seek.
When you look for foes, you notice the slightest of cues. Even though you failed at the triggering check, you automatically sense any undetected creatures in the area where you’re Seeking, making them merely hidden to you.
INVESTIGATOR
The plans you make include your allies as well as yourself. When you hit a creature with an attack on which you substituted your attack roll due to Devising a Stratagem, designate one ally. The creature you hit is off-guard to that ally on the next attack that ally makes against that creature before the start of your next turn.
The plans you make include your allies as well as yourself. When you hit a creature with an attack on which you substituted your attack roll due to Devising a Stratagem, designate one ally. The creature you hit is off-guard to that ally on the next attack that ally makes against that creature before the start of your next turn.
INVESTIGATOR
Sometimes your case splinters into smaller mysteries, but you never lose sight of the big picture.
Once per day when you give up on the subject of a lead due to using Pursue a Lead again, you can designate the lead you stopped pursuing as your solid lead for the day. Even though you stopped following the solid lead, you can change back to your solid lead any number of times by using a single action, which has the concentrate trait. Doing so ends one of your current leads as normal.
During your next daily preparations, you can maintain your solid lead or you can remove it; removing it allows you to designate a new solid lead later that day.
Sometimes your case splinters into smaller mysteries, but you never lose sight of the big picture.
Once per day when you give up on the subject of a lead due to using Pursue a Lead again, you can designate the lead you stopped pursuing as your solid lead for the day. Even though you stopped following the solid lead, you can change back to your solid lead any number of times by using a single action, which has the concentrate trait. Doing so ends one of your current leads as normal.
During your next daily preparations, you can maintain your solid lead or you can remove it; removing it allows you to designate a new solid lead later that day.
INVESTIGATOR
You learn your foes’ strengths and weaknesses by watching them move.
When you hit a creature with a Strike on which you substituted your attack roll due to Devising a Stratagem, the GM chooses one of the following pieces of information about the enemy to tell you.
You learn your foes’ strengths and weaknesses by watching them move.
When you hit a creature with a Strike on which you substituted your attack roll due to Devising a Stratagem, the GM chooses one of the following pieces of information about the enemy to tell you.
- Which of the enemy’s weaknesses is highest
- Which of the enemy’s resistances is highest
- Which of the enemy’s saving throws is lowest
- One immunity the enemy has The GM can choose deliberately or at random, but they can’t choose information that doesn’t apply (such as choosing an immunity for an enemy that has no immunities). This applies only the first time you hit a given creature.
INVESTIGATOR
Your plans account for your foes’ resistances, enabling you to strike a telling blow. When you hit with a Strike on which you substituted your attack roll due to Devising a Stratagem, you ignore an amount of resistance equal to your Intelligence modifier for each resistance that applies against your attack.
Your plans account for your foes’ resistances, enabling you to strike a telling blow. When you hit with a Strike on which you substituted your attack roll due to Devising a Stratagem, you ignore an amount of resistance equal to your Intelligence modifier for each resistance that applies against your attack.
↺
INVESTIGATOR
Prerequisites Person of Interest
Trigger A creature who isn’t, to your knowledge, tied to any of your active investigations takes a hostile action against you in combat.
Sometimes something intrudes upon your case unexpectedly, such as an ambush sent to bring your investigation to a close. You use Person of Interest against the triggering creature. This doesn’t allow you to use Person of Interest more frequently than normal.
Prerequisites Person of Interest
Trigger A creature who isn’t, to your knowledge, tied to any of your active investigations takes a hostile action against you in combat.
Sometimes something intrudes upon your case unexpectedly, such as an ambush sent to bring your investigation to a close. You use Person of Interest against the triggering creature. This doesn’t allow you to use Person of Interest more frequently than normal.
INVESTIGATOR
You’ve mastered combat practices that let you get up close and bring down perpetrators alive. You can use your Intelligence modifier on attack rolls for an attack stratagem if you’re using a weapon of the club group in one hand (like a club or staff), in addition to the usual weapons, and those Strikes qualify for your strategic strike. Additionally, you can make any of your Strikes nonlethal without taking the normal –2 penalty.
You’ve mastered combat practices that let you get up close and bring down perpetrators alive. You can use your Intelligence modifier on attack rolls for an attack stratagem if you’re using a weapon of the club group in one hand (like a club or staff), in addition to the usual weapons, and those Strikes qualify for your strategic strike. Additionally, you can make any of your Strikes nonlethal without taking the normal –2 penalty.
INVESTIGATOR
When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there’s nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it’s suspicious. For example, if you entered a study with a large bloodstain on the ground, the bloodstain is so obviously suspicious it’s evident to you already, so the GM might note that there’s something suspicious about the desk drawer instead. You would then need to investigate the drawer further to find out what specifically is out of the ordinary. If you wish, you can Pursue a Lead concerning this detail even if you have Pursed a Lead less than 10 minutes ago.
That’s Odd doesn’t reveal whether creatures are suspicious. You don’t typically get any benefit when you leave and come back to a place, though if a major change has happened there and time has passed, the GM might determine that you do.
When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there’s nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it’s suspicious. For example, if you entered a study with a large bloodstain on the ground, the bloodstain is so obviously suspicious it’s evident to you already, so the GM might note that there’s something suspicious about the desk drawer instead. You would then need to investigate the drawer further to find out what specifically is out of the ordinary. If you wish, you can Pursue a Lead concerning this detail even if you have Pursed a Lead less than 10 minutes ago.
That’s Odd doesn’t reveal whether creatures are suspicious. You don’t typically get any benefit when you leave and come back to a place, though if a major change has happened there and time has passed, the GM might determine that you do.
INVESTIGATOR
You have comprehensive knowledge in your fields of interest. When you succeed at a Recall Knowledge check, you gain additional information or context. When you critically succeed at a check to Recall Knowledge, you get additional information or context or can ask an additional follow-up question (the GM chooses which).
You have comprehensive knowledge in your fields of interest. When you succeed at a Recall Knowledge check, you gain additional information or context. When you critically succeed at a check to Recall Knowledge, you get additional information or context or can ask an additional follow-up question (the GM chooses which).
INVESTIGATOR
You have an intuitive sense that alerts you to the dangers and presence of traps.
You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.
You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.
You have an intuitive sense that alerts you to the dangers and presence of traps.
You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.
You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.
↺
CONCENTRATE INVESTIGATOR
Trigger You specify the trigger when you make your daily preparations (see Requirements below).
Requirements When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for the Ready action. You also choose a single spell from the arcane, divine, occult, or primal list of 4th level or lower. The spell can’t have a cost, nor can its casting time be more than 10 minutes. The spell must be able to target a single creature, and you must be a valid target for it.
Whether from jury-rigged magic items, deduction from the study of magical interactions, or other means, you have a contingency in your back pocket for desperate situations. When the trigger occurs, you cause the spell to come into effect. The spell targets only you, no matter how many creatures it would affect normally. If you define particularly complicated conditions, as determined by the GM, the trigger might fail. Once the contingency is triggered, the spell is expended until your next daily preparations.
Trigger You specify the trigger when you make your daily preparations (see Requirements below).
Requirements When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for the Ready action. You also choose a single spell from the arcane, divine, occult, or primal list of 4th level or lower. The spell can’t have a cost, nor can its casting time be more than 10 minutes. The spell must be able to target a single creature, and you must be a valid target for it.
Whether from jury-rigged magic items, deduction from the study of magical interactions, or other means, you have a contingency in your back pocket for desperate situations. When the trigger occurs, you cause the spell to come into effect. The spell targets only you, no matter how many creatures it would affect normally. If you define particularly complicated conditions, as determined by the GM, the trigger might fail. Once the contingency is triggered, the spell is expended until your next daily preparations.
INVESTIGATOR
Your work as an investigator makes you familiar with the criminal element. You might be a criminal yourself, or you might have gained an understanding of how they operate from the outside. You become trained in Underworld Lore, and you gain your Pursue a Lead investigation bonus to Thievery checks to investigate a case (such as checks to Steal a clue from a suspect or Pick a Lock to open a safe with damning documents).
Your work as an investigator makes you familiar with the criminal element. You might be a criminal yourself, or you might have gained an understanding of how they operate from the outside. You become trained in Underworld Lore, and you gain your Pursue a Lead investigation bonus to Thievery checks to investigate a case (such as checks to Steal a clue from a suspect or Pick a Lock to open a safe with damning documents).
UNCOMMON INVESTIGATOR
Frequency once per day
You carefully consider your case and narrow down some of the details.
When you Pursue a Lead and learn there’s a larger mystery, you can ask two questions related to your investigation when you open it. The GM must answer truthfully with “yes” or “no,” though if the answer would be misleading or have no practical application to your investigation, the GM can answer “immaterial.” You can’t use Whodunnit? more than once for the same lead, even across different days.
Your questions must come from the following list, applying to the detail that spurred your investigation.
Frequency once per day
You carefully consider your case and narrow down some of the details.
When you Pursue a Lead and learn there’s a larger mystery, you can ask two questions related to your investigation when you open it. The GM must answer truthfully with “yes” or “no,” though if the answer would be misleading or have no practical application to your investigation, the GM can answer “immaterial.” You can’t use Whodunnit? more than once for the same lead, even across different days.
Your questions must come from the following list, applying to the detail that spurred your investigation.
- Was this clue left by a [creature trait]? (Choose a creature trait such as humanoid, undead, or dwarf; this trait must be accurate as of the time the clue was left.)
- Was this clue left within the last hour?
- Was this clue left within the last day?
- Was the creature that left this clue in a heightened emotional state when it left the clue?
- Did anyone attempt to conceal this clue?
ARCHETYPE
Prerequisites Basic Kata
You gain one monk feat. For the purpose of meeting its prerequisites, your monk 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 monk feat.
Prerequisites Basic Kata
You gain one monk feat. For the purpose of meeting its prerequisites, your monk 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 monk feat.
ARCHETYPE
Prerequisites Monk Dedication
You gain a 1st- or 2nd-level monk feat.
Prerequisites Monk Dedication
You gain a 1st- or 2nd-level monk feat.
ARCHETYPE DEDICATION MULTICLASS
Prerequisites Strength +2, Dexterity +2
You become trained in unarmed attacks and gain the powerful fist class feature. You become trained in your choice of Acrobatics or Athletics; if you’re already trained in both of these skills, you become trained in a skill of your choice. You become trained in monk class DC; if you later gain a qi spell from a monk class feat, you also become trained in spell attack modifier and spell DC.
Prerequisites Strength +2, Dexterity +2
You become trained in unarmed attacks and gain the powerful fist class feature. You become trained in your choice of Acrobatics or Athletics; if you’re already trained in both of these skills, you become trained in a skill of your choice. You become trained in monk class DC; if you later gain a qi spell from a monk class feat, you also become trained in spell attack modifier and spell DC.
ARCHETYPE
Prerequisites Monk Dedication
You gain a +10-foot status bonus to your Speed when you’re not wearing armor.
Prerequisites Monk Dedication
You gain a +10-foot status bonus to your Speed when you’re not wearing armor.
ARCHETYPE
Prerequisites Monk Dedication, class granting no more Hit Points per level than 8 + your Constitution modifier
You gain 3 additional Hit Points for each monk archetype class feat you have. As you continue selecting monk archetype class feats, you continue to gain additional Hit Points in this way.
Prerequisites Monk Dedication, class granting no more Hit Points per level than 8 + your Constitution modifier
You gain 3 additional Hit Points for each monk archetype class feat you have. As you continue selecting monk archetype class feats, you continue to gain additional Hit Points in this way.
ARCHETYPE
Prerequisites Monk Dedication
You gain the Flurry of Blows action. Your fists’ power, however, exceeds your conditioning; once you use Flurry of Blows, you can’t use it again for 1d4 rounds as your muscles recover.
Prerequisites Monk Dedication
You gain the Flurry of Blows action. Your fists’ power, however, exceeds your conditioning; once you use Flurry of Blows, you can’t use it again for 1d4 rounds as your muscles recover.
ARCHETYPE
Prerequisites Monk Dedication, expert in at least one saving throw
Choose one saving throw (Fortitude, Reflex, or Will) in which you’re an expert. Your proficiency rank in the chosen saving throw increases to master.
Prerequisites Monk Dedication, expert in at least one saving throw
Choose one saving throw (Fortitude, Reflex, or Will) in which you’re an expert. Your proficiency rank in the chosen saving throw increases to master.
MONK
Prerequisites Monastic Weaponry
Your rigorous training regimen allows you to wield complex weaponry with ease. For the purposes of proficiency, you treat advanced monk weapons as if they were martial monk weapons.
Prerequisites Monastic Weaponry
Your rigorous training regimen allows you to wield complex weaponry with ease. For the purposes of proficiency, you treat advanced monk weapons as if they were martial monk weapons.
MONK
Prerequisites Qi Spells
Your talent at controlling your qi has reached new heights. You gain qi blast, shrink the span, or another 3rd-rank qi spell you have access to.
Special You can select this feat more than once, choosing a different spell each time.
Prerequisites Qi Spells
Your talent at controlling your qi has reached new heights. You gain qi blast, shrink the span, or another 3rd-rank qi spell you have access to.
Special You can select this feat more than once, choosing a different spell each time.
↺
MONK
Prerequisites Qi Spells
Frequency once per hour
Trigger You Cast a Spell that has the monk trait.
The power of your qi soothes your wounds and energizes you for battle. You regain Hit Points equal to your level plus your Wisdom modifier.
Prerequisites Qi Spells
Frequency once per hour
Trigger You Cast a Spell that has the monk trait.
The power of your qi soothes your wounds and energizes you for battle. You regain Hit Points equal to your level plus your Wisdom modifier.
MONK
Prerequisites Qi Spells
You learn a mystical stance that transforms your qi into sticky smoke that shrouds your limbs. You gain the clinging shadows stance qi spell. While entering the stance is a qi spell, the shadow grasp attacks it grants are not, so you can use them as often as you like while in the stance.
Prerequisites Qi Spells
You learn a mystical stance that transforms your qi into sticky smoke that shrouds your limbs. You gain the clinging shadows stance qi spell. While entering the stance is a qi spell, the shadow grasp attacks it grants are not, so you can use them as often as you like while in the stance.
◆
MONK POISON
Prerequisites Cobra Stance, expert in unarmed attacks
Frequency once per minute
Requirements You are in Cobra Stance.
You slightly dislocate your joints to lash out with devious intent and the power to envenom your foe. Make a cobra fang Strike. Your reach with this Strike is 5 feet greater than normal. If this Strike hits, the persistent poison damage from your venomous trait increases to 1d4 persistent poison damage per weapon damage die.
Special If you have this feat, the circumstance bonus to Fortitude saves and Fortitude DC granted by Cobra Stance increases from +1 to +2.
Prerequisites Cobra Stance, expert in unarmed attacks
Frequency once per minute
Requirements You are in Cobra Stance.
You slightly dislocate your joints to lash out with devious intent and the power to envenom your foe. Make a cobra fang Strike. Your reach with this Strike is 5 feet greater than normal. If this Strike hits, the persistent poison damage from your venomous trait increases to 1d4 persistent poison damage per weapon damage die.
Special If you have this feat, the circumstance bonus to Fortitude saves and Fortitude DC granted by Cobra Stance increases from +1 to +2.
◆
MONK STANCE
You enter a tightly coiled stance, with your hands poised as venomous fangs.
While in this stance, the only Strikes you can make are cobra fang unarmed attacks. These deal 1d4 piercing damage; are in the brawling group; and have the agile, deadly d10, finesse, unarmed, and venomous traits.
While in Cobra Stance, you gain a +1 circumstance bonus to Fortitude saves and your Fortitude DC, and you gain poison resistance equal to half your level.
You enter a tightly coiled stance, with your hands poised as venomous fangs.
While in this stance, the only Strikes you can make are cobra fang unarmed attacks. These deal 1d4 piercing damage; are in the brawling group; and have the agile, deadly d10, finesse, unarmed, and venomous traits.
While in Cobra Stance, you gain a +1 circumstance bonus to Fortitude saves and your Fortitude DC, and you gain poison resistance equal to half your level.
↺
MONK
Prerequisites Crane Stance
Trigger You are targeted with an attack by an observed attacker.
Requirements You are in Crane Stance.
You interpose your arm between yourself and your opponent. Your circumstance bonus to AC from Crane Stance increases to +3 against the triggering attack. If the attack misses you and the attacker is within your reach, you can immediately make a crane wing Strike against the attacker at a –2 penalty.
Prerequisites Crane Stance
Trigger You are targeted with an attack by an observed attacker.
Requirements You are in Crane Stance.
You interpose your arm between yourself and your opponent. Your circumstance bonus to AC from Crane Stance increases to +3 against the triggering attack. If the attack misses you and the attacker is within your reach, you can immediately make a crane wing Strike against the attacker at a –2 penalty.
◆
MONK STANCE
Requirements You are unarmored.
Your arms flutter like a crane’s wings. You gain a +1 circumstance bonus to AC, but the only Strikes you can make are crane wing attacks. These deal 1d6 bludgeoning damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. While in Crane Stance, reduce the DC for High Jump and Long Jump by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet vertically.
Requirements You are unarmored.
Your arms flutter like a crane’s wings. You gain a +1 circumstance bonus to AC, but the only Strikes you can make are crane wing attacks. These deal 1d6 bludgeoning damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. While in Crane Stance, reduce the DC for High Jump and Long Jump by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet vertically.
MONK
Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully Grapple a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack nonlethal with no penalty.
Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully Grapple a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack nonlethal with no penalty.
MONK
You are as light as a leaf on the breeze. When you Leap or succeed at a High Jump or Long Jump, increase the distance you jump by 5 feet. When calculating the damage you take from falling, don’t count any distance fallen while you are adjacent to a wall.
You are as light as a leaf on the breeze. When you Leap or succeed at a High Jump or Long Jump, increase the distance you jump by 5 feet. When calculating the damage you take from falling, don’t count any distance fallen while you are adjacent to a wall.
↺
MONK
Trigger You are the target of a physical ranged attack.
Requirements You’re aware of the attack, are not off-guard against it, and have a hand free.
You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you have deflected it. You cannot use this feat to deflect unusually massive ranged projectiles (such as boulders or ballista bolts).
Trigger You are the target of a physical ranged attack.
Requirements You’re aware of the attack, are not off-guard against it, and have a hand free.
You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you have deflected it. You cannot use this feat to deflect unusually massive ranged projectiles (such as boulders or ballista bolts).
MONK
Your body hardens as you combine your attacks, making your finishing blows more damaging. Your unarmed attacks gain the forceful and deadly d10 traits. Any that already had one or both of these traits increase their weapon damage dice by one step.
Your body hardens as you combine your attacks, making your finishing blows more damaging. Your unarmed attacks gain the forceful and deadly d10 traits. Any that already had one or both of these traits increase their weapon damage dice by one step.
◆◆
MONK VOID
You carefully target a creature’s pressure points to block its inner life force. Make an unarmed Strike. If it deals damage to a living creature, that creature takes 2d6 persistent void damage and is enfeebled 1 until the persistent damage ends. If you’re 18th level or higher, the persistent void damage increases to 3d6.
You carefully target a creature’s pressure points to block its inner life force. Make an unarmed Strike. If it deals damage to a living creature, that creature takes 2d6 persistent void damage and is enfeebled 1 until the persistent damage ends. If you’re 18th level or higher, the persistent void damage increases to 3d6.
↺
MONK
Prerequisites master in Acrobatics
Trigger You take damage from an area effect that allows a Reflex save.
You dodge a blow at the last possible moment. You Step and gain resistance to all damage equal to your level against the triggering effect. If your Step moves you out of the triggering effect’s area, this resistance is instead equal to your level plus your Dexterity modifier.
Prerequisites master in Acrobatics
Trigger You take damage from an area effect that allows a Reflex save.
You dodge a blow at the last possible moment. You Step and gain resistance to all damage equal to your level against the triggering effect. If your Step moves you out of the triggering effect’s area, this resistance is instead equal to your level plus your Dexterity modifier.
◆
AUDITORY EMOTION FEAR MENTAL MONK
Prerequisites Dragon Stance
Requirements You are in Dragon Stance.
You bellow, instilling fear in your enemies.
Enemies within a 15-foot emanation must succeed at a Will save against your Intimidation DC or be frightened 1 (frightened 2 on a critical failure). When a creature frightened by the roar begins its turn adjacent to you, it can’t reduce its frightened value below 1 on that turn. Your first attack that hits a frightened creature after you roar and before the end of your next turn gains a +4 circumstance bonus to damage.
After you use Dragon Roar, you can’t use it again for 1d4 rounds. Its effects end immediately if you leave Dragon Stance. Creatures in the area are then temporarily immune for 1 minute.
Prerequisites Dragon Stance
Requirements You are in Dragon Stance.
You bellow, instilling fear in your enemies.
Enemies within a 15-foot emanation must succeed at a Will save against your Intimidation DC or be frightened 1 (frightened 2 on a critical failure). When a creature frightened by the roar begins its turn adjacent to you, it can’t reduce its frightened value below 1 on that turn. Your first attack that hits a frightened creature after you roar and before the end of your next turn gains a +4 circumstance bonus to damage.
After you use Dragon Roar, you can’t use it again for 1d4 rounds. Its effects end immediately if you leave Dragon Stance. Creatures in the area are then temporarily immune for 1 minute.
◆
MONK STANCE
Requirements You are unarmored.
You enter the stance of a dragon and make powerful leg strikes like a lashing dragon’s tail. You can make dragon tail attacks that deal 1d10 bludgeoning damage. They are in the brawling group and have the backswing, nonlethal, and unarmed traits.
While in Dragon Stance, you can ignore the first square of difficult terrain while Striding.
Requirements You are unarmored.
You enter the stance of a dragon and make powerful leg strikes like a lashing dragon’s tail. You can make dragon tail attacks that deal 1d10 bludgeoning damage. They are in the brawling group and have the backswing, nonlethal, and unarmed traits.
While in Dragon Stance, you can ignore the first square of difficult terrain while Striding.
MONK
Prerequisites inner upheaval
You can color your qi in bright elemental energy. When you cast inner upheaval, in addition to the damage types normally available, you can deliver the extra damage with elemental magic, adding the element’s trait and changing the damage type to the listed one: air electricity (sparking gust), earth bludgeoning (chunk of stone), fire fire (flickering flame), metal slashing (flying metal shards), water cold (wave of frigid water), or wood bludgeoning (pummeling pine cones).
Prerequisites inner upheaval
You can color your qi in bright elemental energy. When you cast inner upheaval, in addition to the damage types normally available, you can deliver the extra damage with elemental magic, adding the element’s trait and changing the damage type to the listed one: air electricity (sparking gust), earth bludgeoning (chunk of stone), fire fire (flickering flame), metal slashing (flying metal shards), water cold (wave of frigid water), or wood bludgeoning (pummeling pine cones).
MONK
You move as fast and freely as the wind. You’re permanently quickened. You can use your extra action to Stride or Leap, or to provide one of the actions needed for a High Jump or Long Jump.
You move as fast and freely as the wind. You’re permanently quickened. You can use your extra action to Stride or Leap, or to provide one of the actions needed for a High Jump or Long Jump.
MONK
Prerequisites expert in Athletics
Your flurry is a combination of maneuvers. You can replace one or both of your attacks during a Flurry of Blows with Grapples, Repositions, Shoves, or Trips.
Prerequisites expert in Athletics
Your flurry is a combination of maneuvers. You can replace one or both of your attacks during a Flurry of Blows with Grapples, Repositions, Shoves, or Trips.
◆◆
MONK
You launch yourself at a foe. Make a Leap or attempt a High Jump or Long Jump. At the end of the jump, if you’re adjacent to a foe, you can immediately Strike that foe with an unarmed attack, even if the foe is in midair. You fall to the ground after the Strike. If the distance you fall is no more than the height of your jump, you land upright and take no damage.
You launch yourself at a foe. Make a Leap or attempt a High Jump or Long Jump. At the end of the jump, if you’re adjacent to a foe, you can immediately Strike that foe with an unarmed attack, even if the foe is in midair. You fall to the ground after the Strike. If the distance you fall is no more than the height of your jump, you land upright and take no damage.
◆
CONCENTRATE MONK
Prerequisites Monastic Archer Stance
Requirements You are in Monastic Archer Stance.
You achieve a state of perfect calm before unleashing your attack, opening your mind to the minute movements of the world around you to increase your accuracy. Make a ranged weapon Strike against a target within your weapon’s first range increment. This Strike ignores the target’s concealed condition and all cover.
Prerequisites Monastic Archer Stance
Requirements You are in Monastic Archer Stance.
You achieve a state of perfect calm before unleashing your attack, opening your mind to the minute movements of the world around you to increase your accuracy. Make a ranged weapon Strike against a target within your weapon’s first range increment. This Strike ignores the target’s concealed condition and all cover.
◆
ATTACK MONK
Requirements You have a foe grabbed or restrained.
Your ability to control your own qi empowers you to pressure other creatures into resuming their true forms. Attempt an Athletics check to counteract a polymorph effect currently affecting your target. If the target is somehow under the effect of multiple polymorph effects, you can choose which one to attempt to counteract, or the GM chooses randomly if the separate effects aren’t obvious. The target is then temporarily immune for 1 day.
Requirements You have a foe grabbed or restrained.
Your ability to control your own qi empowers you to pressure other creatures into resuming their true forms. Attempt an Athletics check to counteract a polymorph effect currently affecting your target. If the target is somehow under the effect of multiple polymorph effects, you can choose which one to attempt to counteract, or the GM chooses randomly if the separate effects aren’t obvious. The target is then temporarily immune for 1 day.
MONK
Prerequisites at least two stances
You have combined two stances into a single stance all your own.
When you take this feat, choose two stances you know and combine them into a single fused stance. Give your new fused stance a unique name. When you enter your fused stance, you gain all the effects of both stances, including the requirements and restrictions.
If the stances both grant special attacks, you gain all those attacks. If a stance restricts you to one particular attack (such as Crane Stance), you must abide by that restriction. If the fused stances have incompatible restrictions, the GM determines which apply, or determines you can’t fuse those stances at all.
Prerequisites at least two stances
You have combined two stances into a single stance all your own.
When you take this feat, choose two stances you know and combine them into a single fused stance. Give your new fused stance a unique name. When you enter your fused stance, you gain all the effects of both stances, including the requirements and restrictions.
If the stances both grant special attacks, you gain all those attacks. If a stance restricts you to one particular attack (such as Crane Stance), you must abide by that restriction. If the fused stances have incompatible restrictions, the GM determines which apply, or determines you can’t fuse those stances at all.
◆◆◆
MONK
Prerequisites Crushing Grab, Whirling Throw
Requirements You have a creature grabbed or restrained.
You have mastered an ultimate grappling technique capable of breaking even the mightiest of foes.
You hurl the creature 20 feet into the air, following behind it with a powerful jump, and then make an unarmed Strike. If the Strike is successful, you can repeat this process up to two more times, moving the creature an additional 20 feet directly up into the air with each Strike; the creature keeps the grabbed or restrained condition throughout the sequence. If you miss with any of the Strikes, Godbreaker and the grabbed or restrained condition immediately end and both you and the opponent fall, taking falling damage as normal for the total height of your jump.
If all three Strikes are successful, you immediately grab the creature and bring it crashing to the ground, dealing your unarmed Strike damage plus falling damage to it. You land on your feet adjacent to the creature, you take no damage from the fall, and the creature remains grabbed or restrained by you.
Prerequisites Crushing Grab, Whirling Throw
Requirements You have a creature grabbed or restrained.
You have mastered an ultimate grappling technique capable of breaking even the mightiest of foes.
You hurl the creature 20 feet into the air, following behind it with a powerful jump, and then make an unarmed Strike. If the Strike is successful, you can repeat this process up to two more times, moving the creature an additional 20 feet directly up into the air with each Strike; the creature keeps the grabbed or restrained condition throughout the sequence. If you miss with any of the Strikes, Godbreaker and the grabbed or restrained condition immediately end and both you and the opponent fall, taking falling damage as normal for the total height of your jump.
If all three Strikes are successful, you immediately grab the creature and bring it crashing to the ground, dealing your unarmed Strike damage plus falling damage to it. You land on your feet adjacent to the creature, you take no damage from the fall, and the creature remains grabbed or restrained by you.
MONK
Prerequisites Qi Spells
You have unlocked a qi technique achievable only by those who attain complete mastery of both their body and their spirit. You gain embrace nothingness, qi form, or another 9th-rank qi spell you have access to.
Special You can select this feat more than once, choosing a different spell each time.
Prerequisites Qi Spells
You have unlocked a qi technique achievable only by those who attain complete mastery of both their body and their spirit. You gain embrace nothingness, qi form, or another 9th-rank qi spell you have access to.
Special You can select this feat more than once, choosing a different spell each time.
MONK
Your guard is up, even while moving. You gain a +4 circumstance bonus to AC against reactions triggered by your movement.
Your guard is up, even while moving. You gain a +4 circumstance bonus to AC against reactions triggered by your movement.
MONK
Prerequisites Qi Spells
You can restore your health by tapping into your qi. You gain the harmonize self qi spell.
Prerequisites Qi Spells
You can restore your health by tapping into your qi. You gain the harmonize self qi spell.
MONK
Prerequisites Master of Many Styles
You flow from technique to technique, renewing yourself as you embrace each style you have mastered. The first time each round that you use an action that has both the monk and stance traits, you gain 20 temporary Hit Points that last until the start of your next turn.
Prerequisites Master of Many Styles
You flow from technique to technique, renewing yourself as you embrace each style you have mastered. The first time each round that you use an action that has both the monk and stance traits, you gain 20 temporary Hit Points that last until the start of your next turn.
↺
FORTUNE MONK
Trigger An enemy’s attack hits you or you fail a saving throw against an enemy’s ability.
Requirements You are not armored or fatigued.
You execute a maneuver that defies possibility. If the triggering effect was an enemy’s attack hitting you, the enemy rerolls the attack roll and uses the lower result. If the triggering effect was you failing a saving throw, you reroll the saving throw and use the higher result.
Trigger An enemy’s attack hits you or you fail a saving throw against an enemy’s ability.
Requirements You are not armored or fatigued.
You execute a maneuver that defies possibility. If the triggering effect was an enemy’s attack hitting you, the enemy rerolls the attack roll and uses the lower result. If the triggering effect was you failing a saving throw, you reroll the saving throw and use the higher result.
MONK
Prerequisites Knockback Strike
When you successfully Shove a creature, increase both the distance you can push the creature and the distance you can move to follow along with the target by 5 feet on a success or 10 feet on a critical success. If you push the target into another creature or obstacle, they both take 1d6 bludgeoning damage per 5 feet of movement that was prevented.
Prerequisites Knockback Strike
When you successfully Shove a creature, increase both the distance you can push the creature and the distance you can move to follow along with the target by 5 feet on a success or 10 feet on a critical success. If you push the target into another creature or obstacle, they both take 1d6 bludgeoning damage per 5 feet of movement that was prevented.
◆
MONK STANCE
Requirements You are unarmored.
You enter the stance of impenetrable iron, refusing to yield to any blow.
You can make iron sweep unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the nonlethal, parry, sweep, and unarmed traits.
While in Ironblood Stance, you gain resistance 2 to all damage. The resistance increases to 3 at 12th level, to 4 at 16th level, and to 5 at 20th level.
Requirements You are unarmored.
You enter the stance of impenetrable iron, refusing to yield to any blow.
You can make iron sweep unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the nonlethal, parry, sweep, and unarmed traits.
While in Ironblood Stance, you gain resistance 2 to all damage. The resistance increases to 3 at 12th level, to 4 at 16th level, and to 5 at 20th level.
◆
MONK
Prerequisites Ironblood Stance
Requirements You are in Ironblood Stance.
You steel yourself, preparing to resist oncoming attacks and using your muscles to absorb the impact. You gain the benefits of your iron sweep’s parry trait (a +1 circumstance bonus to AC until the start of your next turn) and your resistance from Ironblood Stance increases to your Strength modifier (if it’s higher) for the same duration.
Prerequisites Ironblood Stance
Requirements You are in Ironblood Stance.
You steel yourself, preparing to resist oncoming attacks and using your muscles to absorb the impact. You gain the benefits of your iron sweep’s parry trait (a +1 circumstance bonus to AC until the start of your next turn) and your resistance from Ironblood Stance increases to your Strength modifier (if it’s higher) for the same duration.
◆◆
CONCENTRATE MONK
You focus your strength into a blow powerful enough to push an enemy away from you. Make an unarmed Strike. If you hit, attempt an Athletics check to Shove the target. This attack uses the same multiple attack penalty as your Strike, and doesn’t count toward your multiple attack penalty.
You focus your strength into a blow powerful enough to push an enemy away from you. Make an unarmed Strike. If you hit, attempt an Athletics check to Shove the target. This attack uses the same multiple attack penalty as your Strike, and doesn’t count toward your multiple attack penalty.
◇
MONK
Prerequisites Qi Spells
Frequency Once per 10 minutes
Qi flows freely from within you. If your next action is to cast a qi spell that takes at least two actions to cast, reduce the number of actions to cast it by 1 (minimum 1 action).
Prerequisites Qi Spells
Frequency Once per 10 minutes
Qi flows freely from within you. If your next action is to cast a qi spell that takes at least two actions to cast, reduce the number of actions to cast it by 1 (minimum 1 action).
◇
MONK
Prerequisites Reflexive Stance
Trigger Your turn begins.
You can shift between stances without a thought, your movements an unceasing dance of martial arts forms. You use an action with the stance trait.
Prerequisites Reflexive Stance
Trigger Your turn begins.
You can shift between stances without a thought, your movements an unceasing dance of martial arts forms. You use an action with the stance trait.
MONK
Prerequisites Qi Spells
You have achieved near-total mastery of your qi. You gain medusa’s wrath, touch of death, or another 8th-rank qi spell you have access to.
Special You can select this feat more than once, choosing a different spell each time.
Prerequisites Qi Spells
You have achieved near-total mastery of your qi. You gain medusa’s wrath, touch of death, or another 8th-rank qi spell you have access to.
Special You can select this feat more than once, choosing a different spell each time.
MONK
Prerequisites Qi Spells
Your meditation is so effective that you can achieve a deep focus with the world around you. When you Refocus, you regain all your Focus Points instead of 1.
Prerequisites Qi Spells
Your meditation is so effective that you can achieve a deep focus with the world around you. When you Refocus, you regain all your Focus Points instead of 1.
◆◆
MONK
Prerequisite master in Athletics
You leverage your knowledge of martial arts to mix different maneuvers together into a single flowing combination. Choose any two of Grapple, Reposition, Shove, and Trip. Attempt both of the attacks you chose against the same or different creatures, but don’t apply the multiple attack penalty until after resolving both attacks.
Prerequisite master in Athletics
You leverage your knowledge of martial arts to mix different maneuvers together into a single flowing combination. Choose any two of Grapple, Reposition, Shove, and Trip. Attempt both of the attacks you chose against the same or different creatures, but don’t apply the multiple attack penalty until after resolving both attacks.
◆
MONK STANCE
Requirements You are unarmored and wielding a longbow, a shortbow, or a bow with the monk trait.
You enter a specialized stance for a unique martial art centered around the use of a bow. While in this stance, the only Strikes you can make are those using longbows, shortbows, or bows with the monk trait. You can use Flurry of Blows with these bows. You can use your other monk feats or monk abilities that normally require unarmed attacks with these bows when attacking within half the first range increment (normally 50 feet for a longbow and 30 feet for a shortbow), so long as the feat or ability doesn’t require a single, specific Strike.
Special When you select this feat, you become trained in the longbow, shortbow, and any simple and martial bows with the monk trait. If you gain the expert strikes class feature, your proficiency rank for these weapons increases to expert, and if you gain the master strikes class feature, your proficiency rank for these weapons increases to master.
Requirements You are unarmored and wielding a longbow, a shortbow, or a bow with the monk trait.
You enter a specialized stance for a unique martial art centered around the use of a bow. While in this stance, the only Strikes you can make are those using longbows, shortbows, or bows with the monk trait. You can use Flurry of Blows with these bows. You can use your other monk feats or monk abilities that normally require unarmed attacks with these bows when attacking within half the first range increment (normally 50 feet for a longbow and 30 feet for a shortbow), so long as the feat or ability doesn’t require a single, specific Strike.
Special When you select this feat, you become trained in the longbow, shortbow, and any simple and martial bows with the monk trait. If you gain the expert strikes class feature, your proficiency rank for these weapons increases to expert, and if you gain the master strikes class feature, your proficiency rank for these weapons increases to master.
MONK
You have trained with the weaponry of your monastery or school.
You gain access to uncommon weapons with the monk trait and become trained in simple and martial monk weapons. When your proficiency for unarmed attacks increases to expert or master, your proficiency rank for these weapons increases to expert or master as well. If you have familiarity with an agile or finesse weapon (such as from the Catfolk Weapon Familiarity feat), that weapon also gains the monk trait for you.
You can use melee monk weapons with any of your monk feats or monk abilities that normally require unarmed attacks, though not if the feat or ability requires you to use a single specific type of attack, such as Crane Stance.
If you gain the critical specialization benefit for unarmed attacks—with the expert strikes class feature, for example— you also gain it with monk weapons.
You have trained with the weaponry of your monastery or school.
You gain access to uncommon weapons with the monk trait and become trained in simple and martial monk weapons. When your proficiency for unarmed attacks increases to expert or master, your proficiency rank for these weapons increases to expert or master as well. If you have familiarity with an agile or finesse weapon (such as from the Catfolk Weapon Familiarity feat), that weapon also gains the monk trait for you.
You can use melee monk weapons with any of your monk feats or monk abilities that normally require unarmed attacks, though not if the feat or ability requires you to use a single specific type of attack, such as Crane Stance.
If you gain the critical specialization benefit for unarmed attacks—with the expert strikes class feature, for example— you also gain it with monk weapons.
◆
MONK
Prerequisites Mountain Stronghold
Requirements You are in Mountain Stance.
You stomp, shaking the earth beneath you. Creatures on the ground within a 20-foot emanation take damage equal to your Strength modifier (minimum 0), with a basic Fortitude save against your class DC. On a failure, they also fall prone. After you use this action, you can’t use it again for 1d4 rounds.
Special If you have this feat, the Dexterity modifier cap to your AC while using Mountain Stance increases from +1 to +2.
Prerequisites Mountain Stronghold
Requirements You are in Mountain Stance.
You stomp, shaking the earth beneath you. Creatures on the ground within a 20-foot emanation take damage equal to your Strength modifier (minimum 0), with a basic Fortitude save against your class DC. On a failure, they also fall prone. After you use this action, you can’t use it again for 1d4 rounds.
Special If you have this feat, the Dexterity modifier cap to your AC while using Mountain Stance increases from +1 to +2.
◆
MONK STANCE
Requirements You are unarmored and touching the ground.
You enter the stance of an implacable mountain—a technique created by dwarven monks—allowing you to strike with the weight of an avalanche and block blows with your garments.
The only Strikes you can make are falling stone unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the forceful, nonlethal, and unarmed traits.
While in Mountain Stance, you gain a +4 item bonus to AC and a +2 circumstance bonus to any defenses against Reposition, Shove, Trip, and other forced movement effects. You have a Dexterity modifier cap to your AC of +0, meaning you don’t add your Dexterity to your AC, and your Speeds are all reduced by 5 feet. The item bonus to AC from Mountain Stance is cumulative with armor potency runes on your explorer’s clothing, mystic armor, and bands of force.
Requirements You are unarmored and touching the ground.
You enter the stance of an implacable mountain—a technique created by dwarven monks—allowing you to strike with the weight of an avalanche and block blows with your garments.
The only Strikes you can make are falling stone unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the forceful, nonlethal, and unarmed traits.
While in Mountain Stance, you gain a +4 item bonus to AC and a +2 circumstance bonus to any defenses against Reposition, Shove, Trip, and other forced movement effects. You have a Dexterity modifier cap to your AC of +0, meaning you don’t add your Dexterity to your AC, and your Speeds are all reduced by 5 feet. The item bonus to AC from Mountain Stance is cumulative with armor potency runes on your explorer’s clothing, mystic armor, and bands of force.
◆
MONK
Prerequisites Mountain Stance
Requirements You are in Mountain Stance.
You focus on your connection to the earth and call upon the mountain to block attacks against you. You gain a +2 circumstance bonus to AC until the beginning of your next turn.
Special If you have this feat, the Dexterity modifier cap to your AC while you’re in Mountain Stance increases from +0 to +1.
Prerequisites Mountain Stance
Requirements You are in Mountain Stance.
You focus on your connection to the earth and call upon the mountain to block attacks against you. You gain a +2 circumstance bonus to AC until the beginning of your next turn.
Special If you have this feat, the Dexterity modifier cap to your AC while you’re in Mountain Stance increases from +0 to +1.
◆◆ OR ◆◆◆
MONK
Prerequisites expert strikes
You put all your force into a single mighty, carefully controlled blow.
Make an unarmed Strike. If you spend two actions and this Strike hits, you deal an extra die of weapon damage. You can instead spend 3 actions to perform an even more powerful attack, dealing a second additional die of weapon damage on a hit.
If you’re at least 10th level, the number of additional dice you add from this feat doubles, for a total of 2 additional dice if you spend 2 actions or 4 additional dice if you spend 3 actions. If you’re at least 18th level, the number of additional dice you add from this feat triples, for a total of 3 additional dice if you spend 2 actions or 6 additional dice if you spend 3 actions.
Prerequisites expert strikes
You put all your force into a single mighty, carefully controlled blow.
Make an unarmed Strike. If you spend two actions and this Strike hits, you deal an extra die of weapon damage. You can instead spend 3 actions to perform an even more powerful attack, dealing a second additional die of weapon damage on a hit.
If you’re at least 10th level, the number of additional dice you add from this feat doubles, for a total of 2 additional dice if you spend 2 actions or 4 additional dice if you spend 3 actions. If you’re at least 18th level, the number of additional dice you add from this feat triples, for a total of 3 additional dice if you spend 2 actions or 6 additional dice if you spend 3 actions.
MONK
Prerequisites One-Inch Punch
Your punches have incredible force and control.
When you damage a target using One-Inch Punch, you can focus your qi to send the foe flying. If you do, the target must attempt a Fortitude save against your class DC.
Critical Success The target is unaffected.
Success The target is pushed back 5 feet.
Failure The target is pushed back 10 feet.
Critical Failure The target is pushed back 10 feet for each action you spent on One-Inch Punch.
Prerequisites One-Inch Punch
Your punches have incredible force and control.
When you damage a target using One-Inch Punch, you can focus your qi to send the foe flying. If you do, the target must attempt a Fortitude save against your class DC.
Critical Success The target is unaffected.
Success The target is pushed back 5 feet.
Failure The target is pushed back 10 feet.
Critical Failure The target is pushed back 10 feet for each action you spent on One-Inch Punch.
◆
CONCENTRATE MONK SPELLSHAPE
Prerequisites Qi Spells
You control your breathing and align it with your qi, exhaling with controlled force in order to overcome your opponent’s resistance. If you use your next action to Cast a Spell that has the monk trait and no duration, the spell and any Strikes you make as a result of casting it ignore an amount of the target’s resistance to physical damage equal to your level.
Prerequisites Qi Spells
You control your breathing and align it with your qi, exhaling with controlled force in order to overcome your opponent’s resistance. If you use your next action to Cast a Spell that has the monk trait and no duration, the spell and any Strikes you make as a result of casting it ignore an amount of the target’s resistance to physical damage equal to your level.
MONK
Your mastery over your body is perfect enough to hold back the ravages of time. You cease aging, though you still die when your time is up. In addition, you gain a +2 status bonus to Fortitude and Will saving throws.
Your mastery over your body is perfect enough to hold back the ravages of time. You cease aging, though you still die when your time is up. In addition, you gain a +2 status bonus to Fortitude and Will saving throws.
↺
MONK
Trigger You use Flurry of Blows to make two ranged piercing weapon Strikes against the same target.
You target your opponent’s clothing, equipment, or loose flesh with a series of piercing projectiles to pin them to the ground or a nearby surface. If both your attacks hit, the target must succeed at a Reflex save against your class DC or become immobilized until it or an adjacent creature succeeds at a DC 10 Athletics check to remove the pinning projectiles. The creature doesn’t become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.
Trigger You use Flurry of Blows to make two ranged piercing weapon Strikes against the same target.
You target your opponent’s clothing, equipment, or loose flesh with a series of piercing projectiles to pin them to the ground or a nearby surface. If both your attacks hit, the target must succeed at a Reflex save against your class DC or become immobilized until it or an adjacent creature succeeds at a DC 10 Athletics check to remove the pinning projectiles. The creature doesn’t become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.
↺
MONK
Prerequisites at least one stance feat
Trigger You are targeted by an attack or attempt a Reflex saving throw against a damaging effect, and you are in a stance.
Your flexibility with stances lets you sacrifice their benefits to better protect yourself. You leave the stance you were in, gaining a +4 circumstance bonus to the triggering saving throw or to your AC against the triggering attack.
Prerequisites at least one stance feat
Trigger You are targeted by an attack or attempt a Reflex saving throw against a damaging effect, and you are in a stance.
Your flexibility with stances lets you sacrifice their benefits to better protect yourself. You leave the stance you were in, gaining a +4 circumstance bonus to the triggering saving throw or to your AC against the triggering attack.
MONK
Prerequisites Deflect Projectile
You pluck missiles from the air and hurl them back at their source. When you successfully deflect an attack with Deflect Projectile, as part of that same reaction, you can then immediately make a ranged Strike against the attacker using the projectile you deflected. This is a thrown weapon with the same range increment and effect on a hit as the triggering attack.
Prerequisites Deflect Projectile
You pluck missiles from the air and hurl them back at their source. When you successfully deflect an attack with Deflect Projectile, as part of that same reaction, you can then immediately make a ranged Strike against the attacker using the projectile you deflected. This is a thrown weapon with the same range increment and effect on a hit as the triggering attack.
◇
MONK
Prerequisites Qi Spells, Master of Many Styles
Frequency once per minute
You center yourself with the universe and draw upon its vast power. You cast a single action qi spell with the stance trait, without spending a Focus Point.
Prerequisites Qi Spells, Master of Many Styles
Frequency once per minute
You center yourself with the universe and draw upon its vast power. You cast a single action qi spell with the stance trait, without spending a Focus Point.
MONK
You have cultivated your qi to produce magical effects. You gain inner upheaval, qi rush, or another 1st-rank monk qi spell you have access to.
Special You can select this feat more than once, choosing a different spell each time.
You have cultivated your qi to produce magical effects. You gain inner upheaval, qi rush, or another 1st-rank monk qi spell you have access to.
Special You can select this feat more than once, choosing a different spell each time.
◇
MONK
Trigger You roll initiative.
You enter a stance without a thought. Use an action that has the stance trait.
Trigger You roll initiative.
You enter a stance without a thought. Use an action that has the stance trait.
MONK
Prerequisites Deflect Projectile, Monastic Archer Stance
Requirements You are in Monastic Archer Stance, are wielding a bow, and have a free hand.
Snatching an arrow out of the air, you instantly put it to your bow and return fire. When you successfully Deflect a Projectile that’s an arrow, as part of that reaction you can immediately make a ranged bow Strike from your own bow by firing the arrow you deflected.
Prerequisites Deflect Projectile, Monastic Archer Stance
Requirements You are in Monastic Archer Stance, are wielding a bow, and have a free hand.
Snatching an arrow out of the air, you instantly put it to your bow and return fire. When you successfully Deflect a Projectile that’s an arrow, as part of that reaction you can immediately make a ranged bow Strike from your own bow by firing the arrow you deflected.
MONK
Prerequisites Clinging Shadows Initiate
You can launch a wave of shadowy qi outward from your body, damaging your opponents and potentially binding them in place. You gain the shadow’s web qi spell.
Prerequisites Clinging Shadows Initiate
You can launch a wave of shadowy qi outward from your body, damaging your opponents and potentially binding them in place. You gain the shadow’s web qi spell.
◆◆
MONK
The force of your considered blow shatters objects and defenses alike. Make an unarmed Strike. It bypasses the target’s resistances. If the target has Hardness, the Strike treats the Hardness as if it were half its value.
The force of your considered blow shatters objects and defenses alike. Make an unarmed Strike. It bypasses the target’s resistances. If the target has Hardness, the Strike treats the Hardness as if it were half its value.
◆
MONK STANCE
Prerequisite Monastic Weaponry
You enter a stance that lets you throw shuriken with lightning speed. While in this stance, you can use your monk feats or monk abilities that normally require unarmed attacks with shuriken instead.
Prerequisite Monastic Weaponry
You enter a stance that lets you throw shuriken with lightning speed. While in this stance, you can use your monk feats or monk abilities that normally require unarmed attacks with shuriken instead.
◆
INCAPACITATION MONK
Requirements You have a creature grabbed or restrained.
You pinch crucial points of your target’s nervous system, impeding its ability to function.
Attempt an Athletics check to Grapple the creature, with the following success and critical success effects instead of the usual effects.
Critical Success The target falls unconscious for 1 minute, though it remains standing and doesn’t drop what it holds.
Success The target is clumsy 1 until the end of its next turn.
Requirements You have a creature grabbed or restrained.
You pinch crucial points of your target’s nervous system, impeding its ability to function.
Attempt an Athletics check to Grapple the creature, with the following success and critical success effects instead of the usual effects.
Critical Success The target falls unconscious for 1 minute, though it remains standing and doesn’t drop what it holds.
Success The target is clumsy 1 until the end of its next turn.
↺
MONK
Trigger A creature within your reach uses a move action or leaves a square during a move action it’s using.
You strike out when your foe tries to flee. Make a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a move action, you disrupt that action.
Trigger A creature within your reach uses a move action or leaves a square during a move action it’s using.
You strike out when your foe tries to flee. Make a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a move action, you disrupt that action.
MONK
Prerequisites expert in Deception, Stumbling Stance
Requirements You are in Stumbling Stance.
You lash out confusingly, with what seems to be a weak move, but instead allows you to unleash a dangerous flurry of blows upon your unsuspecting foe. When you use Flurry of Blows, you can attempt a check to Feint as a free action just before the first Strike. On a success, instead of making the target off-guard against your next attack, they become off-guard against both attacks from the Flurry of Blows.
Prerequisites expert in Deception, Stumbling Stance
Requirements You are in Stumbling Stance.
You lash out confusingly, with what seems to be a weak move, but instead allows you to unleash a dangerous flurry of blows upon your unsuspecting foe. When you use Flurry of Blows, you can attempt a check to Feint as a free action just before the first Strike. On a success, instead of making the target off-guard against your next attack, they become off-guard against both attacks from the Flurry of Blows.
◆
MONK STANCE
Prerequisite trained in Deception
You enter a seemingly unfocused stance that mimics the movements of the inebriated—bobbing, weaving, leaving false openings, and distracting your enemies from your true movements. While in this stance, you gain a +1 circumstance bonus to Deception checks to Feint. The only Strikes you can make are stumbling swing unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits. If an enemy hits you with a melee Strike while in this stance, it becomes off-guard against the next stumbling swing Strike you make against it before the end of your next turn.
Prerequisite trained in Deception
You enter a seemingly unfocused stance that mimics the movements of the inebriated—bobbing, weaving, leaving false openings, and distracting your enemies from your true movements. While in this stance, you gain a +1 circumstance bonus to Deception checks to Feint. The only Strikes you can make are stumbling swing unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits. If an enemy hits you with a melee Strike while in this stance, it becomes off-guard against the next stumbling swing Strike you make against it before the end of your next turn.
MONK
Prerequisites Flurry of Blows
The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.
Prerequisites Flurry of Blows
The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.
◇
MONK
Trigger Your turn ends and you have a status penalty to your Speed or are immobilized or slowed.
You flow like water, avoiding all restraints. End one status penalty to your speed, or end one immobilized or slowed condition affecting you.
Trigger Your turn ends and you have a status penalty to your Speed or are immobilized or slowed.
You flow like water, avoiding all restraints. End one status penalty to your speed, or end one immobilized or slowed condition affecting you.
◆
MONK
Prerequisites Tangled Forest Stance
Requirements You are in Tangled Forest Stance.
You reposition foes with raking attacks. Make a lashing branch Strike. If you hit and deal damage, you can Reposition the target up to 10 feet. You can move the target through your space during this movement.
Prerequisites Tangled Forest Stance
Requirements You are in Tangled Forest Stance.
You reposition foes with raking attacks. Make a lashing branch Strike. If you hit and deal damage, you can Reposition the target up to 10 feet. You can move the target through your space during this movement.
◆
MONK STANCE
Requirements You are unarmored.
You extend your arms like gnarled branches to interfere with your foes’ movements.
You can make lashing branch unarmed attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits.
While you’re in Tangled Forest Stance and can act, every enemy in your reach that tries to move away from you must succeed at a Reflex save, Acrobatics check, or Athletics check against your class DC or be immobilized for that action. If you prefer, you can allow the enemy to move.
Requirements You are unarmored.
You extend your arms like gnarled branches to interfere with your foes’ movements.
You can make lashing branch unarmed attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits.
While you’re in Tangled Forest Stance and can act, every enemy in your reach that tries to move away from you must succeed at a Reflex save, Acrobatics check, or Athletics check against your class DC or be immobilized for that action. If you prefer, you can allow the enemy to move.
◆◆
MONK
Prerequisites Tiger Stance
Requirements You are in Tiger Stance.
You make a fierce swipe with both hands. Make a tiger claw Strike. It deals two extra weapon damage dice (three extra dice if you’re 14th level or higher), and you can push the target 5 feet away as if you had successfully Shoved them. If the attack is a critical success and deals damage, add your Strength modifier to the persistent bleed damage from your tiger claw.
Prerequisites Tiger Stance
Requirements You are in Tiger Stance.
You make a fierce swipe with both hands. Make a tiger claw Strike. It deals two extra weapon damage dice (three extra dice if you’re 14th level or higher), and you can push the target 5 feet away as if you had successfully Shoved them. If the attack is a critical success and deals damage, add your Strength modifier to the persistent bleed damage from your tiger claw.
◆
MONK STANCE
Requirements You are unarmored.
You enter the stance of a tiger and can make tiger claw attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. On a critical success with your tiger claws, if you deal damage, the target takes 1d4 persistent bleed damage.
As long as your Speed is at least 20 feet while in Tiger Stance, you can Step 10 feet.
Requirements You are unarmored.
You enter the stance of a tiger and can make tiger claw attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. On a critical success with your tiger claws, if you deal damage, the target takes 1d4 persistent bleed damage.
As long as your Speed is at least 20 feet while in Tiger Stance, you can Step 10 feet.
◆◆
CONCENTRATE FORTUNE MONK
Prerequisites Monastic Archer Stance, Stunning Blows
Requirements You are in Monastic Archer Stance and wielding a bow usable with that stance.
You string three arrows to your bow and fire them all at once. Make three ranged Strikes against a single target with the required weapon, each using your current multiple attack penalty, and you take an additional –2 penalty. This counts as two attacks when calculating your multiple attack penalty, and you combine the attacks’ damage for the purpose of resistances and weaknesses. Your Stunning Blows benefit applies to Triangle Shot, even though it isn’t a Flurry of Blows. If all three Strikes hit, the target takes 3d6 persistent bleed damage.
Prerequisites Monastic Archer Stance, Stunning Blows
Requirements You are in Monastic Archer Stance and wielding a bow usable with that stance.
You string three arrows to your bow and fire them all at once. Make three ranged Strikes against a single target with the required weapon, each using your current multiple attack penalty, and you take an additional –2 penalty. This counts as two attacks when calculating your multiple attack penalty, and you combine the attacks’ damage for the purpose of resistances and weaknesses. Your Stunning Blows benefit applies to Triangle Shot, even though it isn’t a Flurry of Blows. If all three Strikes hit, the target takes 3d6 persistent bleed damage.
◆
MONK
You defy gravity, traversing vertical planes as easily as the ground. Stride up to your Speed. You must start your movement on a horizontal surface. During this movement, you can run up vertical surfaces, like walls, at your full Speed. If you end the Stride off the ground, you fall after taking your next action or when your turn ends, whichever comes first (though you can Grab an Edge, if applicable). If you have Water Step or a similar ability, Wall Run lets you run along flimsy vertical surfaces, as well as vertical liquids, such as a waterfall.
You defy gravity, traversing vertical planes as easily as the ground. Stride up to your Speed. You must start your movement on a horizontal surface. During this movement, you can run up vertical surfaces, like walls, at your full Speed. If you end the Stride off the ground, you fall after taking your next action or when your turn ends, whichever comes first (though you can Grab an Edge, if applicable). If you have Water Step or a similar ability, Wall Run lets you run along flimsy vertical surfaces, as well as vertical liquids, such as a waterfall.
MONK
You can Stride across liquid and surfaces that don’t support your weight. This benefit lasts only during your movement. If you end your movement on a surface that can’t support you, you fall in or it collapses as normal.
You can Stride across liquid and surfaces that don’t support your weight. This benefit lasts only during your movement. If you end your movement on a surface that can’t support you, you fall in or it collapses as normal.
◆
MONK STANCE
Prerequisites Monastic Weaponry
You enter a mindful stance that creates a deep connection between you and your monk weapons, allowing you to manipulate them with your qi, even at a distance. All melee monk weapons you wield with the finesse trait gain the thrown 10 feet trait (unless they already have the thrown trait with a greater range).
Once you’ve made a thrown Strike with such a weapon, you can use the precision of your throw to make additional strikes with it, even from a distance. Start from the space of the previous Strike’s target to determine the range increment and whether the new target has cover. At the end of your turn, the thrown weapon flies directly back to you in a straight line. If a solid barrier blocks its path, it falls to the ground after hitting the barrier.
Prerequisites Monastic Weaponry
You enter a mindful stance that creates a deep connection between you and your monk weapons, allowing you to manipulate them with your qi, even at a distance. All melee monk weapons you wield with the finesse trait gain the thrown 10 feet trait (unless they already have the thrown trait with a greater range).
Once you’ve made a thrown Strike with such a weapon, you can use the precision of your throw to make additional strikes with it, even from a distance. Start from the space of the previous Strike’s target to determine the range increment and whether the new target has cover. At the end of your turn, the thrown weapon flies directly back to you in a straight line. If a solid barrier blocks its path, it falls to the ground after hitting the barrier.
◆
ATTACK MONK
Requirements You have a creature grabbed or restrained.
You propel your enemy away.
Attempt an Athletics check against the foe’s Fortitude DC. You take a –2 circumstance penalty to your check if the target is one size larger than you and a –4 circumstance penalty if it’s larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it’s smaller than that.
Critical Success You throw the creature any distance up to 10 feet, plus 5 feet × your Strength modifier. It takes bludgeoning damage equal to your Strength modifier plus 1d6 per 10 feet you threw it. If you threw the target at least 10 feet and into a solid obstacle, use the maximum distance you could have thrown it to calculate the damage. The creature falls prone.
Success As critical success, but the creature doesn’t fall prone.
Failure You don’t throw the creature.
Critical Failure You don’t throw the creature, and it’s no longer grabbed or restrained by you.
Requirements You have a creature grabbed or restrained.
You propel your enemy away.
Attempt an Athletics check against the foe’s Fortitude DC. You take a –2 circumstance penalty to your check if the target is one size larger than you and a –4 circumstance penalty if it’s larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it’s smaller than that.
Critical Success You throw the creature any distance up to 10 feet, plus 5 feet × your Strength modifier. It takes bludgeoning damage equal to your Strength modifier plus 1d6 per 10 feet you threw it. If you threw the target at least 10 feet and into a solid obstacle, use the maximum distance you could have thrown it to calculate the damage. The creature falls prone.
Success As critical success, but the creature doesn’t fall prone.
Failure You don’t throw the creature.
Critical Failure You don’t throw the creature, and it’s no longer grabbed or restrained by you.
◆◆
AIR CONCENTRATE MANIPULATE MONK
Prerequisites Wild Winds Initiate
Requirements You are in Wild Winds Stance.
You build air pressure with repeated motions, before releasing an enormous crescent of rushing wind strikes. Make a wind crash Strike against each creature in your choice of a 30-foot cone or a 60 foot line. These attacks all count toward your multiple attack penalty, but the penalty doesn’t increase until after you make all the attacks.
Prerequisites Wild Winds Initiate
Requirements You are in Wild Winds Stance.
You build air pressure with repeated motions, before releasing an enormous crescent of rushing wind strikes. Make a wind crash Strike against each creature in your choice of a 30-foot cone or a 60 foot line. These attacks all count toward your multiple attack penalty, but the penalty doesn’t increase until after you make all the attacks.
MONK
Prerequisites Qi Spells
You learn a stance that lets you attack from a distance. You gain the wild winds stance qi spell. Though entering the stance is a qi spell, the wind crash Strikes the stance grants are not, so you can use them as often as you like while in the stance.
Prerequisites Qi Spells
You learn a stance that lets you attack from a distance. You gain the wild winds stance qi spell. Though entering the stance is a qi spell, the wind crash Strikes the stance grants are not, so you can use them as often as you like while in the stance.
MONK
Prerequisites Qi Spells
You gather the wind beneath you, allowing you to soar as you jump. You gain the wind jump qi spell.
Prerequisites Qi Spells
You gather the wind beneath you, allowing you to soar as you jump. You gain the wind jump qi spell.
◆
MONK
Frequency once per round
Any journey consists of more than simply reaching your destination. You use two of the following actions in any order: Stand, Step, and Stride. You can’t use the same action twice.
Frequency once per round
Any journey consists of more than simply reaching your destination. You use two of the following actions in any order: Stand, Step, and Stride. You can’t use the same action twice.
◆◆
MONK
Prerequisites Wolf Stance
Requirements You are in Wolf Stance.
You rip your enemy off their feet. Make a wolf jaw Strike. Your wolf jaw gains the fatal d12 trait for this Strike, and if the attack succeeds, you knock the target prone.
Prerequisites Wolf Stance
Requirements You are in Wolf Stance.
You rip your enemy off their feet. Make a wolf jaw Strike. Your wolf jaw gains the fatal d12 trait for this Strike, and if the attack succeeds, you knock the target prone.
◆
MONK STANCE
Requirements You are unarmored.
You enter the stance of a wolf, low to the ground with your hands held like fangs. You can make wolf jaw unarmed attacks. These deal 1d8 piercing damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits.
If you’re flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the trip trait.
Requirements You are unarmored.
You enter the stance of a wolf, low to the ground with your hands held like fangs. You can make wolf jaw unarmed attacks. These deal 1d8 piercing damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits.
If you’re flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the trip trait.
ARCHETYPE
Prerequisites Basic Mysteries
You gain one oracle feat. For meeting its prerequisites, your oracle level is equal to half your level.
Special You can select this feat more than once. Each time, you gain another oracle feat.
Prerequisites Basic Mysteries
You gain one oracle feat. For meeting its prerequisites, your oracle level is equal to half your level.
Special You can select this feat more than once. Each time, you gain another oracle feat.
ARCHETYPE
Prerequisites Oracle Dedication
You gain a 1st- or 2nd-level oracle feat of your choice.
Prerequisites Oracle Dedication
You gain a 1st- or 2nd-level oracle feat of your choice.
ARCHETYPE
Prerequisites Oracle Dedication
You gain the basic spellcasting benefits. When you gain a spell slot of a new rank from the oracle archetype, add a common divine spell or another divine spell you have learned or discovered (including the granted spells associated with your mystery) to your repertoire, of that spell rank.
Prerequisites Oracle Dedication
You gain the basic spellcasting benefits. When you gain a spell slot of a new rank from the oracle archetype, add a common divine spell or another divine spell you have learned or discovered (including the granted spells associated with your mystery) to your repertoire, of that spell rank.
ARCHETYPE
Prerequisites Basic Oracle Spellcasting, master in Religion
You gain the expert spellcasting benefits.
Prerequisites Basic Oracle Spellcasting, master in Religion
You gain the expert spellcasting benefits.
ARCHETYPE
Prerequisites Oracle Dedication
You gain your mystery’s initial revelation spell. If you don’t have one, you gain a focus pool of 1 Focus Point. You can Refocus by reconciling the conflicting nature of your mystery, which also reduces your cursebound value by 1.
Prerequisites Oracle Dedication
You gain your mystery’s initial revelation spell. If you don’t have one, you gain a focus pool of 1 Focus Point. You can Refocus by reconciling the conflicting nature of your mystery, which also reduces your cursebound value by 1.
ARCHETYPE
Prerequisites Expert Oracle Spellcasting, legendary in Religion
You gain the master spellcasting benefits.
Prerequisites Expert Oracle Spellcasting, legendary in Religion
You gain the master spellcasting benefits.
ARCHETYPE
Prerequisites Basic Oracle Spellcasting
Increase the number of spells in your repertoire and number of spell slots you gain from oracle archetype feats by 1 for each spell rank other than your two highest oracle spell slots.
Prerequisites Basic Oracle Spellcasting
Increase the number of spells in your repertoire and number of spell slots you gain from oracle archetype feats by 1 for each spell rank other than your two highest oracle spell slots.
ARCHETYPE DEDICATION MULTICLASS
Prerequisites Charisma +2
Choose a mystery. You become trained in Religion and the mystery’s skill; if you were already trained, you become trained in a skill of your choice. You gain the curse associated with your mystery, which follows the normal rules for an oracular curse. You cast spells like an oracle and gain the Cast a Spell activity. You gain a spell repertoire with two cantrips, either common divine cantrips or other divine cantrips you learn or discover. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for oracle archetype spells is Charisma, and they are divine oracle spells.
Prerequisites Charisma +2
Choose a mystery. You become trained in Religion and the mystery’s skill; if you were already trained, you become trained in a skill of your choice. You gain the curse associated with your mystery, which follows the normal rules for an oracular curse. You cast spells like an oracle and gain the Cast a Spell activity. You gain a spell repertoire with two cantrips, either common divine cantrips or other divine cantrips you learn or discover. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for oracle archetype spells is Charisma, and they are divine oracle spells.
◆◆
CURSEBOUND DIVINE ORACLE
Prerequisites ancestors or battle mystery
You beseech warrior spirits to come forth and aid you. Two ghostly warriors manifest within a 30-foot emanation of you and each attempt a Strike against an adjacent enemy, using your spell attack modifier. The warriors’ Strikes each deal 4d6 spirit damage and the warriors can flank with one another and with you and your allies. If you are cursebound 2 when you use The Dead Walk, you instead summon three warriors, and if you are cursebound 3, you instead summon four warriors. The warriors disappear at the start of your next turn.
Prerequisites ancestors or battle mystery
You beseech warrior spirits to come forth and aid you. Two ghostly warriors manifest within a 30-foot emanation of you and each attempt a Strike against an adjacent enemy, using your spell attack modifier. The warriors’ Strikes each deal 4d6 spirit damage and the warriors can flank with one another and with you and your allies. If you are cursebound 2 when you use The Dead Walk, you instead summon three warriors, and if you are cursebound 3, you instead summon four warriors. The warriors disappear at the start of your next turn.
◆◆
CURSEBOUND DIVINE ORACLE
Prerequisites ancestors or battle mystery
You beseech warrior spirits to come forth and aid you. Two ghostly warriors manifest within a 30-foot emanation of you and each attempt a Strike against an adjacent enemy, using your spell attack modifier. The warriors’ Strikes each deal 4d6 spirit damage and the warriors can flank with one another and with you and your allies. If you are cursebound 2 when you use The Dead Walk, you instead summon three warriors, and if you are cursebound 3, you instead summon four warriors. The warriors disappear at the start of your next turn.
Prerequisites ancestors or battle mystery
You beseech warrior spirits to come forth and aid you. Two ghostly warriors manifest within a 30-foot emanation of you and each attempt a Strike against an adjacent enemy, using your spell attack modifier. The warriors’ Strikes each deal 4d6 spirit damage and the warriors can flank with one another and with you and your allies. If you are cursebound 2 when you use The Dead Walk, you instead summon three warriors, and if you are cursebound 3, you instead summon four warriors. The warriors disappear at the start of your next turn.
◆
CURSEBOUND DIVINE ORACLE PREDICTION
Prerequisites bones or lore mystery
Frequency once per 10 minutes
You roll a handful of bones to learn (or perhaps influence) the future course of events.
Roll 1d4 and use the corresponding result below. Whenever you Roll the Bones of Fate, any effects from a previous usage immediately end.
Prerequisites bones or lore mystery
Frequency once per 10 minutes
You roll a handful of bones to learn (or perhaps influence) the future course of events.
Roll 1d4 and use the corresponding result below. Whenever you Roll the Bones of Fate, any effects from a previous usage immediately end.
- 1 Good You or an ally within 30 feet can roll twice on your next attack roll or skill check, taking the higher result. This is a fortune effect.
- 2 Bad One creature you are observing within 30 feet must succeed at a Will save against your spellcasting DC; on a failure, the target must roll twice on their next attack roll or skill check that takes at least one action to perform, taking the lower result. This is a misfortune effect.
- 3 Mixed You gain the benefits of rolling both a 1 and a 2.
- 4 Cursed Possibilities Your attempts to meddle in the forces of prophecy bring dire consequences for all. Every creature within 30 feet of you when you perform the augury rolls twice on their next attack roll or skill check that takes at least one action to perform; if the highest number rolled is odd, they take the lower result, and if the highest number rolled is even, they take the higher result. If they took the lower result, this effect has the misfortune trait for them, and if they took the higher result, it has the fortune trait.
◆
CURSEBOUND DIVINE FIRE ORACLE
Prerequisites cosmos or flames mystery
Your lips murmur as you portend a great disaster, one you hope you survive. A rain of blazing bolts begins to fall from the heavens in a 10-foot emanation, centered on you, that deals 2d6 fire damage to all creatures in the emanation at the end of each of your turns (basic Reflex save); you can’t exclude yourself from the emanation. The skyfire persists for 1 minute; while you can’t Dismiss it, you can suppress the effect for 1 round with a Sustain action. The rain of fire is suppressed if you fall unconscious. If you become cursebound 3 or 4 at any point during Trial by Skyfire’s duration, the emanation increases to 15 feet and the damage increases to 4d6.
Prerequisites cosmos or flames mystery
Your lips murmur as you portend a great disaster, one you hope you survive. A rain of blazing bolts begins to fall from the heavens in a 10-foot emanation, centered on you, that deals 2d6 fire damage to all creatures in the emanation at the end of each of your turns (basic Reflex save); you can’t exclude yourself from the emanation. The skyfire persists for 1 minute; while you can’t Dismiss it, you can suppress the effect for 1 round with a Sustain action. The rain of fire is suppressed if you fall unconscious. If you become cursebound 3 or 4 at any point during Trial by Skyfire’s duration, the emanation increases to 15 feet and the damage increases to 4d6.
◆
CURSEBOUND DIVINE FIRE ORACLE
Prerequisites cosmos or flames mystery
Your lips murmur as you portend a great disaster, one you hope you survive. A rain of blazing bolts begins to fall from the heavens in a 10-foot emanation, centered on you, that deals 2d6 fire damage to all creatures in the emanation at the end of each of your turns (basic Reflex save); you can’t exclude yourself from the emanation. The skyfire persists for 1 minute; while you can’t Dismiss it, you can suppress the effect for 1 round with a Sustain action. The rain of fire is suppressed if you fall unconscious. If you become cursebound 3 or 4 at any point during Trial by Skyfire’s duration, the emanation increases to 15 feet and the damage increases to 4d6.
Prerequisites cosmos or flames mystery
Your lips murmur as you portend a great disaster, one you hope you survive. A rain of blazing bolts begins to fall from the heavens in a 10-foot emanation, centered on you, that deals 2d6 fire damage to all creatures in the emanation at the end of each of your turns (basic Reflex save); you can’t exclude yourself from the emanation. The skyfire persists for 1 minute; while you can’t Dismiss it, you can suppress the effect for 1 round with a Sustain action. The rain of fire is suppressed if you fall unconscious. If you become cursebound 3 or 4 at any point during Trial by Skyfire’s duration, the emanation increases to 15 feet and the damage increases to 4d6.
◆◆
CURSEBOUND DIVINE HEALING ORACLE VITALITY WATER
Prerequisites life or tempest mystery
Water is the source of life, and you draw upon this primordial force to heal your allies’ wounds. A gentle ring ripples out from you in a 15-foot emanation, restoring 5d6 Hit Points to creatures in the area. At 12th level and every two levels thereafter, the amount restored increases by 1d6. If you are cursebound 3 when you use Waters of Creation, the amount healed increases to d8s.
Prerequisites life or tempest mystery
Water is the source of life, and you draw upon this primordial force to heal your allies’ wounds. A gentle ring ripples out from you in a 15-foot emanation, restoring 5d6 Hit Points to creatures in the area. At 12th level and every two levels thereafter, the amount restored increases by 1d6. If you are cursebound 3 when you use Waters of Creation, the amount healed increases to d8s.
◆
CURSEBOUND DIVINE ORACLE PREDICTION
Prerequisites bones or lore mystery
Frequency once per 10 minutes
You roll a handful of bones to learn (or perhaps influence) the future course of events.
Roll 1d4 and use the corresponding result below. Whenever you Roll the Bones of Fate, any effects from a previous usage immediately end.
Prerequisites bones or lore mystery
Frequency once per 10 minutes
You roll a handful of bones to learn (or perhaps influence) the future course of events.
Roll 1d4 and use the corresponding result below. Whenever you Roll the Bones of Fate, any effects from a previous usage immediately end.
- 1 Good You or an ally within 30 feet can roll twice on your next attack roll or skill check, taking the higher result. This is a fortune effect.
- 2 Bad One creature you are observing within 30 feet must succeed at a Will save against your spellcasting DC; on a failure, the target must roll twice on their next attack roll or skill check that takes at least one action to perform, taking the lower result. This is a misfortune effect.
- 3 Mixed You gain the benefits of rolling both a 1 and a 2.
- 4 Cursed Possibilities Your attempts to meddle in the forces of prophecy bring dire consequences for all. Every creature within 30 feet of you when you perform the augury rolls twice on their next attack roll or skill check that takes at least one action to perform; if the highest number rolled is odd, they take the lower result, and if the highest number rolled is even, they take the higher result. If they took the lower result, this effect has the misfortune trait for them, and if they took the higher result, it has the fortune trait.
◆◆
CURSEBOUND DIVINE HEALING ORACLE VITALITY WATER
Prerequisites life or tempest mystery
Water is the source of life, and you draw upon this primordial force to heal your allies’ wounds. A gentle ring ripples out from you in a 15-foot emanation, restoring 5d6 Hit Points to creatures in the area. At 12th level and every two levels thereafter, the amount restored increases by 1d6. If you are cursebound 3 when you use Waters of Creation, the amount healed increases to d8s.
Prerequisites life or tempest mystery
Water is the source of life, and you draw upon this primordial force to heal your allies’ wounds. A gentle ring ripples out from you in a 15-foot emanation, restoring 5d6 Hit Points to creatures in the area. At 12th level and every two levels thereafter, the amount restored increases by 1d6. If you are cursebound 3 when you use Waters of Creation, the amount healed increases to d8s.
ORACLE
Prerequisites initial revelation spell
Divine power reveals greater mysteries to you. You learn the advanced revelation spell associated with your mystery.
Prerequisites initial revelation spell
Divine power reveals greater mysteries to you. You learn the advanced revelation spell associated with your mystery.
◇
ORACLE
Frequency once per turn
Requirements Your most recent action was to cast a non-cantrip spell.
You siphon spell energy into one weapon you’re wielding, or into one of your unarmed attacks, such as a fist. Until the end of your turn, the weapon or unarmed attack deals an extra 1d6 force damage and gains the divine trait if it didn’t have it already. If the spell dealt a different type of damage, the Strike deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage).
Frequency once per turn
Requirements Your most recent action was to cast a non-cantrip spell.
You siphon spell energy into one weapon you’re wielding, or into one of your unarmed attacks, such as a fist. Until the end of your turn, the weapon or unarmed attack deals an extra 1d6 force damage and gains the divine trait if it didn’t have it already. If the spell dealt a different type of damage, the Strike deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage).
◇
ORACLE
Requirements You are cursebound 4.
Your mind and body can, for a short time and with great peril, surpass the final limits of your curse.
For 1 minute, you shed torrential flames, become surrounded by spirits, or otherwise overflow with divine power in a way that suits your mystery. On each of your turns during that time, you can cast one revelation spell without spending Focus Points.
At the end of the minute, the durations of any revelation spells you cast during that time end, and you must attempt a DC 40 Fortitude save.
Critical Success You aren’t otherwise affected.
Success You are drained 2 and can’t reduce or remove this condition until your next preparations.
Failure You are drained 4 and can’t reduce or remove this condition until your next preparations.
Critical Failure You die.
Requirements You are cursebound 4.
Your mind and body can, for a short time and with great peril, surpass the final limits of your curse.
For 1 minute, you shed torrential flames, become surrounded by spirits, or otherwise overflow with divine power in a way that suits your mystery. On each of your turns during that time, you can cast one revelation spell without spending Focus Points.
At the end of the minute, the durations of any revelation spells you cast during that time end, and you must attempt a DC 40 Fortitude save.
Critical Success You aren’t otherwise affected.
Success You are drained 2 and can’t reduce or remove this condition until your next preparations.
Failure You are drained 4 and can’t reduce or remove this condition until your next preparations.
Critical Failure You die.
ORACLE
Study broadens your range of simple spells. Add two additional cantrips from your spell list to your repertoire.
Study broadens your range of simple spells. Add two additional cantrips from your spell list to your repertoire.
◆◆
CURSEBOUND DIVINE ORACLE
Prerequisites any oracle mystery
Requirements You have heal or harm as a signature spell and an available spell slot to cast it with.
You use the unstable energy of your curse to manipulate the most basic of divine magic. You cast a 3-action heal or harm spell, expending the slot as normal. If the spell restores Hit Points to one or more creatures, then one creature healed by this spell regains a number of additional Hit Points equal to 1d8 × your cursebound value; if the spell damages one or more creatures, then one creature harmed by this spell takes additional damage equal to 1d8 × your cursebound value.
Prerequisites any oracle mystery
Requirements You have heal or harm as a signature spell and an available spell slot to cast it with.
You use the unstable energy of your curse to manipulate the most basic of divine magic. You cast a 3-action heal or harm spell, expending the slot as normal. If the spell restores Hit Points to one or more creatures, then one creature healed by this spell regains a number of additional Hit Points equal to 1d8 × your cursebound value; if the spell damages one or more creatures, then one creature harmed by this spell takes additional damage equal to 1d8 × your cursebound value.
◆◆
CONCENTRATE CURSEBOUND DIVINE MENTAL ORACLE
You reveal a glimpse of the impossible conflicts between the divine anathema behind your curse, forcing you to reckon with another’s conflicts as well. You and one creature within 30 feet each take 9d6 mental damage with a basic Will save, and the target is stunned 1 if it critically fails its save. You get a degree of success one better than you rolled for your saving throw. At 10th level, and every 2 levels thereafter, the damage increases by 3d6.
You reveal a glimpse of the impossible conflicts between the divine anathema behind your curse, forcing you to reckon with another’s conflicts as well. You and one creature within 30 feet each take 9d6 mental damage with a basic Will save, and the target is stunned 1 if it critically fails its save. You get a degree of success one better than you rolled for your saving throw. At 10th level, and every 2 levels thereafter, the damage increases by 3d6.
ORACLE
Prerequisites Advanced Revelation
You have broadened your understanding of the divine and can tap into the wonders of a different mystery.
Select one revelation spell from a mystery other than your own. You can choose only an initial revelation spell or an advanced revelation spell.
This spell gains the cursebound trait for you, and when you cast it, you gain the cursebound 1 effects of its mystery in addition to your normal curse effects. Any ability that lets you use a cursebound ability without increasing the severity of your curse also prevents you from gaining this additional curse effect.
You can’t cast your chosen revelation spell if any of the following conditions are true: its mystery’s curse effects directly conflict with or negate the effects of your own mystery’s curse, the curse would have no effect on you (for example, removing an ability from your original mystery that you lack), or if either of these criteria would be met once you finish Casting the Spell.
Prerequisites Advanced Revelation
You have broadened your understanding of the divine and can tap into the wonders of a different mystery.
Select one revelation spell from a mystery other than your own. You can choose only an initial revelation spell or an advanced revelation spell.
This spell gains the cursebound trait for you, and when you cast it, you gain the cursebound 1 effects of its mystery in addition to your normal curse effects. Any ability that lets you use a cursebound ability without increasing the severity of your curse also prevents you from gaining this additional curse effect.
You can’t cast your chosen revelation spell if any of the following conditions are true: its mystery’s curse effects directly conflict with or negate the effects of your own mystery’s curse, the curse would have no effect on you (for example, removing an ability from your original mystery that you lack), or if either of these criteria would be met once you finish Casting the Spell.
↺
DIVINE ORACLE
Trigger You attempt a saving throw against a magical effect, but you haven’t rolled yet.
A barrier offers protection against other magic but leaves you exposed to divine energy. Until the beginning of your next turn, you gain a +1 circumstance bonus to saving throws against non-divine magical effects, but you also take a –1 circumstance penalty to saves against divine effects.
Trigger You attempt a saving throw against a magical effect, but you haven’t rolled yet.
A barrier offers protection against other magic but leaves you exposed to divine energy. Until the beginning of your next turn, you gain a +1 circumstance bonus to saving throws against non-divine magical effects, but you also take a –1 circumstance penalty to saves against divine effects.
ORACLE
The power of your mystery surges through you like a font of divine energy, even when your own magic dwindles. Twice per day, you can cast a spell after you’ve run out of spell slots of the appropriate spell rank; the two spells you cast with this feat must be of different spell ranks.
The power of your mystery surges through you like a font of divine energy, even when your own magic dwindles. Twice per day, you can cast a spell after you’ve run out of spell slots of the appropriate spell rank; the two spells you cast with this feat must be of different spell ranks.
ORACLE
Every oracle’s mystery touches on a divine domain of the deities that fuel it; you can access that power. Choose one of the domains associated with your mystery for which you don’t already have an initial domain spell. You gain an initial domain spell from that domain, which you cast as a revelation spell.
Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell as a revelation spell.
Every oracle’s mystery touches on a divine domain of the deities that fuel it; you can access that power. Choose one of the domains associated with your mystery for which you don’t already have an initial domain spell. You gain an initial domain spell from that domain, which you cast as a revelation spell.
Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell as a revelation spell.
ORACLE
Prerequisites Domain Acumen
You command a deep understanding of the domains related to your mystery. Choose one of the domains associated with your mystery for which you have an initial domain spell. You gain an advanced domain spell from that domain, which you cast as a revelation spell.
Prerequisites Domain Acumen
You command a deep understanding of the domains related to your mystery. Choose one of the domains associated with your mystery for which you have an initial domain spell. You gain an advanced domain spell from that domain, which you cast as a revelation spell.
◇
DIVINE ORACLE
Frequency once per day
Trigger Your turn begins.
Requirements You are unconscious and have the dying condition.
The crossroads between life and death is a place that can reveal many secrets. You gain the effects of an augury spell in a strange, near-death vision. Empowered by the realization, you then lose the dying condition (becoming wounded 1 or increasing your wounded value by 1, as normal), regain a number of Hit Points equal to twice your level, and can Stand.
Frequency once per day
Trigger Your turn begins.
Requirements You are unconscious and have the dying condition.
The crossroads between life and death is a place that can reveal many secrets. You gain the effects of an augury spell in a strange, near-death vision. Empowered by the realization, you then lose the dying condition (becoming wounded 1 or increasing your wounded value by 1, as normal), regain a number of Hit Points equal to twice your level, and can Stand.
◇
CONCENTRATE ORACLE
Frequency once per day
You’ve learned to hold back your curse. If the next action you use is a cursebound ability, your cursebound value doesn’t increase.
Frequency once per day
You’ve learned to hold back your curse. If the next action you use is a cursebound ability, your cursebound value doesn’t increase.
◇
CURSEBOUND DIVINE ORACLE
Frequency once per round
Requirements Your previous action was to Cast a non-cantrip Spell that dealt damage.
Your magic echoes ominously as you glimpse injury in the target’s future. At the beginning of your target’s next turn, it takes damage equal to twice the triggering spell’s rank as a seemingly random and minor misfortune finds it. The damage and type of misfortune is of a type matching the spell; for instance, if you dealt fire damage, a flame might spontaneous ignite on them or they might burn a hand on their torch. The target is then temporarily immune to Foretell Harm for 24 hours.
Frequency once per round
Requirements Your previous action was to Cast a non-cantrip Spell that dealt damage.
Your magic echoes ominously as you glimpse injury in the target’s future. At the beginning of your target’s next turn, it takes damage equal to twice the triggering spell’s rank as a seemingly random and minor misfortune finds it. The damage and type of misfortune is of a type matching the spell; for instance, if you dealt fire damage, a flame might spontaneous ignite on them or they might burn a hand on their torch. The target is then temporarily immune to Foretell Harm for 24 hours.
ORACLE
Your mystery grants you additional magic. You have an extra spell slot of your highest rank, which you can use only to cast one of your mystery’s granted spells, heightened to this rank.
Special If you have the divine access class feature or Mysterious Repertoire feat, you can cast spells that you learned from those abilities using the additional spell slot from Gifted Power.
Your mystery grants you additional magic. You have an extra spell slot of your highest rank, which you can use only to cast one of your mystery’s granted spells, heightened to this rank.
Special If you have the divine access class feature or Mysterious Repertoire feat, you can cast spells that you learned from those abilities using the additional spell slot from Gifted Power.
◆
DIVINE ORACLE SECRET
You tap into the collected lore of the divine, accessing a variety of potentially useful information.
Attempt a Religion check to understand the information you gain. The GM sets the DC (similar to the DC to Recall Knowledge), potentially adjusting the DC of the check for topics far removed from your mystery.
Critical Success You comprehend the lore accurately or gain a useful clue from the divine about your situation.
Success You learn two pieces of information about the topic, one true and one erroneous, but you don’t know which is which.
Failure You recall incorrect information or gain an erroneous or misleading clue.
Critical Failure You recall two pieces of incorrect information or gain two erroneous or misleading clues.
You tap into the collected lore of the divine, accessing a variety of potentially useful information.
Attempt a Religion check to understand the information you gain. The GM sets the DC (similar to the DC to Recall Knowledge), potentially adjusting the DC of the check for topics far removed from your mystery.
Critical Success You comprehend the lore accurately or gain a useful clue from the divine about your situation.
Success You learn two pieces of information about the topic, one true and one erroneous, but you don’t know which is which.
Failure You recall incorrect information or gain an erroneous or misleading clue.
Critical Failure You recall two pieces of incorrect information or gain two erroneous or misleading clues.
ORACLE
Prerequisites initial revelation spell
You unlock deeper revelations hidden within your mystery. You gain your mystery’s greater revelation spell.
Prerequisites initial revelation spell
You unlock deeper revelations hidden within your mystery. You gain your mystery’s greater revelation spell.
◇
CURSEBOUND ORACLE SPELLSHAPE
Prerequisites Reach Spell or Widen Spell
Inspiration lets you surpass your preconceptions of your spells’ limits. You use Reach Spell or Widen Spell as a free action.
Prerequisites Reach Spell or Widen Spell
Inspiration lets you surpass your preconceptions of your spells’ limits. You use Reach Spell or Widen Spell as a free action.
DIVINE ORACLE
Prerequisites Water Walker
Your mysterious steps become even lighter, transcending the mortal world altogether. When you have the cursebound condition, you gain the effects of fly. If you are cursebound 3 or greater, you gain a +10-foot status bonus to your fly Speed.
Prerequisites Water Walker
Your mysterious steps become even lighter, transcending the mortal world altogether. When you have the cursebound condition, you gain the effects of fly. If you are cursebound 3 or greater, you gain a +10-foot status bonus to your fly Speed.
DETECTION DIVINE ORACLE
You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-rank detect magic spell. This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-rank detect magic spell on things you observe (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn.
You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-rank detect magic spell. This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-rank detect magic spell on things you observe (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn.
◇
CURSEBOUND DIVINE ORACLE
You open yourself to the guidance of whatever spirits or powers deign to help you.
Roll 1d4 to see what type of spirit is drawn to you. Your next action must be the type of action the spirit prefers, but you also gain the listed benefit for the action as the spirit guides you. If you attempt to use a different action, you must succeed at a DC 6 flat check or the action is lost.
You open yourself to the guidance of whatever spirits or powers deign to help you.
Roll 1d4 to see what type of spirit is drawn to you. Your next action must be the type of action the spirit prefers, but you also gain the listed benefit for the action as the spirit guides you. If you attempt to use a different action, you must succeed at a DC 6 flat check or the action is lost.
- 1 Warrior You must attempt a Strike. You gain a +1 status bonus to your attack roll and a +2 status bonus to damage, or a +6 status bonus to damage if you are at least cursebound 3.
- 2 Adept You must attempt a Perception check or a skill action. You gain a +1 status bonus to the check, or a +2 status bonus if you are cursebound 3.
- 3 Sage You must attempt to Cast a Spell. You gain a status bonus to the spell’s damage or healing equal to the spell’s rank, or equal to the spell’s rank + 3 if you are at least cursebound 3.
- 4 Wanderer You must attempt a Stride action, or a Fly, Climb, or Burrow action if you have the relevant speed. You gain a +10-foot status bonus to your Speed for the action, or a +20-foot status bonus if you are at least cursebound 3.
ORACLE
Your mystery holds unknowable depths of magic not always associated with the divine. You can have one spell in your spell repertoire not on the divine spell list, in addition to spells you’ve added to your spell list from abilities like divine access. You cast that spell as a divine spell. You can swap which spell you add and from which tradition as you could any other oracle spell, but you can’t use this feat to have more than one spell from another tradition in your spell repertoire at the same time.
Your mystery holds unknowable depths of magic not always associated with the divine. You can have one spell in your spell repertoire not on the divine spell list, in addition to spells you’ve added to your spell list from abilities like divine access. You cast that spell as a divine spell. You can swap which spell you add and from which tradition as you could any other oracle spell, but you can’t use this feat to have more than one spell from another tradition in your spell repertoire at the same time.
◇
CURSEBOUND ORACLE SPELLSHAPE
The power of your mystery enables you access to myriad magic. If your next action is to Cast a Spell of 5th rank or lower that has no duration, you do not expend a spell slot.
The power of your mystery enables you access to myriad magic. If your next action is to Cast a Spell of 5th rank or lower that has no duration, you do not expend a spell slot.
◆
CURSEBOUND DIVINE HEALING ORACLE SPIRIT
You lay a finger on the scales of life and death to heal a creature, regardless of whether it’s living or undead. You restore Hit Points equal to 2 + double your level to one creature within 30 feet.
In addition, you can mediate during your daily preparations to place yourself on one side of the scales. Choose life or death. If you align yourself with life, you can be targeted and healed by vitality healing effects, as normal for most living creatures; if you align yourself with death, you gain the void healing ability, and can instead be targeted and healed by void effects and other effects that restore Hit Points to undead creatures.
You lay a finger on the scales of life and death to heal a creature, regardless of whether it’s living or undead. You restore Hit Points equal to 2 + double your level to one creature within 30 feet.
In addition, you can mediate during your daily preparations to place yourself on one side of the scales. Choose life or death. If you align yourself with life, you can be targeted and healed by vitality healing effects, as normal for most living creatures; if you align yourself with death, you gain the void healing ability, and can instead be targeted and healed by void effects and other effects that restore Hit Points to undead creatures.
ORACLE
Prerequisites oracular clarity
Your mystery grants you access to deep reserves of truly miraculous divine power. You gain an additional 10th-rank spell slot.
Prerequisites oracular clarity
Your mystery grants you access to deep reserves of truly miraculous divine power. You gain an additional 10th-rank spell slot.
◇
AUDITORY CURSEBOUND DIVINE EMOTION MENTAL ORACLE
Trigger You are about to roll initiative.
You have a premonition about impending danger that you use to warn your allies. Each ally within 20 feet gains a +2 status bonus to their initiative roll and gains temporary Hit Points equal to half your level, which last for 1 minute. If you are cursebound 2 when you use Oracular Warning, the bonus increases to +3, and if you are cursebound 3, the bonus increases to +4.
Trigger You are about to roll initiative.
You have a premonition about impending danger that you use to warn your allies. Each ally within 20 feet gains a +2 status bonus to their initiative roll and gains temporary Hit Points equal to half your level, which last for 1 minute. If you are cursebound 2 when you use Oracular Warning, the bonus increases to +3, and if you are cursebound 3, the bonus increases to +4.
ORACLE
Prerequisites Greater Revelation
The truest depths of your divine mystery are fathomless and contradictory, granting you changing powers that even you can barely begin to fathom. Each day during your daily preparations, choose one basic or advanced domain spell from any domain from Player Core, one of the domains granted by your mystery, another domain to which you have access, or any initial or advanced revelation spell from another mystery. You gain that spell as a revelation spell until your next daily preparations.
Prerequisites Greater Revelation
The truest depths of your divine mystery are fathomless and contradictory, granting you changing powers that even you can barely begin to fathom. Each day during your daily preparations, choose one basic or advanced domain spell from any domain from Player Core, one of the domains granted by your mystery, another domain to which you have access, or any initial or advanced revelation spell from another mystery. You gain that spell as a revelation spell until your next daily preparations.
◆
MANIPULATE MENTAL ORACLE SPELLSHAPE VISUAL
Your spellcasting is rife with strange lights, mild fumes, and other captivating effects that befuddle your foes. If the next action you use is to Cast a Spell, any creature that attempts to use a reaction triggered by your Cast a Spell activity takes a –2 circumstance penalty to attack rolls and skill checks rolled as part of the reaction. In addition, if the spell includes a spell attack or requires a saving throw, creatures you hit or that fail their saves are fascinated with you until the start of your next turn.
Your spellcasting is rife with strange lights, mild fumes, and other captivating effects that befuddle your foes. If the next action you use is to Cast a Spell, any creature that attempts to use a reaction triggered by your Cast a Spell activity takes a –2 circumstance penalty to attack rolls and skill checks rolled as part of the reaction. In addition, if the spell includes a spell attack or requires a saving throw, creatures you hit or that fail their saves are fascinated with you until the start of your next turn.
◇
CONCENTRATE ORACLE SPELLSHAPE
Frequency once per day
If your next action is to cast an oracle cantrip or an oracle spell that is at least 2 ranks lower than your highest-rank oracle spell slot, reduce the number of actions to cast it by 1 (minimum 1 action).
Frequency once per day
If your next action is to cast an oracle cantrip or an oracle spell that is at least 2 ranks lower than your highest-rank oracle spell slot, reduce the number of actions to cast it by 1 (minimum 1 action).
◆
CONCENTRATE ORACLE SPELLSHAPE
You can extend your spells’ ranges. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
You can extend your spells’ ranges. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
EXPLORATION ORACLE PREDICTION
You spend 10 minutes and open yourself to the divine mysteries of the world, peering into the most sinister portents of the future. You gain the effects of augury, except you learn only about the dangers ahead; any results of “good” are instead “nothing,” and results of “mixed” are instead “bad.” If you are legendary in Religion, you take only 1 minute to Read Disaster.
You spend 10 minutes and open yourself to the divine mysteries of the world, peering into the most sinister portents of the future. You gain the effects of augury, except you learn only about the dangers ahead; any results of “good” are instead “nothing,” and results of “mixed” are instead “bad.” If you are legendary in Religion, you take only 1 minute to Read Disaster.
ORACLE
The further extents of your mystery provide an endless wellspring of magic. When you Refocus, you regain all your Focus Points instead of 1.
The further extents of your mystery provide an endless wellspring of magic. When you Refocus, you regain all your Focus Points instead of 1.
DIVINE ORACLE
You have a vague connection to the Ethereal Plane that enables you to notice spirits.
While you’re exploring but not Searching, the GM rolls a secret check for you to find haunts that usually require Searching, as well as spirits, creatures on the Ethereal Plane, and beings made entirely of spiritual essence such as celestials, fiends, and monitors.
You can also potentially notice ethereal creatures and spirits inside solid objects, provided they are within 30 feet of you. This applies while Searching, while Seeking, and on the automatic secret check you gain while exploring even if you aren’t Searching. You can still notice spirits only on a successful check, and you can’t see them if they’re more than 5 feet inside an object. When you notice a creature with this sense, you also learn its location, making it hidden to you if it had been undetected.
You have a vague connection to the Ethereal Plane that enables you to notice spirits.
While you’re exploring but not Searching, the GM rolls a secret check for you to find haunts that usually require Searching, as well as spirits, creatures on the Ethereal Plane, and beings made entirely of spiritual essence such as celestials, fiends, and monitors.
You can also potentially notice ethereal creatures and spirits inside solid objects, provided they are within 30 feet of you. This applies while Searching, while Seeking, and on the automatic secret check you gain while exploring even if you aren’t Searching. You can still notice spirits only on a successful check, and you can’t see them if they’re more than 5 feet inside an object. When you notice a creature with this sense, you also learn its location, making it hidden to you if it had been undetected.
ORACLE
Confident in your technique, you don’t easily lose your concentration when you Cast a Spell. If another creature’s reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.
Confident in your technique, you don’t easily lose your concentration when you Cast a Spell. If another creature’s reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.
◆
MANIPULATE ORACLE SPELLSHAPE
You focus the power of your spell to overcome enemies’ resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance equal to your level against the following types of damage: spirit, vitality, and void. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell. This doesn’t cause the spell to ignore immunities, only resistances.
You focus the power of your spell to overcome enemies’ resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance equal to your level against the following types of damage: spirit, vitality, and void. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell. This doesn’t cause the spell to ignore immunities, only resistances.
◇
CURSEBOUND ORACLE PREDICTION
You open your senses to numerous visions of the immediate future. The visions grant you subtle details of your immediate surroundings within 30 feet. Within this range, you don’t need to succeed at a flat check to target a concealed creature, you’re not off-guard to creatures that are hidden from you (unless you’re off-guard to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature. Beyond 30 feet, the visions become overwhelmed with too many possible futures, making all of your senses imprecise beyond this range. The visions persist for 1 minute.
You open your senses to numerous visions of the immediate future. The visions grant you subtle details of your immediate surroundings within 30 feet. Within this range, you don’t need to succeed at a flat check to target a concealed creature, you’re not off-guard to creatures that are hidden from you (unless you’re off-guard to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature. Beyond 30 feet, the visions become overwhelmed with too many possible futures, making all of your senses imprecise beyond this range. The visions persist for 1 minute.
ORACLE
When in the throes of your curse, your steps take on a supernatural buoyancy. When you are cursebound 1, you can Stride across liquids that don’t support your weight, but you must end your movement on a surface that can support you or you fall into the liquid as normal. When you are cursebound 2 or worse, you gain the effects of water walk.
When in the throes of your curse, your steps take on a supernatural buoyancy. When you are cursebound 1, you can Stride across liquids that don’t support your weight, but you must end your movement on a surface that can support you or you fall into the liquid as normal. When you are cursebound 2 or worse, you gain the effects of water walk.
◆
CURSEBOUND DIVINE ORACLE
Voices whisper to you how to best lay a creature low. You target one creature within 60 feet; if it has any weaknesses, you learn them, as well as which of its saving throw modifiers is lowest. You also come to understand its movements, gaining a +2 status bonus to your next attack roll (or skill check made as part of an attack action) against that foe before the end of your turn. The target is then temporarily immune for 1 day.
Voices whisper to you how to best lay a creature low. You target one creature within 60 feet; if it has any weaknesses, you learn them, as well as which of its saving throw modifiers is lowest. You also come to understand its movements, gaining a +2 status bonus to your next attack roll (or skill check made as part of an attack action) against that foe before the end of your turn. The target is then temporarily immune for 1 day.
◆
MANIPULATE ORACLE SPELLSHAPE
You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and doesn’t have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius isn’t affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.
You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and doesn’t have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius isn’t affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.
ARCHETYPE
Prerequisites Basic Hunter’s Trick
You gain one ranger feat. For the purpose of meeting its prerequisites, your ranger 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 ranger feat.
Prerequisites Basic Hunter’s Trick
You gain one ranger feat. For the purpose of meeting its prerequisites, your ranger 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 ranger feat.
ARCHETYPE
Prerequisites Ranger Dedication
You gain a 1st- or 2nd-level ranger feat.
Prerequisites Ranger Dedication
You gain a 1st- or 2nd-level ranger feat.
ARCHETYPE
Prerequisites Ranger Dedication, expert in Perception
Your proficiency rank in Perception increases to master.
Prerequisites Ranger Dedication, expert in Perception
Your proficiency rank in Perception increases to master.
ARCHETYPE DEDICATION MULTICLASS
Prerequisites Dexterity +2
You become trained in Survival; if you were already trained in Survival, you instead become trained in another skill of your choice. You become trained in ranger class DC. If you gain a warden spell through this archetype, you become trained in spell attacks and spell DCs. Your spellcasting attribute is Wisdom.
You can use the Hunt Prey action.
Prerequisites Dexterity +2
You become trained in Survival; if you were already trained in Survival, you instead become trained in another skill of your choice. You become trained in ranger class DC. If you gain a warden spell through this archetype, you become trained in spell attacks and spell DCs. Your spellcasting attribute is Wisdom.
You can use the Hunt Prey action.
ARCHETYPE
Prerequisites Ranger Dedication, class granting no more Hit Points per level than 8 + your Constitution modifier
You gain 3 additional Hit Points for each ranger archetype class feat you have. As you continue selecting ranger archetype class feats, you continue to gain additional Hit Points in this way.
Prerequisites Ranger Dedication, class granting no more Hit Points per level than 8 + your Constitution modifier
You gain 3 additional Hit Points for each ranger archetype class feat you have. As you continue selecting ranger archetype class feats, you continue to gain additional Hit Points in this way.
◇
RANGER
Trigger You succeed or critically succeed at a check to Recall Knowledge on your hunted prey.
You scan the battlefield quickly, remembering critical details about multiple opponents you face. You immediately attempt a check to Recall Knowledge about a different creature you can perceive.
Trigger You succeed or critically succeed at a check to Recall Knowledge on your hunted prey.
You scan the battlefield quickly, remembering critical details about multiple opponents you face. You immediately attempt a check to Recall Knowledge about a different creature you can perceive.
RANGER
Prerequisites Initiate Warden
You unlock more powerful primal spells. You gain your choice of one warden spell from the advanced warden spells (or another you have access to).
Special You can take this feat multiple times, choosing a different advanced warden spell each time.
Prerequisites Initiate Warden
You unlock more powerful primal spells. You gain your choice of one warden spell from the advanced warden spells (or another you have access to).
Special You can take this feat multiple times, choosing a different advanced warden spell each time.
RANGER
You gain the service of a young animal companion that travels with you and obeys simple commands. When you Hunt Prey, your animal companion gains the action’s benefits and your hunter’s edge benefit if you have one.
You gain the service of a young animal companion that travels with you and obeys simple commands. When you Hunt Prey, your animal companion gains the action’s benefits and your hunter’s edge benefit if you have one.
RANGER
You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.
You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.
RANGER
Prerequisites master in Perception
Your heightened senses allow you to instinctively detect unseen opponents.
You don’t need to succeed at a flat check to target concealed creatures. You’re not off-guard to creatures that are hidden from you (unless you’re off-guard to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature.
While you’re adjacent to an undetected creature of your level or lower, it is instead only hidden from you.
Prerequisites master in Perception
Your heightened senses allow you to instinctively detect unseen opponents.
You don’t need to succeed at a flat check to target concealed creatures. You’re not off-guard to creatures that are hidden from you (unless you’re off-guard to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature.
While you’re adjacent to an undetected creature of your level or lower, it is instead only hidden from you.
RANGER
Prerequisites master in Stealth
You alter your appearance to blend in to the wilderness. In natural terrain, you can Hide and Sneak even without cover or being concealed.
Prerequisites master in Stealth
You alter your appearance to blend in to the wilderness. In natural terrain, you can Hide and Sneak even without cover or being concealed.
RANGER
Prerequisites an animal companion
You can urge your companion to do its utmost. You can spend 2 actions to Command an Animal instead of 1 when commanding your animal companion. If you do, your animal companion uses an additional action.
Prerequisites an animal companion
You can urge your companion to do its utmost. You can spend 2 actions to Command an Animal instead of 1 when commanding your animal companion. If you do, your animal companion uses an additional action.
◆
RANGER
Requirements You are wielding a crossbow with reload 1 or higher.
Your deep understanding of the crossbow allows you to reload efficiently while moving yourself out of the line of return fire. Either Create a Diversion or Take Cover, then Interact to reload. As normal, you must meet the requirements to Take Cover; you must be prone, benefiting from cover, or near a feature that allows you to Take Cover.
Requirements You are wielding a crossbow with reload 1 or higher.
Your deep understanding of the crossbow allows you to reload efficiently while moving yourself out of the line of return fire. Either Create a Diversion or Take Cover, then Interact to reload. As normal, you must meet the requirements to Take Cover; you must be prone, benefiting from cover, or near a feature that allows you to Take Cover.
◆
FLOURISH RANGER
Prerequisites weapon specialization
You aim for your prey’s weak spots, making your shot more challenging but dealing more damage if you hit. Make a ranged Strike against your hunted prey at a –2 penalty. You gain a +4 circumstance bonus to damage on that Strike. This bonus increases to +6 at 11th level and +8 at 15th level.
Prerequisites weapon specialization
You aim for your prey’s weak spots, making your shot more challenging but dealing more damage if you hit. Make a ranged Strike against your hunted prey at a –2 penalty. You gain a +4 circumstance bonus to damage on that Strike. This bonus increases to +6 at 11th level and +8 at 15th level.
↺
RANGER
Trigger Your hunted prey is within your reach, and it uses a manipulate action, uses a move action, or leaves a square during a move action it’s using.
Make a melee Strike against your prey. If the attack is a critical hit, you disrupt the triggering action.
Trigger Your hunted prey is within your reach, and it uses a manipulate action, uses a move action, or leaves a square during a move action it’s using.
Make a melee Strike against your prey. If the attack is a critical hit, you disrupt the triggering action.
RANGER
The sheer power of your attacks, or the overwhelming number of them, leaves an enemy flustered. If you critically hit your hunted prey with a ranged weapon, or hit it at least twice on the same turn with a ranged weapon, it’s off-guard until the start of your next turn.
The sheer power of your attacks, or the overwhelming number of them, leaves an enemy flustered. If you critically hit your hunted prey with a ranged weapon, or hit it at least twice on the same turn with a ranged weapon, it’s off-guard until the start of your next turn.
RANGER
You can focus on two foes at once, hunting both of them down. When you use the Hunt Prey action, you can pick two creatures as your prey.
You can focus on two foes at once, hunting both of them down. When you use the Hunt Prey action, you can pick two creatures as your prey.
RANGER
Your experience in the field has taught you how to focus your aim at a distance, increasing your accuracy. Double your weapons’ range increments.
Your experience in the field has taught you how to focus your aim at a distance, increasing your accuracy. Double your weapons’ range increments.
RANGER
You have studied a specific type of wild creature and can hunt it more easily.
When you gain this feat, choose animals, beasts, dragons, or both fungi and plants as your favored prey. When you roll initiative and can see an enemy that belongs to the chosen category, you can Hunt Prey as a free action, designating that enemy.
You can use this free action even if you haven’t identified the creature yet with Recall Knowledge. The benefit doesn’t apply against favored enemies disguised as other creatures, and the GM determines whether it applies against a creature disguised as a favored prey.
You have studied a specific type of wild creature and can hunt it more easily.
When you gain this feat, choose animals, beasts, dragons, or both fungi and plants as your favored prey. When you roll initiative and can see an enemy that belongs to the chosen category, you can Hunt Prey as a free action, designating that enemy.
You can use this free action even if you haven’t identified the creature yet with Recall Knowledge. The benefit doesn’t apply against favored enemies disguised as other creatures, and the GM determines whether it applies against a creature disguised as a favored prey.
RANGER
You have studied a specific terrain to overcome its challenges.
Choose aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground as your favored terrain. When in that terrain, you can ignore the effects of non-magical difficult terrain. If you have the unimpeded journey class feature, you gain a second benefit while in your favored terrain, depending on your choice:
You have studied a specific terrain to overcome its challenges.
Choose aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground as your favored terrain. When in that terrain, you can ignore the effects of non-magical difficult terrain. If you have the unimpeded journey class feature, you gain a second benefit while in your favored terrain, depending on your choice:
- Aquatic You gain a swim Speed equal to your Speed. If you already had a swim Speed, you instead gain a +10-foot status bonus to your swim Speed.
- Arctic You need to eat and drink only one-tenth as much as usual, you aren’t affected by severe or extreme cold, and you can walk across ice and snow at full Speed without needing to Balance.
- Desert You need to eat and drink only one-tenth as much as usual, you aren’t affected by severe or extreme heat, and you can walk along sand at full Speed without needing to Balance.
- Forest, Mountain, or Underground You gain a climb Speed equal to your Speed. If you already had a climb Speed, you instead gain a +10-foot status bonus to your climb Speed.
- Plains You gain a +10-foot status bonus to your land Speed.
- Sky You gain a +10-foot status bonus to your fly Speed, if you have one.
- Swamp You can move across bogs at full Speed, even if they are deep enough to be greater difficult terrain or to normally require you to Swim.
RANGER
Prerequisites Distracting Shot
Even a single missile can throw off your enemy’s balance, and more powerful attacks leave it flustered for longer. If you hit your hunted prey with a ranged weapon, it’s off-guard until the start of your next turn. If you critically hit your prey or hit it twice on the same turn with a ranged weapon, it’s off-guard until the end of your next turn instead.
Prerequisites Distracting Shot
Even a single missile can throw off your enemy’s balance, and more powerful attacks leave it flustered for longer. If you hit your hunted prey with a ranged weapon, it’s off-guard until the start of your next turn. If you critically hit your prey or hit it twice on the same turn with a ranged weapon, it’s off-guard until the end of your next turn instead.
RANGER
You have an intuitive ability to sense hazards. You gain a +1 circumstance bonus to Perception checks to find traps and hazards, to AC against their attacks, and to saves against their effects. You can find hazards that would normally require you to Search even if you aren’t Searching.
You have an intuitive ability to sense hazards. You gain a +1 circumstance bonus to Perception checks to find traps and hazards, to AC against their attacks, and to saves against their effects. You can find hazards that would normally require you to Search even if you aren’t Searching.
◆
FLOURISH RANGER
Requirements You are wielding a ranged weapon with reload 0.
You take two quick shots against the one you hunt. Make two Strikes against your prey with the required weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.
Requirements You are wielding a ranged weapon with reload 0.
You take two quick shots against the one you hunt. Make two Strikes against your prey with the required weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.
◆◆
CONCENTRATE RANGER
When you focus on aiming, your attack becomes particularly accurate. Make a ranged weapon Strike against your hunted prey. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore your prey’s concealed condition and any lesser cover.
When you focus on aiming, your attack becomes particularly accurate. Make a ranged weapon Strike against your hunted prey. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore your prey’s concealed condition and any lesser cover.
◆◆◆
FLOURISH RANGER
Requirements You are wielding two melee weapons, each in a different hand.
You forgo precision to attack at an impossible speed. Make three melee Strikes with each of the required weapons. Your first attack with each weapon takes the multiple attack penalty as though you had already made one attack this turn. All of the remaining Strikes take the maximum multiple attack penalty.
Requirements You are wielding two melee weapons, each in a different hand.
You forgo precision to attack at an impossible speed. Make three melee Strikes with each of the required weapons. Your first attack with each weapon takes the multiple attack penalty as though you had already made one attack this turn. All of the remaining Strikes take the maximum multiple attack penalty.
◆◆◆
FLOURISH RANGER
Requirements You are wielding a ranged weapon with the volley trait and reload 0.
You fire a volley at all foes in an area.
Make one Strike with a –2 penalty against each enemy within a 10-foot burst centered at or beyond your weapon’s volley range. Roll the damage only once for all targets.
Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.
Requirements You are wielding a ranged weapon with the volley trait and reload 0.
You fire a volley at all foes in an area.
Make one Strike with a –2 penalty against each enemy within a 10-foot burst centered at or beyond your weapon’s volley range. Roll the damage only once for all targets.
Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.
RANGER
Prerequisites Twin Riposte
At the start of each of your turns, you gain an additional reaction that you can use only to perform a Twin Riposte. You can use this extra reaction even if you are not benefiting from Twin Parry.
Prerequisites Twin Riposte
At the start of each of your turns, you gain an additional reaction that you can use only to perform a Twin Riposte. You can use this extra reaction even if you are not benefiting from Twin Parry.
RANGER
Prerequisites Mature Animal Companion
Your animal companion continues to grow and develop. It becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion.
Prerequisites Mature Animal Companion
Your animal companion continues to grow and develop. It becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion.
RANGER
You’ve trained with one of the ranger sects known as wardens, who practice a specialized type of primal magic. You gain your choice of one warden spell from the initial warden spells (or another you have access to).
Special You can take this feat multiple times, choosing a different initial warden spell each time.
You’ve trained with one of the ranger sects known as wardens, who practice a specialized type of primal magic. You gain your choice of one warden spell from the initial warden spells (or another you have access to).
Special You can take this feat multiple times, choosing a different initial warden spell each time.
RANGER
Prerequisites legendary in Nature, Master Monster Hunter
Your knowledge of monsters is so incredible that it reveals glaring flaws in your prey. Your bonus from Monster Hunter (and the bonus from Monster Warden if you have it) increases from +1 to +2 for you and any allies who benefit.
Prerequisites legendary in Nature, Master Monster Hunter
Your knowledge of monsters is so incredible that it reveals glaring flaws in your prey. Your bonus from Monster Hunter (and the bonus from Monster Warden if you have it) increases from +1 to +2 for you and any allies who benefit.
RANGER
Prerequisites legendary in Perception, Far Shot
You focus on your hunted prey, perceiving angles, air resistance, and every variable that would affect your ranged attack. If you have master proficiency with your ranged weapon, you can ignore the penalty for attacking up to five range increments away when attacking your hunted prey.
Prerequisites legendary in Perception, Far Shot
You focus on your hunted prey, perceiving angles, air resistance, and every variable that would affect your ranged attack. If you have master proficiency with your ranged weapon, you can ignore the penalty for attacking up to five range increments away when attacking your hunted prey.
RANGER
Prerequisites hunter’s edge, masterful hunter
You’ve learned to leverage every possible edge. When you use Hunt Prey, you can gain a different hunter’s edge benefit instead of the one you selected at 1st level. If you do, you don’t gain the additional benefit from masterful hunter.
Prerequisites hunter’s edge, masterful hunter
You’ve learned to leverage every possible edge. When you use Hunt Prey, you can gain a different hunter’s edge benefit instead of the one you selected at 1st level. If you do, you don’t gain the additional benefit from masterful hunter.
RANGER
Prerequisites master in Nature, Monster Hunter
You have a nearly encyclopedic knowledge of all creatures of the world. You can use Nature to Recall Knowledge to identify any creature. In addition, you gain the benefits of Monster Hunter (and Monster Warden, if you have it) on a success as well as a critical success.
Prerequisites master in Nature, Monster Hunter
You have a nearly encyclopedic knowledge of all creatures of the world. You can use Nature to Recall Knowledge to identify any creature. In addition, you gain the benefits of Monster Hunter (and Monster Warden, if you have it) on a success as well as a critical success.
RANGER
Prerequisites masterful hunter, Animal Companion
Your animal companion shares your incredible hunting skills, allowing it to take down your shared prey with ease. When you Hunt Prey, your animal companion gains the masterful hunter benefit associated with your hunter’s edge, rather than just your original hunter’s edge benefit.
Prerequisites masterful hunter, Animal Companion
Your animal companion shares your incredible hunting skills, allowing it to take down your shared prey with ease. When you Hunt Prey, your animal companion gains the masterful hunter benefit associated with your hunter’s edge, rather than just your original hunter’s edge benefit.
RANGER
Prerequisites Initiate Warden
Your mastery of warden magic increases. You gain your choice of one warden spell from the master warden spells (or another you have access to).
Special You can take this feat multiple times, choosing a different master warden spell each time.
Prerequisites Initiate Warden
Your mastery of warden magic increases. You gain your choice of one warden spell from the master warden spells (or another you have access to).
Special You can take this feat multiple times, choosing a different master warden spell each time.
RANGER
Prerequisites Animal Companion
Your animal companion becomes a mature animal companion and gains additional capabilities.
Your animal companion has greater independence.
During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Stride or Strike, or to Burrow, Climb, Fly, or Swim if it has the corresponding Speed. It can do this at any point during your turn, as long as you aren’t currently taking an action. If it does, that’s all the actions it gets that round—you can’t Command it later.
Prerequisites Animal Companion
Your animal companion becomes a mature animal companion and gains additional capabilities.
Your animal companion has greater independence.
During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Stride or Strike, or to Burrow, Climb, Fly, or Swim if it has the corresponding Speed. It can do this at any point during your turn, as long as you aren’t currently taking an action. If it does, that’s all the actions it gets that round—you can’t Command it later.
RANGER
You quickly assess your prey and apply what you know. As part of the action used to Hunt your Prey, you can attempt a check to Recall Knowledge about your prey. When you critically succeed at identifying your hunted prey with Recall Knowledge, you note a weakness in the creature’s defenses in addition to any other benefits. You gain a +1 circumstance bonus to your next attack roll against that prey. Each ally you tell gets the same bonus to their own next attack roll against it. You can give bonuses from Monster Hunter only once per day against a particular creature.
You quickly assess your prey and apply what you know. As part of the action used to Hunt your Prey, you can attempt a check to Recall Knowledge about your prey. When you critically succeed at identifying your hunted prey with Recall Knowledge, you note a weakness in the creature’s defenses in addition to any other benefits. You gain a +1 circumstance bonus to your next attack roll against that prey. Each ally you tell gets the same bonus to their own next attack roll against it. You can give bonuses from Monster Hunter only once per day against a particular creature.
RANGER
Prerequisites Monster Hunter
You understand how to defend yourself and others against your prey. When you grant bonuses from Monster Hunter, each creature receiving a bonus also gets a +2 circumstance bonus against your prey. This bonus applies either to AC the next time the prey attacks that beneficiary or to the beneficiary’s next saving throw against an effect from that prey, whichever happens first.
Prerequisites Monster Hunter
You understand how to defend yourself and others against your prey. When you grant bonuses from Monster Hunter, each creature receiving a bonus also gets a +2 circumstance bonus against your prey. This bonus applies either to AC the next time the prey attacks that beneficiary or to the beneficiary’s next saving throw against an effect from that prey, whichever happens first.
RANGER
Prerequisites Initiate Warden
Your mastery of primal magic has given you access to the greatest secrets of warden magic. You gain your choice of one warden spell from the peerless warden spells (or another you have access to).
Special You can take this feat multiple times, choosing a different peerless warden spell each time.
Prerequisites Initiate Warden
Your mastery of primal magic has given you access to the greatest secrets of warden magic. You gain your choice of one warden spell from the peerless warden spells (or another you have access to).
Special You can take this feat multiple times, choosing a different peerless warden spell each time.
◆◆
RANGER
Requirements You are wielding a ranged weapon.
You shoot clear through an intervening creature to hit your prey. Choose a target that is giving lesser cover to your hunted prey. Make a single ranged Strike with the required weapon against the chosen target and your hunted prey. This attack ignores any lesser cover the chosen target provides your hunted prey. Roll damage only once, and apply it to each creature you hit. A Penetrating Shot counts as two attacks for your multiple attack penalty.
Requirements You are wielding a ranged weapon.
You shoot clear through an intervening creature to hit your prey. Choose a target that is giving lesser cover to your hunted prey. Make a single ranged Strike with the required weapon against the chosen target and your hunted prey. This attack ignores any lesser cover the chosen target provides your hunted prey. Roll damage only once, and apply it to each creature you hit. A Penetrating Shot counts as two attacks for your multiple attack penalty.
◆◆◆
FLOURISH RANGER
Requirements You are wielding a loaded ranged weapon with reload 1 or more, and you have not reloaded your weapon since your last turn.
After watching the motions of combat with incredible intensity and precision, you fire at your prey at the perfect moment to deliver maximum pain. Make a ranged Strike with the required weapon against your hunted prey. If you hit, the Strike deals maximum damage. After the Strike, your turn ends.
Requirements You are wielding a loaded ranged weapon with reload 1 or more, and you have not reloaded your weapon since your last turn.
After watching the motions of combat with incredible intensity and precision, you fire at your prey at the perfect moment to deliver maximum pain. Make a ranged Strike with the required weapon against your hunted prey. If you hit, the Strike deals maximum damage. After the Strike, your turn ends.
◆
RANGER
You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.
You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.
◆
RANGER
You can reload your weapon on the move. You Stride, Step, or Sneak, then Interact to reload.
You can reload your weapon on the move. You Stride, Step, or Sneak, then Interact to reload.
◇
RANGER
Trigger You are about to roll a Perception, Stealth, or Survival check for initiative.
You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls, increased to +2 if you are using the Scout exploration activity. Depending on whether you use gestures or call out, this action gains either the visual or the auditory trait, respectively.
Trigger You are about to roll a Perception, Stealth, or Survival check for initiative.
You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls, increased to +2 if you are using the Scout exploration activity. Depending on whether you use gestures or call out, this action gains either the visual or the auditory trait, respectively.
◆
PRESS RANGER
Requirements You are wielding two melee weapons, each in a different hand.
You read your prey’s movements and transform them into openings, so failures with one weapon set up glancing blows with the other.
Make a melee Strike with one of the required weapons against your hunted prey. The Strike gains the following failure effect.
Failure You deal the damage the other required weapon would have dealt on a hit, excluding all damage dice. (This removes dice from weapon runes, spells, and special abilities, not just weapon damage dice.)
Requirements You are wielding two melee weapons, each in a different hand.
You read your prey’s movements and transform them into openings, so failures with one weapon set up glancing blows with the other.
Make a melee Strike with one of the required weapons against your hunted prey. The Strike gains the following failure effect.
Failure You deal the damage the other required weapon would have dealt on a hit, excluding all damage dice. (This removes dice from weapon runes, spells, and special abilities, not just weapon damage dice.)
↺
RANGER
Trigger You fail a check to Seek.
When you look for foes, you can catch even the slightest cues, such as their minute movements or the shifting of air currents on your skin. Even though you failed at the triggering check, you automatically sense any undetected creatures in the area where you’re Seeking, making them merely hidden to you.
Trigger You fail a check to Seek.
When you look for foes, you can catch even the slightest cues, such as their minute movements or the shifting of air currents on your skin. Even though you failed at the triggering check, you automatically sense any undetected creatures in the area where you’re Seeking, making them merely hidden to you.
RANGER
Prerequisites Camouflage
You blend in to your surroundings so well that others have trouble telling you apart from the terrain. While in natural terrain, you’re always concealed from all foes if you choose to be, except for your hunted prey.
Prerequisites Camouflage
You blend in to your surroundings so well that others have trouble telling you apart from the terrain. While in natural terrain, you’re always concealed from all foes if you choose to be, except for your hunted prey.
RANGER
Prerequisites Double Prey, Warden’s Boon
Hunting as a duo, you and your ally both single out your prey. When you use Hunt Prey and select only one prey, you can grant your Hunt Prey benefits and hunter’s edge to an ally in addition to gaining them yourself. The ally retains these benefits until you use Hunt Prey again.
Prerequisites Double Prey, Warden’s Boon
Hunting as a duo, you and your ally both single out your prey. When you use Hunt Prey and select only one prey, you can grant your Hunt Prey benefits and hunter’s edge to an ally in addition to gaining them yourself. The ally retains these benefits until you use Hunt Prey again.
RANGER
Prerequisites an animal companion
You and your animal companion fight in tandem. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions.
Prerequisites an animal companion
You and your animal companion fight in tandem. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions.
◆
FLOURISH RANGER
Your feet and weapon move in tandem. Either Step and then Strike, or Strike and then Step.
Your feet and weapon move in tandem. Either Step and then Strike, or Strike and then Step.
RANGER
You can react with ranged weapons when a creature is in close quarters. You can use a reaction that normally allows you to make a melee weapon Strike to instead make a ranged weapon Strike. You must be Striking an adjacent target. If necessary for the reaction’s trigger, you treat your ranged weapon as if it had a reach of 5 feet. If the reaction has other requirements, such as wielding a specific kind of weapon, Snap Shot doesn’t allow you to ignore them; it allows you only to replace a melee weapon Strike with a ranged weapon Strike.
You can react with ranged weapons when a creature is in close quarters. You can use a reaction that normally allows you to make a melee weapon Strike to instead make a ranged weapon Strike. You must be Striking an adjacent target. If necessary for the reaction’s trigger, you treat your ranged weapon as if it had a reach of 5 feet. If the reaction has other requirements, such as wielding a specific kind of weapon, Snap Shot doesn’t allow you to ignore them; it allows you only to replace a melee weapon Strike with a ranged weapon Strike.
RANGER
Prerequisites Incredible Companion
Your animal companion continues to grow in power and ability, and it is now cunning enough to become specialized. Your animal companion gains one specialization of your choice.
Special You can select this feat up to three times. Each time, add a different specialization to your companion.
Prerequisites Incredible Companion
Your animal companion continues to grow in power and ability, and it is now cunning enough to become specialized. Your animal companion gains one specialization of your choice.
Special You can select this feat up to three times. Each time, add a different specialization to your companion.
RANGER
Prerequisites Animal Companion, Camouflage
You’ve trained your animal companion to blend in to its surroundings. Your animal companion gains the benefit of the Camouflage feat. If your companion is a specialized ambusher, its proficiency rank for Stealth increases to master (or legendary if it was already master).
Prerequisites Animal Companion, Camouflage
You’ve trained your animal companion to blend in to its surroundings. Your animal companion gains the benefit of the Camouflage feat. If your companion is a specialized ambusher, its proficiency rank for Stealth increases to master (or legendary if it was already master).
RANGER
Prerequisites expert in Survival, Experienced Tracker
Your keen eyes catch signs of passage even when you’re moving.
You can move at your full Speed while you Track. If you have master proficiency in Survival, you don’t need to attempt a new Survival check every hour while Tracking. If you have legendary proficiency in Survival, you can use another exploration activity while Tracking.
If you roll Survival for initiative while tracking your hunted prey, when you start your first turn of the encounter, you can Stride toward your hunted prey as a free action.
Prerequisites expert in Survival, Experienced Tracker
Your keen eyes catch signs of passage even when you’re moving.
You can move at your full Speed while you Track. If you have master proficiency in Survival, you don’t need to attempt a new Survival check every hour while Tracking. If you have legendary proficiency in Survival, you can use another exploration activity while Tracking.
If you roll Survival for initiative while tracking your hunted prey, when you start your first turn of the encounter, you can Stride toward your hunted prey as a free action.
RANGER
Prerequisites master in Survival, Favored Terrain
You are able to adapt to your surroundings in any natural terrain. You can spend 1 hour practicing in your current terrain in order to make it your favored terrain, replacing your current favored terrain temporarily. If you spend a full day out of the new favored terrain, your favored terrain reverts back to your original choice when you took the Favored Terrain feat.
Prerequisites master in Survival, Favored Terrain
You are able to adapt to your surroundings in any natural terrain. You can spend 1 hour practicing in your current terrain in order to make it your favored terrain, replacing your current favored terrain temporarily. If you spend a full day out of the new favored terrain, your favored terrain reverts back to your original choice when you took the Favored Terrain feat.
RANGER
Prerequisites legendary in Survival
Your ability to track your prey has surpassed explanation, allowing you to trace your prey’s movements and predict its location with ease. When you use Hunt Prey on a creature within 100 feet, you can follow that creature’s movements, allowing you to know the creature’s exact location no matter how far away it becomes, as long as it remains your prey. You must be legendary in Nature to track your prey’s location across teleportation or planar travel. This feat gains the detection and primal traits if you’re legendary in Nature.
Prerequisites legendary in Survival
Your ability to track your prey has surpassed explanation, allowing you to trace your prey’s movements and predict its location with ease. When you use Hunt Prey on a creature within 100 feet, you can follow that creature’s movements, allowing you to know the creature’s exact location no matter how far away it becomes, as long as it remains your prey. You must be legendary in Nature to track your prey’s location across teleportation or planar travel. This feat gains the detection and primal traits if you’re legendary in Nature.
RANGER
Prerequisites Shared Prey
You can divide your attention three ways when hunting. When you use Hunt Prey, you can designate three creatures as prey, designate two creatures as prey and share the effect with one ally (as Shared Prey), or designate one creature as prey and share the effect with two allies.
Prerequisites Shared Prey
You can divide your attention three ways when hunting. When you use Hunt Prey, you can designate three creatures as prey, designate two creatures as prey and share the effect with one ally (as Shared Prey), or designate one creature as prey and share the effect with two allies.
◆
RANGER
Requirements You are wielding two melee weapons, one in each hand.
You can use two weapons to deflect attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat’s requirement.
Requirements You are wielding two melee weapons, one in each hand.
You can use two weapons to deflect attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat’s requirement.
↺
RANGER
Prerequisites Twin Parry
Trigger A creature within your reach critically fails a Strike against you.
Requirements You are benefiting from Twin Parry
A clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee Strike or use a Disarm action against the triggering opponent.
Prerequisites Twin Parry
Trigger A creature within your reach critically fails a Strike against you.
Requirements You are benefiting from Twin Parry
A clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee Strike or use a Disarm action against the triggering opponent.
◆
FLOURISH RANGER
Requirements You are wielding two melee weapons, each in a different hand.
You swiftly attack your hunted prey with each of your weapons, potentially combining their damage into a single devastating attack. Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.
Requirements You are wielding two melee weapons, each in a different hand.
You swiftly attack your hunted prey with each of your weapons, potentially combining their damage into a single devastating attack. Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.
RANGER
Prerequisites unimpeded journey
You are so skilled at navigating the wild, your movement is completely unaffected by terrain. You ignore the effects of all difficult terrain, greater difficult terrain, and hazardous terrain, and you don’t trigger traps and hazards that are triggered by moving into an area (such as trip wires and pressure plates), unless you want to.
Prerequisites unimpeded journey
You are so skilled at navigating the wild, your movement is completely unaffected by terrain. You ignore the effects of all difficult terrain, greater difficult terrain, and hazardous terrain, and you don’t trigger traps and hazards that are triggered by moving into an area (such as trip wires and pressure plates), unless you want to.
◆
RANGER
You point out vulnerabilities present in your hunted prey, granting the benefits listed in Hunt Prey and your hunter’s edge to an ally until the end of their next turn. Depending on whether you call out or use gestures, this action gains either the auditory or visual trait.
You point out vulnerabilities present in your hunted prey, granting the benefits listed in Hunt Prey and your hunter’s edge to an ally until the end of their next turn. Depending on whether you call out or use gestures, this action gains either the auditory or visual trait.
RANGER
Prerequisites warden spells
Your connection with your surroundings deepens and expands, allowing you to draw in more of nature’s primal power as you focus. When you Refocus, you regain all your Focus Points instead of 1.
Prerequisites warden spells
Your connection with your surroundings deepens and expands, allowing you to draw in more of nature’s primal power as you focus. When you Refocus, you regain all your Focus Points instead of 1.
RANGER
You convey your prey’s location to your allies with a series of careful words or gestures. As long as your hunted prey is observed by you, all your allies who roll failures and critical failures when Seeking it get a success instead. Your allies need to be able to see or hear you to gain this benefit. You have to be able to call out or make visible gestures for your allies to get this benefit.
You convey your prey’s location to your allies with a series of careful words or gestures. As long as your hunted prey is observed by you, all your allies who roll failures and critical failures when Seeking it get a success instead. Your allies need to be able to see or hear you to gain this benefit. You have to be able to call out or make visible gestures for your allies to get this benefit.
◇
RANGER
Frequency once per round
Requirements Your last action or activity this turn was to cast a warden spell.
Your mastery of magic and weapons like the crossbow allow you to wield both with equal ease. Interact to reload a weapon you are currently wielding.
Frequency once per round
Requirements Your last action or activity this turn was to cast a warden spell.
Your mastery of magic and weapons like the crossbow allow you to wield both with equal ease. Interact to reload a weapon you are currently wielding.
RANGER
Prerequisites master in Stealth
You can guide your allies to move quietly through the wilderness. When you Avoid Notice during exploration in natural terrain, you can designate any number of your allies to gain the benefits as if they were using that activity during that exploration. This requires no action on their part.
Prerequisites master in Stealth
You can guide your allies to move quietly through the wilderness. When you Avoid Notice during exploration in natural terrain, you can designate any number of your allies to gain the benefits as if they were using that activity during that exploration. This requires no action on their part.
ARCHETYPE
Prerequisites Basic Trickery
You gain one rogue feat. For the purpose of meeting its prerequisites, your rogue 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 rogue feat.
Prerequisites Basic Trickery
You gain one rogue feat. For the purpose of meeting its prerequisites, your rogue 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 rogue feat.
ARCHETYPE
Prerequisites Rogue Dedication
You gain a 1st- or 2nd-level rogue feat.
Prerequisites Rogue Dedication
You gain a 1st- or 2nd-level rogue feat.
ARCHETYPE
Prerequisites Rogue Dedication, expert in Reflex saves
Your proficiency rank for Reflex saves increases to master.
Prerequisites Rogue Dedication, expert in Reflex saves
Your proficiency rank for Reflex saves increases to master.
ARCHETYPE DEDICATION MULTICLASS
Prerequisites Dexterity +2
You gain a skill feat and the rogue’s surprise attack class feature. You become trained in light armor. In addition, you become trained in Stealth or Thievery plus one skill of your choice; if you are already trained in both Stealth and Thievery, you become trained in an additional skill of your choice. You become trained in rogue class DC.
Prerequisites Dexterity +2
You gain a skill feat and the rogue’s surprise attack class feature. You become trained in light armor. In addition, you become trained in Stealth or Thievery plus one skill of your choice; if you are already trained in both Stealth and Thievery, you become trained in an additional skill of your choice. You become trained in rogue class DC.
ARCHETYPE
Prerequisites Rogue Dedication, trained in at least one skill and expert in at least one skill
Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose; you must meet all its prerequisites.
Special You can select this feat up to five times.
Prerequisites Rogue Dedication, trained in at least one skill and expert in at least one skill
Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose; you must meet all its prerequisites.
Special You can select this feat up to five times.
ARCHETYPE
Prerequisites Rogue Dedication
You gain the sneak attack class feature, except it deals 1d4 damage, increasing to 1d6 at 6th level. You don’t increase the number of dice as you gain levels.
Prerequisites Rogue Dedication
You gain the sneak attack class feature, except it deals 1d4 damage, increasing to 1d6 at 6th level. You don’t increase the number of dice as you gain levels.
ARCHETYPE
Prerequisites Rogue Dedication
You gain the deny advantage class feature.
Prerequisites Rogue Dedication
You gain the deny advantage class feature.
↺
ROGUE
Prerequisites mastermind racket
Trigger Your Strike critically hits and deals damage to a creature you’ve identified with Recall Knowledge.
Your battle tactics are aided by assessing your foe’s capabilities and range. You Step or Stride; this movement doesn’t trigger reactions from the triggering creature.
Prerequisites mastermind racket
Trigger Your Strike critically hits and deals damage to a creature you’ve identified with Recall Knowledge.
Your battle tactics are aided by assessing your foe’s capabilities and range. You Step or Stride; this movement doesn’t trigger reactions from the triggering creature.
ROGUE
Prerequisites mastermind racket, Debilitating Strike
You strategically craft your debilitations to lessen or negate an enemy’s tactical advantages.
Add the following debilitations to the list you can choose from when you use Debilitating Strike.
Prerequisites mastermind racket, Debilitating Strike
You strategically craft your debilitations to lessen or negate an enemy’s tactical advantages.
Add the following debilitations to the list you can choose from when you use Debilitating Strike.
- Debilitation The target can’t flank or contribute to allies’ flanking.
- Debilitation The target doesn’t gain a circumstance bonus to AC from Raising a Shield, lesser cover, or standard cover; it gains a +2 circumstance bonus to AC only from greater cover or Taking Cover.
EMOTION FEAR MENTAL ROGUE
Prerequisites ruffian racket
Your critical hits shakes your foes’ confidence. Whenever your Strike is a critical hit and deals damage, the target is frightened 1.
Prerequisites ruffian racket
Your critical hits shakes your foes’ confidence. Whenever your Strike is a critical hit and deals damage, the target is frightened 1.
ROGUE
Prerequisites ruffian racket, Debilitating Strike
The debilitations you dish out seriously impair your foes.
Add the following debilitations to the list you can choose from when you use Debilitating Strike.
Prerequisites ruffian racket, Debilitating Strike
The debilitations you dish out seriously impair your foes.
Add the following debilitations to the list you can choose from when you use Debilitating Strike.
- Debilitation The target gains weakness 5 to your choice of bludgeoning, piercing, or slashing damage.
- Debilitation The target becomes clumsy 1.
ROGUE
Prerequisites scoundrel racket
Your Feints are far more distracting than normal. While a creature is off-guard by your Feint, it also takes a –2 circumstance penalty to Perception checks and Reflex saves.
Prerequisites scoundrel racket
Your Feints are far more distracting than normal. While a creature is off-guard by your Feint, it also takes a –2 circumstance penalty to Perception checks and Reflex saves.
ROGUE
Prerequisites scoundrel racket, Debilitating Strike
You learn new debilitations that grant you tactical advantages against your foes.
Add the following debilitations to the list you can choose from when you use Debilitating Strike.
Prerequisites scoundrel racket, Debilitating Strike
You learn new debilitations that grant you tactical advantages against your foes.
Add the following debilitations to the list you can choose from when you use Debilitating Strike.
- Debilitation The target can’t use reactions.
- Debilitation The target can’t flank or contribute to allies’ flanking.
ROGUE
Prerequisites thief racket, Debilitating Strike
You attack with great precision.
Add the following debilitations to the list you can choose from when you use Debilitating Strike.
Prerequisites thief racket, Debilitating Strike
You attack with great precision.
Add the following debilitations to the list you can choose from when you use Debilitating Strike.
- Debilitation The target takes an additional 2d6 precision damage from your attacks.
- Debilitation The target becomes off-guard.
ROGUE
Prerequisites thief racket
Interweaving attacks, you unbalance your foes. Whenever your Strike is a critical hit and deals damage, the target is off-guard against your attacks until the end of your next turn.
Prerequisites thief racket
Interweaving attacks, you unbalance your foes. Whenever your Strike is a critical hit and deals damage, the target is off-guard against your attacks until the end of your next turn.
◆
ROGUE
Prerequisites sneak attack 2d6
Requirements You have identified a creature with Recall Knowledge.
Your knowledge of a creature’s physiology helps you attack with pinpoint accuracy.
You carefully study a creature that you’ve identified to scope out particularly weak points in its positioning or physical form. The next time you deal sneak attack damage to the chosen creature with a Strike before the end of your turn, add an additional 2d6 precision damage.
At 11th level, the additional damage becomes 3d6, and at 17th level it becomes 4d6.
Prerequisites sneak attack 2d6
Requirements You have identified a creature with Recall Knowledge.
Your knowledge of a creature’s physiology helps you attack with pinpoint accuracy.
You carefully study a creature that you’ve identified to scope out particularly weak points in its positioning or physical form. The next time you deal sneak attack damage to the chosen creature with a Strike before the end of your turn, add an additional 2d6 precision damage.
At 11th level, the additional damage becomes 3d6, and at 17th level it becomes 4d6.
EXPLORATION ROGUE
Prerequisites expert in Stealth
You keep watch for any hidden creatures or dangerous sites, moving at half your travel Speed. If you’re Anticipating an Ambush at the start of an encounter, you roll a Perception check for initiative, and all enemies rolling Stealth for initiative take a –2 circumstance penalty to their Stealth checks.
Prerequisites expert in Stealth
You keep watch for any hidden creatures or dangerous sites, moving at half your travel Speed. If you’re Anticipating an Ambush at the start of an encounter, you roll a Perception check for initiative, and all enemies rolling Stealth for initiative take a –2 circumstance penalty to their Stealth checks.
ROGUE
Prerequisites legendary in Deception
Your deceptions confound even the most powerful magic that could spy on you. Detection, revelation, and scrying effects pass right over you, your possessions, and your auras, detecting nothing unless the detecting effect has a counteract rank of 10 or higher. For example, detect magic would still detect other magic in the area but not any magic on you, truesight wouldn’t reveal you, locate or scrying wouldn’t find you, and so on.
Prerequisites legendary in Deception
Your deceptions confound even the most powerful magic that could spy on you. Detection, revelation, and scrying effects pass right over you, your possessions, and your auras, detecting nothing unless the detecting effect has a counteract rank of 10 or higher. For example, detect magic would still detect other magic in the area but not any magic on you, truesight wouldn’t reveal you, locate or scrying wouldn’t find you, and so on.
ROGUE
Prerequisites master in Perception
Your battle instincts make you more aware of concealed and invisible opponents.
You don’t need to succeed at a flat check to target concealed creatures. You’re not off-guard to creatures that are hidden from you (unless you’re off-guard to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature.
While you’re adjacent to an undetected creature of your level or lower, it is instead only hidden from you.
Prerequisites master in Perception
Your battle instincts make you more aware of concealed and invisible opponents.
You don’t need to succeed at a flat check to target concealed creatures. You’re not off-guard to creatures that are hidden from you (unless you’re off-guard to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature.
While you’re adjacent to an undetected creature of your level or lower, it is instead only hidden from you.
ROGUE
Prerequisites trained in Medicine, Debilitating Strike
Your attacks slice arteries and veins.
Add the following debilitation to the list you can choose from when you use Debilitating Strike.
Prerequisites trained in Medicine, Debilitating Strike
Your attacks slice arteries and veins.
Add the following debilitation to the list you can choose from when you use Debilitating Strike.
- Debilitation The target takes 3d6 persistent bleed damage.
◆
ROGUE
You carefully take aim to avoid your foe’s concealment and cover. On your next Strike with a thrown weapon before the end of your turn, you gain a +1 circumstance bonus to your attack roll and ignore your target’s concealed condition, as well as the target’s lesser cover or standard cover; if the target had greater cover, they instead have only standard cover against the Strike.
You carefully take aim to avoid your foe’s concealment and cover. On your next Strike with a thrown weapon before the end of your turn, you gain a +1 circumstance bonus to your attack roll and ignore your target’s concealed condition, as well as the target’s lesser cover or standard cover; if the target had greater cover, they instead have only standard cover against the Strike.
ROGUE
Prerequisites legendary in Acrobatics
Using fantastic acrobatic skill, you can walk for brief stretches across insubstantial surfaces. When you Stride, you can move across water, air, and solid surfaces that can hold only limited weight as if they were normal ground. If you Stride over a trap with a weight-sensitive pressure plate, you don’t trigger it. At the end of your turn, you sink, fall, break fragile surfaces, or trigger traps as normal for your current location.
Prerequisites legendary in Acrobatics
Using fantastic acrobatic skill, you can walk for brief stretches across insubstantial surfaces. When you Stride, you can move across water, air, and solid surfaces that can hold only limited weight as if they were normal ground. If you Stride over a trap with a weight-sensitive pressure plate, you don’t trigger it. At the end of your turn, you sink, fall, break fragile surfaces, or trigger traps as normal for your current location.
↺
ROGUE
Trigger Your turn ends.
Requirements You are currently affected by a mental effect.
You can find a loophole in a mental effect to temporarily overcome it. Until the end of your next turn, you ignore a single mental effect. You can suppress a particular effect using Cognitive Loophole only once. You can’t use Cognitive Loophole to suppress an effect you chose to have affect you.
Special You can use this reaction even if the mental effect is preventing you from using reactions.
Trigger Your turn ends.
Requirements You are currently affected by a mental effect.
You can find a loophole in a mental effect to temporarily overcome it. Until the end of your next turn, you ignore a single mental effect. You can suppress a particular effect using Cognitive Loophole only once. You can’t use Cognitive Loophole to suppress an effect you chose to have affect you.
Special You can use this reaction even if the mental effect is preventing you from using reactions.
INCAPACITATION ROGUE
Prerequisites Debilitating Strike
Your debilitations are especially effective on your most powerful attacks.
Whenever you critically succeed at an attack roll against an enemy and use Debilitating Strike, add the following debilitation to the list you can choose from.
Success The target is slowed 1 until the end of your next turn.
Failure The target is slowed 2 until the end of your next turn.
Critical Failure The target is paralyzed until the end of your next turn.
Prerequisites Debilitating Strike
Your debilitations are especially effective on your most powerful attacks.
Whenever you critically succeed at an attack roll against an enemy and use Debilitating Strike, add the following debilitation to the list you can choose from.
- Debilitation The target attempts a Fortitude save against your class DC with the following effects.
Success The target is slowed 1 until the end of your next turn.
Failure The target is slowed 2 until the end of your next turn.
Critical Failure The target is paralyzed until the end of your next turn.
◇
ROGUE
Frequency once per 10 minutes
Trigger A physical attack would reduce you to 0 Hit Points.
Dropping into a roll to disperse the force of the blow, you can partially evade a lethal attack and stay conscious. You take half damage from the triggering attack.
Frequency once per 10 minutes
Trigger A physical attack would reduce you to 0 Hit Points.
Dropping into a roll to disperse the force of the blow, you can partially evade a lethal attack and stay conscious. You take half damage from the triggering attack.
↺
ROGUE
Trigger A trap within your reach is triggered.
You try to jam the workings of a trap to delay its effects.
Attempt a Thievery check to Disable a Device on the trap with the following results instead of the normal ones for the action.
Critical Success You either prevent the trap from being triggered or delay the activation until the start or end of your next turn.
Success As above, but the GM chooses whichever is worse for you.
Failure No effect.
Critical Failure You’re off-guard until the start of your next turn.
Trigger A trap within your reach is triggered.
You try to jam the workings of a trap to delay its effects.
Attempt a Thievery check to Disable a Device on the trap with the following results instead of the normal ones for the action.
Critical Success You either prevent the trap from being triggered or delay the activation until the start or end of your next turn.
Success As above, but the GM chooses whichever is worse for you.
Failure No effect.
Critical Failure You’re off-guard until the start of your next turn.
◆◆
ROGUE
Your sneak attack slices through the threads binding magic to a target. Make a Strike against an off-guard creature. If your Strike deals sneak attack damage, you attempt to counteract a single spell of your choice active on the target. Your counteract rank is equal to half your level (rounded up), and your counteract check modifier is equal to your class DC – 10.
Your sneak attack slices through the threads binding magic to a target. Make a Strike against an off-guard creature. If your Strike deals sneak attack damage, you attempt to counteract a single spell of your choice active on the target. Your counteract rank is equal to half your level (rounded up), and your counteract check modifier is equal to your class DC – 10.
ROGUE
You capitalize on your enemies’ fear to slip past their defenses. Any creature that has the frightened condition is also off-guard against your attacks.
You capitalize on your enemies’ fear to slip past their defenses. Any creature that has the frightened condition is also off-guard against your attacks.
◆◆
ROGUE
You launch yourself through the air at a foe.
Attempt a High Jump or Long Jump. If you attempt a High Jump, determine the height of your jump as though determining the length of a Long Jump. At the end of your jump, you can make a melee Strike.
After your Strike, you fall to the ground if you’re in the air. If the distance of your fall is no more than the height of your jump, you take no damage and land upright.
You launch yourself through the air at a foe.
Attempt a High Jump or Long Jump. If you attempt a High Jump, determine the height of your jump as though determining the length of a Long Jump. At the end of your jump, you can make a melee Strike.
After your Strike, you fall to the ground if you’re in the air. If the distance of your fall is no more than the height of your jump, you take no damage and land upright.
ROGUE
When you Strike with a thrown weapon, you take only a –1 penalty for each additional range increment between you and the target, rather than a –2 penalty.
When you Strike with a thrown weapon, you take only a –1 penalty for each additional range increment between you and the target, rather than a –2 penalty.
◆◆
ROGUE
Your ranged attacks can shoot an unprepared foe right out of the air.
Make a ranged Strike against an off-guard creature. If the Strike is a success and deals damage, the target must attempt a Reflex save against your class DC.
Success The target is unaffected.
Failure The target falls up to 120 feet. If it hits the ground, it takes no damage from the fall.
Critical Failure As failure, and the target can’t fly, jump, levitate, or otherwise leave the ground until the end of your next turn.
Your ranged attacks can shoot an unprepared foe right out of the air.
Make a ranged Strike against an off-guard creature. If the Strike is a success and deals damage, the target must attempt a Reflex save against your class DC.
Success The target is unaffected.
Failure The target falls up to 120 feet. If it hits the ground, it takes no damage from the fall.
Critical Failure As failure, and the target can’t fly, jump, levitate, or otherwise leave the ground until the end of your next turn.
ROGUE
You and your allies harry an opponent in concert. You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other. The other requirements for flanking must still be met.
You and your allies harry an opponent in concert. You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other. The other requirements for flanking must still be met.
◆
ROGUE
Make an unarmed melee Strike against a prone target. If it hits, until the end of your next turn the target is stupefied 1 (or stupefied 2 on a critical hit) and off-guard.
Make an unarmed melee Strike against a prone target. If it hits, until the end of your next turn the target is stupefied 1 (or stupefied 2 on a critical hit) and off-guard.
↺
ROGUE
Prerequisites legendary in Stealth
Frequency once per hour
Trigger You successfully use Stealth to Hide and become hidden from all of your current foes, or use Stealth to Sneak and become undetected to all your current foes.
When you slip out of sight, you disappear. You become invisible for 1 minute, even if you use a hostile action. Not even revealing light, see the unseen, or similar effects can reveal you, though creatures can still use the Seek action to locate you as normal.
Prerequisites legendary in Stealth
Frequency once per hour
Trigger You successfully use Stealth to Hide and become hidden from all of your current foes, or use Stealth to Sneak and become undetected to all your current foes.
When you slip out of sight, you disappear. You become invisible for 1 minute, even if you use a hostile action. Not even revealing light, see the unseen, or similar effects can reveal you, though creatures can still use the Seek action to locate you as normal.
◆◆
MAGICAL MOVE ROGUE
Prerequisites legendary in Acrobatics, Quick Squeeze
Requirements You are adjacent to a floor or vertical wall.
You find tiny imperfections and somehow fit yourself through them, possibly moving directly through the wall or floor. Your movement attempt fails if the wall or floor is made of something other than wood, plaster, or stone; is thicker than 10 feet; or contains even a thin layer of metal. If you have a climb Speed, you can use this ability to attempt to move through a ceiling.
Prerequisites legendary in Acrobatics, Quick Squeeze
Requirements You are adjacent to a floor or vertical wall.
You find tiny imperfections and somehow fit yourself through them, possibly moving directly through the wall or floor. Your movement attempt fails if the wall or floor is made of something other than wood, plaster, or stone; is thicker than 10 feet; or contains even a thin layer of metal. If you have a climb Speed, you can use this ability to attempt to move through a ceiling.
ROGUE
Prerequisites Predictive Purchase
You can use Prescient Planner even if you have already used it after purchasing goods, and you can Interact to draw the item as a single action instead of a 2-action activity. In addition, five times per day, you can use Prescient Planner to pull out a common consumable item up to 6 levels lower than your level.
Prerequisites Predictive Purchase
You can use Prescient Planner even if you have already used it after purchasing goods, and you can Interact to draw the item as a single action instead of a 2-action activity. In addition, five times per day, you can use Prescient Planner to pull out a common consumable item up to 6 levels lower than your level.
ROGUE
Prerequisites Sly Striker
Nothing can prevent you from making a sneak attack, even if your opponent can see every blow coming. Instead of dealing the damage from Sly Striker, you can deal your full sneak attack damage to a target even if the target isn’t off-guard.
Prerequisites Sly Striker
Nothing can prevent you from making a sneak attack, even if your opponent can see every blow coming. Instead of dealing the damage from Sly Striker, you can deal your full sneak attack damage to a target even if the target isn’t off-guard.
ROGUE
Prerequisites Poison Weapon
You deliver poisons in ways that maximize their harmful effects. When you apply a simple poison with Poison Weapon, the poison deals 2d4 poison damage instead of 1d4 poison damage. You don’t waste a poison you apply with Poison Weapon on a critically failed attack roll.
Prerequisites Poison Weapon
You deliver poisons in ways that maximize their harmful effects. When you apply a simple poison with Poison Weapon, the poison deals 2d4 poison damage instead of 1d4 poison damage. You don’t waste a poison you apply with Poison Weapon on a critically failed attack roll.
ROGUE
During your daily preparations, you can review stratagems for the day’s adventures with up to five allies. Later, you can quickly advise them on your schemes using the below reaction.
Inspired Stratagem ↺ (fortune, linguistic) Trigger An ally you reviewed stratagems with is about to attempt an attack roll or skill check;
Effect The ally rolls the triggering check twice and takes the better of the two results. That ally then becomes temporarily immune to your Inspired Stratagem until your next daily preparations.
During your daily preparations, you can review stratagems for the day’s adventures with up to five allies. Later, you can quickly advise them on your schemes using the below reaction.
Inspired Stratagem ↺ (fortune, linguistic) Trigger An ally you reviewed stratagems with is about to attempt an attack roll or skill check;
Effect The ally rolls the triggering check twice and takes the better of the two results. That ally then becomes temporarily immune to your Inspired Stratagem until your next daily preparations.
◆
CONCENTRATE ROGUE
You distract your opponent with a few choice words or a rude gesture. Choose a target within 30 feet. It’s off-guard against your attacks until the end of your next turn. Depending on the way you describe your distraction, this action gains either the auditory or visual trait.
You distract your opponent with a few choice words or a rude gesture. Choose a target within 30 feet. It’s off-guard against your attacks until the end of your next turn. Depending on the way you describe your distraction, this action gains either the auditory or visual trait.
ROGUE
When you hit hard enough, you leave an opening so your ally can jump in on the action. Whenever you critically hit an off-guard opponent with a melee attack and deal damage, the target triggers a Reactive Strike reaction from one ally of your choice who has that reaction, as if the enemy had used a manipulate action.
When you hit hard enough, you leave an opening so your ally can jump in on the action. Whenever you critically hit an off-guard opponent with a melee attack and deal damage, the target triggers a Reactive Strike reaction from one ally of your choice who has that reaction, as if the enemy had used a manipulate action.
ROGUE
You aren’t bothered by tricky footing. When you Stride or Step, you can ignore difficult terrain.
You aren’t bothered by tricky footing. When you Stride or Step, you can ignore difficult terrain.
ROGUE
You move without leaving an opening. When you Stride and move half your Speed or less, that movement does not trigger reactions. You can use Mobility when Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
You move without leaving an opening. When you Stride and move half your Speed or less, that movement does not trigger reactions. You can use Mobility when Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
◆◆
ROGUE
You make a quick attack and rob your foe in the process. Make a melee Strike against an adjacent enemy. If you hit and deal sneak attack damage, you can also attempt to Steal from the target, even if the target is in combat.
You make a quick attack and rob your foe in the process. Make a melee Strike against an adjacent enemy. If you hit and deal sneak attack damage, you can also attempt to Steal from the target, even if the target is in combat.
↺
ROGUE
Trigger A creature targets you with an attack and you can see the attacker.
Requirements You are not encumbered.
You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.
Trigger A creature targets you with an attack and you can see the attacker.
Requirements You are not encumbered.
You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.
ROGUE
Prerequisites Nimble Dodge
You throw yourself into a roll to escape imminent danger.
You can use Nimble Dodge before attempting a Reflex save in addition to its original trigger. If you do, the circumstance bonus applies to your Reflex save against the triggering effect.
When you use Nimble Dodge and the triggering attack fails or critically fails, or when you succeed or critically succeed at the saving throw, you can also Stride up to 10 feet as part of the reaction. If you do, the reaction gains the move trait. You can use Nimble Roll while Flying or Swimming instead of Striding if you have the corresponding movement type.
Prerequisites Nimble Dodge
You throw yourself into a roll to escape imminent danger.
You can use Nimble Dodge before attempting a Reflex save in addition to its original trigger. If you do, the circumstance bonus applies to your Reflex save against the triggering effect.
When you use Nimble Dodge and the triggering attack fails or critically fails, or when you succeed or critically succeed at the saving throw, you can also Stride up to 10 feet as part of the reaction. If you do, the reaction gains the move trait. You can use Nimble Roll while Flying or Swimming instead of Striding if you have the corresponding movement type.
ROGUE
Prerequisites Nimble Roll
You’re cunning enough to find an opening in an opponent’s attack. When you use your Nimble Dodge reaction, you can make a melee Strike against the triggering creature. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike. If you use the Nimble Roll feat, you can make this Strike at any point during your roll.
Prerequisites Nimble Roll
You’re cunning enough to find an opening in an opponent’s attack. When you use your Nimble Dodge reaction, you can make a melee Strike against the triggering creature. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike. If you use the Nimble Roll feat, you can make this Strike at any point during your roll.
↺
ROGUE
Trigger A creature within your melee reach is hit by a melee attack from one of your allies.
When your enemy is hit by your ally, you capitalize upon the distraction. Make a Strike against the triggering creature.
Trigger A creature within your melee reach is hit by a melee attack from one of your allies.
When your enemy is hit by your ally, you capitalize upon the distraction. Make a Strike against the triggering creature.
ROGUE
Prerequisites trained in Deception
You goad a foe into overextending.
On a successful Feint, you can use the following success and critical success effects instead of any other effects that would occur when you Feint.
Critical Success The target takes a –2 circumstance penalty to all attack rolls against you before the end of its next turn.
Success The target takes a –2 circumstance penalty to its next attack roll against you before the end of its next turn.
Prerequisites trained in Deception
You goad a foe into overextending.
On a successful Feint, you can use the following success and critical success effects instead of any other effects that would occur when you Feint.
Critical Success The target takes a –2 circumstance penalty to all attack rolls against you before the end of its next turn.
Success The target takes a –2 circumstance penalty to its next attack roll against you before the end of its next turn.
◆
ROGUE
Prerequisites legendary in Deception
You use clever tactics to mislead your foes as you sneak away. You Sneak while leaving a decoy behind. The decoy acts as the spell mislead, though you aren’t invisible, just undetected. You can continue to concentrate to move your decoy, as with the spell, whether or not you remain hidden throughout the duration. Once you use Perfect Distraction, you need to spend 10 minutes to set up another decoy before you can use it again.
Prerequisites legendary in Deception
You use clever tactics to mislead your foes as you sneak away. You Sneak while leaving a decoy behind. The decoy acts as the spell mislead, though you aren’t invisible, just undetected. You can continue to concentrate to move your decoy, as with the spell, whether or not you remain hidden throughout the duration. Once you use Perfect Distraction, you need to spend 10 minutes to set up another decoy before you can use it again.
◆
ROGUE
Prerequisites Pickpocket
You can put a single item you’re holding of light or negligible Bulk onto a person without them noticing by succeeding at a Thievery check against their Perception DC. If you have the ruffian racket, you can do this as a free action when you successfully Shove a target.
Prerequisites Pickpocket
You can put a single item you’re holding of light or negligible Bulk onto a person without them noticing by succeeding at a Thievery check against their Perception DC. If you have the ruffian racket, you can do this as a free action when you successfully Shove a target.
◆
MANIPULATE ROGUE
Requirements You are wielding a weapon.
You apply a contact poison or injury poison to the required weapon; if you have a free hand, you can Interact to draw a poison as part of this action. This poison can be one of the simple injury poisons you can create due to this feat (see Special), or another contact or injury poison you’ve acquired (such as those in GM Core).
Special During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These follow the rules for injury poisons, except that they deal 1d4 poison damage with no saving throw. Only you can apply these poisons properly, and they expire the next time you prepare.
Requirements You are wielding a weapon.
You apply a contact poison or injury poison to the required weapon; if you have a free hand, you can Interact to draw a poison as part of this action. This poison can be one of the simple injury poisons you can create due to this feat (see Special), or another contact or injury poison you’ve acquired (such as those in GM Core).
Special During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These follow the rules for injury poisons, except that they deal 1d4 poison damage with no saving throw. Only you can apply these poisons properly, and they expire the next time you prepare.
ROGUE
You’ve learned to exploit your enemies’ openings. Your sneak attack damage ignores any immunity or resistance the target has to precision damage. In addition, when you Sneak, you can designate one creature you’re undetected by at the end of that action. On the next attack you make against that creature before the end of your next turn, any sneak attack die you roll that’s less than 3 is a 3 instead. This has no benefit if your next attack against the creature doesn’t deal sneak attack damage, and if you designate a new creature you lose the benefit on any previous one.
You’ve learned to exploit your enemies’ openings. Your sneak attack damage ignores any immunity or resistance the target has to precision damage. In addition, when you Sneak, you can designate one creature you’re undetected by at the end of that action. On the next attack you make against that creature before the end of your next turn, any sneak attack die you roll that’s less than 3 is a 3 instead. This has no benefit if your next attack against the creature doesn’t deal sneak attack damage, and if you designate a new creature you lose the benefit on any previous one.
◆
ROGUE
By observing an opponent, you can get a sense of their next move and prepare to counter or resist it.
Choose one target and attempt a Perception check to Sense Motive against the foe’s Deception DC or a hard DC of the foe’s level, whichever is higher.
Critical Success You precisely discern the target’s strategy, gaining a +2 circumstance bonus to AC against the creature until the start of your next turn and a +2 circumstance bonus to your next saving throw against the creature before the start of your next turn.
Success You deduce the gist of the target’s strategy; as critical success, except the circumstance bonus is only +1.
Failure You fail to discern the target’s strategy and gain no benefit.
Critical Failure You misinterpret the target’s strategy and take a –1 circumstance penalty to AC against the creature until the start of your next turn, and a –1 circumstance penalty to your next saving throw against the creature before the start of your next turn.
By observing an opponent, you can get a sense of their next move and prepare to counter or resist it.
Choose one target and attempt a Perception check to Sense Motive against the foe’s Deception DC or a hard DC of the foe’s level, whichever is higher.
Critical Success You precisely discern the target’s strategy, gaining a +2 circumstance bonus to AC against the creature until the start of your next turn and a +2 circumstance bonus to your next saving throw against the creature before the start of your next turn.
Success You deduce the gist of the target’s strategy; as critical success, except the circumstance bonus is only +1.
Failure You fail to discern the target’s strategy and gain no benefit.
Critical Failure You misinterpret the target’s strategy and take a –1 circumstance penalty to AC against the creature until the start of your next turn, and a –1 circumstance penalty to your next saving throw against the creature before the start of your next turn.
ROGUE
You somehow manage to have just the thing for the situation. You gain the Prescient Planner and Prescient Consumable feats. When using Prescient Planner, you can draw the item from your backpack (or a similar container) as a 2-action activity, instead of taking 1 minute to do so.
You somehow manage to have just the thing for the situation. You gain the Prescient Planner and Prescient Consumable feats. When using Prescient Planner, you can draw the item from your backpack (or a similar container) as a 2-action activity, instead of taking 1 minute to do so.
◆
FLOURISH ROGUE
You survey the battlefield, calculating the possibilities. You gain one additional reaction, which you can use before the beginning of your next turn for any rogue reaction.
You survey the battlefield, calculating the possibilities. You gain one additional reaction, which you can use before the beginning of your next turn for any rogue reaction.
◆
ROGUE
You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.
You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.
↺
CONCENTRATE MANIPULATE ROGUE
Prerequisites legendary in Deception, Perfect Distraction
Trigger You would be hit by an attack or targeted by an effect, or you are within an effect’s area.
Requirements You have Perfect Distraction ready to use.
You reactively switch with your decoy to foil your foe. You use Perfect Distraction, even if you were observed, as long as you end the movement of your Sneak while concealed or in a location with cover or greater cover. Your decoy is targeted by the attack or effect instead of you. In the case of an area effect, if your Sneak doesn’t move you out of the area, both you and the decoy are targeted by the effect.
Prerequisites legendary in Deception, Perfect Distraction
Trigger You would be hit by an attack or targeted by an effect, or you are within an effect’s area.
Requirements You have Perfect Distraction ready to use.
You reactively switch with your decoy to foil your foe. You use Perfect Distraction, even if you were observed, as long as you end the movement of your Sneak while concealed or in a location with cover or greater cover. Your decoy is targeted by the attack or effect instead of you. In the case of an area effect, if your Sneak doesn’t move you out of the area, both you and the decoy are targeted by the effect.
↺
ROGUE
Trigger An adjacent enemy begins to use a reaction.
Grabbing a sleeve, swiping with your weapon, or creating another obstruction, you reflexively foil an enemy’s response. If the triggering creature’s level is equal to or lower than yours, you disrupt the triggering reaction. If the triggering creature’s level is higher than yours, you must make an attack roll against its AC. On a success, you disrupt the reaction.
Trigger An adjacent enemy begins to use a reaction.
Grabbing a sleeve, swiping with your weapon, or creating another obstruction, you reflexively foil an enemy’s response. If the triggering creature’s level is equal to or lower than yours, you disrupt the triggering reaction. If the triggering creature’s level is higher than yours, you must make an attack roll against its AC. On a success, you disrupt the reaction.
↺
ROGUE
Trigger An adjacent foe moves away from you, and you can reach at least one space adjacent to the foe with a Stride action.
You keep pace with a retreating foe. You Stride, but you must end your movement adjacent to the triggering enemy. Your move does not trigger reactions from the triggering enemy. You can use Reactive Pursuit to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.
Trigger An adjacent foe moves away from you, and you can reach at least one space adjacent to the foe with a Stride action.
You keep pace with a retreating foe. You Stride, but you must end your movement adjacent to the triggering enemy. Your move does not trigger reactions from the triggering enemy. You can use Reactive Pursuit to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.
CONCENTRATE ROGUE
You spend 1 minute surveying a small location (such as a single room) to get an impression of events that occurred there in the last day. This involves moving about the area and studying footprints, spilled drinks or blood, and so forth. You get an indistinct mental impression of significant events that happened there. This gives you clues and details of the past, including the overall events and their time frame, but it’s not a perfect record. This also isn’t enough to identify who was involved in these events if you weren’t already aware the person was there. As determined by the GM, you also pick out various seemingly small details that could serve as important clues, like a memorable weapon someone used for a murder or the type of cloak someone wore when passing through.
You spend 1 minute surveying a small location (such as a single room) to get an impression of events that occurred there in the last day. This involves moving about the area and studying footprints, spilled drinks or blood, and so forth. You get an indistinct mental impression of significant events that happened there. This gives you clues and details of the past, including the overall events and their time frame, but it’s not a perfect record. This also isn’t enough to identify who was involved in these events if you weren’t already aware the person was there. As determined by the GM, you also pick out various seemingly small details that could serve as important clues, like a memorable weapon someone used for a murder or the type of cloak someone wore when passing through.
ROGUE
Prerequisites Ricochet Stance
While in Ricochet Stance, you can bounce a thrown weapon off a foe to distract them. You can attempt a Feint against a creature within the first range increment of a thrown weapon you are wielding, rather than only creatures within your melee reach.
Prerequisites Ricochet Stance
While in Ricochet Stance, you can bounce a thrown weapon off a foe to distract them. You can attempt a Feint against a creature within the first range increment of a thrown weapon you are wielding, rather than only creatures within your melee reach.
◆
ROGUE STANCE
You adopt a stance to rebound your thrown weapons toward you. While you are in this stance, any thrown weapons you use as part of a ranged Strike to deal bludgeoning or slashing damage immediately return to your hand, enabling you to use them for additional Strikes. You must be within the weapon’s listed range increment and have a hand free to catch the weapon. If you make a ranged Strike with a thrown weapon outside of its listed range increment, it instead flies back toward you a number of feet equal to its listed range increment and then falls to the ground.
You adopt a stance to rebound your thrown weapons toward you. While you are in this stance, any thrown weapons you use as part of a ranged Strike to deal bludgeoning or slashing damage immediately return to your hand, enabling you to use them for additional Strikes. You must be within the weapon’s listed range increment and have a hand free to catch the weapon. If you make a ranged Strike with a thrown weapon outside of its listed range increment, it instead flies back toward you a number of feet equal to its listed range increment and then falls to the ground.
◆
INCAPACITATION ROGUE
Requirements You have a free hand.
You subtly damage others’ equipment.
Choose one item that a creature within your reach wields or carries. The item must have moving parts that you could possibly sabotage (a shortbow could be sabotaged, but a longsword could not). Attempt a Thievery check against the Reflex DC of the creature. Damage dealt by Sabotage can’t take the item below its Broken Threshold.
Critical Success You deal damage equal to 4 x your Thievery proficiency bonus.
Success You deal damage equal to double your Thievery proficiency bonus.
Critical Failure The item is temporarily immune to your Sabotage for 1 day.
Requirements You have a free hand.
You subtly damage others’ equipment.
Choose one item that a creature within your reach wields or carries. The item must have moving parts that you could possibly sabotage (a shortbow could be sabotaged, but a longsword could not). Attempt a Thievery check against the Reflex DC of the creature. Damage dealt by Sabotage can’t take the item below its Broken Threshold.
Critical Success You deal damage equal to 4 x your Thievery proficiency bonus.
Success You deal damage equal to double your Thievery proficiency bonus.
Critical Failure The item is temporarily immune to your Sabotage for 1 day.
◆
MANIPULATE ROGUE
You drop your disguise at the right moment and surprise your target. After you Impersonate someone else using a disguise kit, you can remove your disguise with a dramatic gesture. Any creatures that previously failed to see through your disguise are off-guard against the next attack you make before the end of your turn.
You drop your disguise at the right moment and surprise your target. After you Impersonate someone else using a disguise kit, you can remove your disguise with a dramatic gesture. Any creatures that previously failed to see through your disguise are off-guard against the next attack you make before the end of your turn.
◇
ROGUE
Trigger You are about to roll a Perception, Stealth, or Survival check for initiative.
You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls, increased to +2 if you are using the Scout exploration activity. Depending on whether you use gestures or call out, this action gains either the visual or auditory trait, respectively.
Trigger You are about to roll a Perception, Stealth, or Survival check for initiative.
You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls, increased to +2 if you are using the Scout exploration activity. Depending on whether you use gestures or call out, this action gains either the visual or auditory trait, respectively.
↺
ROGUE
Trigger You fail a check to Seek.
When you look for foes, you catch the slightest of cues. Even though you failed at the triggering check, you automatically sense any undetected creatures in the area where you’re Seeking, making them merely hidden to you.
Trigger You fail a check to Seek.
When you look for foes, you catch the slightest of cues. Even though you failed at the triggering check, you automatically sense any undetected creatures in the area where you’re Seeking, making them merely hidden to you.
◇
ROGUE
Prerequisites trained in Athletics
Requirements Your last action was a successful Shove.
You leverage your weight to topple foes that you move. You attempt to Trip the target, even if the target is no longer in your reach.
Prerequisites trained in Athletics
Requirements Your last action was a successful Shove.
You leverage your weight to topple foes that you move. You attempt to Trip the target, even if the target is no longer in your reach.
↺
ROGUE
Trigger The attack roll for a Strike targeting you fails or critically fails.
You deftly step out of the way of an attack, letting the blow continue. You redirect the attack to a creature of your choice that is adjacent to you and within the reach or maximum range of the triggering attack. The attacker rerolls the Strike’s attack roll against the new target.
Trigger The attack roll for a Strike targeting you fails or critically fails.
You deftly step out of the way of an attack, letting the blow continue. You redirect the attack to a creature of your choice that is adjacent to you and within the reach or maximum range of the triggering attack. The attacker rerolls the Strike’s attack roll against the new target.
◆
FLOURISH ROGUE
Your feet and weapon move in tandem. Either Step and then Strike, or Strike and then Step.
Your feet and weapon move in tandem. Either Step and then Strike, or Strike and then Step.
ROGUE
You can Disarm a creature through sleight of hand rather than brute force. You can use Thievery instead of Athletics when you attempt a Disarm. When you use Thievery to attempt a Disarm and succeed, the target is off-guard against the next attack you make before the end of your turn.
You can Disarm a creature through sleight of hand rather than brute force. You can use Thievery instead of Athletics when you attempt a Disarm. When you use Thievery to attempt a Disarm and succeed, the target is off-guard against the next attack you make before the end of your turn.
ROGUE
Prerequisites sneak attack
Your attacks deal more damage, even against creatures that aren’t off-guard.
When you succeed or critically succeed at a Strike against a creature that isn’t off-guard, you also deal 1d6 precision damage. This applies only if you’re using a weapon or unarmed attack you could deal sneak attack damage with.
At 14th level, if you would normally deal 3d6 or more sneak attack damage to off-guard creatures, you deal 2d6 precision damage to creatures that aren’t off-guard.
Prerequisites sneak attack
Your attacks deal more damage, even against creatures that aren’t off-guard.
When you succeed or critically succeed at a Strike against a creature that isn’t off-guard, you also deal 1d6 precision damage. This applies only if you’re using a weapon or unarmed attack you could deal sneak attack damage with.
At 14th level, if you would normally deal 3d6 or more sneak attack damage to off-guard creatures, you deal 2d6 precision damage to creatures that aren’t off-guard.
ROGUE
Prerequisite master in Stealth
It’s almost impossible to spot you. When you roll a failure on a Sneak action, you get a success instead. You can still critically fail.
Prerequisite master in Stealth
It’s almost impossible to spot you. When you roll a failure on a Sneak action, you get a success instead. You can still critically fail.
◆
FLOURISH ROGUE
You leap from hiding and assail your target. You Stride up to your Speed, but you must end your movement next to an enemy you’re hidden from or undetected by. You then Strike that enemy; you remain hidden from or undetected by that creature until after you Strike. You can use Spring from the Shadows while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
You leap from hiding and assail your target. You Stride up to your Speed, but you must end your movement next to an enemy you’re hidden from or undetected by. You then Strike that enemy; you remain hidden from or undetected by that creature until after you Strike. You can use Spring from the Shadows while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
↺
ROGUE
Prerequisites master in Athletics
Trigger A prone foe within your reach Stands.
You have ways of keeping your foes down. Attempt an Athletics check against the triggering foe’s Fortitude DC. On a success, the action is disrupted, causing the creature to remain prone. On a critical success, the creature also can’t Stand until its next turn.
Prerequisites master in Athletics
Trigger A prone foe within your reach Stands.
You have ways of keeping your foes down. Attempt an Athletics check against the triggering foe’s Fortitude DC. On a success, the action is disrupted, causing the creature to remain prone. On a critical success, the creature also can’t Stand until its next turn.
ROGUE
When you Strike with a thrown weapon, the weapon’s range increment increases by 10 feet.
When you Strike with a thrown weapon, the weapon’s range increment increases by 10 feet.
↺
ROGUE
Prerequisites legendary in Acrobatics
Trigger A foe ends its movement adjacent to you.
Attempt an Acrobatics check against the foe’s Reflex DC. If you succeed, either Stride to a different space adjacent to the foe or move the foe to a different space adjacent to you.
Prerequisites legendary in Acrobatics
Trigger A foe ends its movement adjacent to you.
Attempt an Acrobatics check against the foe’s Reflex DC. If you succeed, either Stride to a different space adjacent to the foe or move the foe to a different space adjacent to you.
◆◆
ROGUE
Requirements You’re grabbed or restrained by a creature.
When you wriggle free from an enemy’s grasp, you take something of theirs with you. You attempt to Escape from being grabbed or restrained by a creature. If you succeed, you can also attempt to Steal from the creature, even if the creature is in combat.
Requirements You’re grabbed or restrained by a creature.
When you wriggle free from an enemy’s grasp, you take something of theirs with you. You attempt to Escape from being grabbed or restrained by a creature. If you succeed, you can also attempt to Steal from the creature, even if the creature is in combat.
◇
ROGUE
Prerequisites master in Stealth
Requirements You rolled Stealth for initiative in this encounter, and neither you nor any enemies have acted yet.
You Stride. This movement doesn’t trigger any reactions.
Prerequisites master in Stealth
Requirements You rolled Stealth for initiative in this encounter, and neither you nor any enemies have acted yet.
You Stride. This movement doesn’t trigger any reactions.
ROGUE
You make your foes fall painfully when you trip them. When you successfully Trip an off-guard foe, your target takes 1d6 bludgeoning damage. On a critical success, the target takes 1d6 bludgeoning damage plus your sneak attack damage.
You make your foes fall painfully when you trip them. When you successfully Trip an off-guard foe, your target takes 1d6 bludgeoning damage. On a critical success, the target takes 1d6 bludgeoning damage plus your sneak attack damage.
ROGUE
You have an intuitive sense that alerts you to the presence of traps.
You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.
You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.
You have an intuitive sense that alerts you to the presence of traps.
You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.
You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.
ROGUE
You tumble under and behind your foe, your rapid movement letting you catch them off guard. When you successfully Tumble Through, the foe whose space you passed through is off-guard against the next attack you make before the end of your turn.
You tumble under and behind your foe, your rapid movement letting you catch them off guard. When you successfully Tumble Through, the foe whose space you passed through is off-guard against the next attack you make before the end of your turn.
ROGUE
Prerequisites Twin Feint
Requirements You are wielding two melee weapons, each in a different hand.
Your movements with two weapons are so swift and disorienting that they befuddle your opponent. When using Twin Feint, if both your Strikes deal damage to a targeted creature, the target must succeed at a Will saving throw against your class DC or become stupefied 1 until the end of your next turn.
Prerequisites Twin Feint
Requirements You are wielding two melee weapons, each in a different hand.
Your movements with two weapons are so swift and disorienting that they befuddle your opponent. When using Twin Feint, if both your Strikes deal damage to a targeted creature, the target must succeed at a Will saving throw against your class DC or become stupefied 1 until the end of your next turn.
◆◆
ROGUE
Requirements You are wielding two melee weapons, each in a different hand.
You use an attack with one weapon to distract your foe from a second attack coming at a different angle. Make one Strike with each of your two melee weapons, both against the same target. The target is automatically off-guard against the second attack. Apply your multiple attack penalty to the Strikes normally.
Requirements You are wielding two melee weapons, each in a different hand.
You use an attack with one weapon to distract your foe from a second attack coming at a different angle. Make one Strike with each of your two melee weapons, both against the same target. The target is automatically off-guard against the second attack. Apply your multiple attack penalty to the Strikes normally.
◆
ROGUE
Requirements Your last action was a melee Strike that dealt sneak attack damage to an off-guard target.
After stabbing your opponent in a weak spot, you tear the wound open. You deal persistent bleed damage to the target equal to your number of sneak attack damage dice.
Requirements Your last action was a melee Strike that dealt sneak attack damage to an off-guard target.
After stabbing your opponent in a weak spot, you tear the wound open. You deal persistent bleed damage to the target equal to your number of sneak attack damage dice.
◆◆
ROGUE
Prerequisites trained in Stealth
You capitalize on the distraction provided by an ally. You Sneak up to a foe adjacent to one of your allies. You can roll against the foe you’re Sneaking up on, even if it’s currently observing you, as though you were hidden. You take a –2 penalty on your Stealth check. If your Stealth check against the chosen foe succeeds, you can make a melee Strike against that foe at the end of your Sneak.
Prerequisites trained in Stealth
You capitalize on the distraction provided by an ally. You Sneak up to a foe adjacent to one of your allies. You can roll against the foe you’re Sneaking up on, even if it’s currently observing you, as though you were hidden. You take a –2 penalty on your Stealth check. If your Stealth check against the chosen foe succeeds, you can make a melee Strike against that foe at the end of your Sneak.
◆
EMOTION FEAR MENTAL ROGUE
Prerequisites trained in Intimidation
You menace the target, stoking their fears and drawing their attention. Attempt an Intimidation check against the Will DC of a target within 30 feet. If you succeed, for 1 minute, that target gains a +2 status bonus to Perception checks against you, but it takes a –2 status penalty to Will saves against fear effects.
Prerequisites trained in Intimidation
You menace the target, stoking their fears and drawing their attention. Attempt an Intimidation check against the Will DC of a target within 30 feet. If you succeed, for 1 minute, that target gains a +2 status bonus to Perception checks against you, but it takes a –2 status penalty to Will saves against fear effects.
↺
EMOTION FEAR MENTAL ROGUE VISUAL
Prerequisites trained in Intimidation
Trigger You reduce an enemy to 0 Hit Points.
After downing a foe, you menace another. Attempt to Demoralize a creature within 60 feet, with a +2 circumstance bonus. If you have legendary proficiency in Intimidation, you can use this as a free action with the same trigger.
Prerequisites trained in Intimidation
Trigger You reduce an enemy to 0 Hit Points.
After downing a foe, you menace another. Attempt to Demoralize a creature within 60 feet, with a +2 circumstance bonus. If you have legendary proficiency in Intimidation, you can use this as a free action with the same trigger.
ARCHETYPE
Prerequisites Basic Blood Potency
You gain one sorcerer feat. For the purpose of prerequisites, your sorcerer level is half your character level.
Special You can select this feat more than once. Each time you do, you gain another sorcerer feat.
Prerequisites Basic Blood Potency
You gain one sorcerer feat. For the purpose of prerequisites, your sorcerer level is half your character level.
Special You can select this feat more than once. Each time you do, you gain another sorcerer feat.
ARCHETYPE
Prerequisites Sorcerer Dedication
You gain a 1st- or 2nd-level sorcerer feat.
Prerequisites Sorcerer Dedication
You gain a 1st- or 2nd-level sorcerer feat.
ARCHETYPE
Prerequisites Sorcerer Dedication
You gain your bloodline’s initial bloodline spell. If you don’t already have one, you also gain a focus pool of 1 Focus Point, which you can Refocus without any special effort.
Prerequisites Sorcerer Dedication
You gain your bloodline’s initial bloodline spell. If you don’t already have one, you also gain a focus pool of 1 Focus Point, which you can Refocus without any special effort.
ARCHETYPE
Prerequisites Sorcerer Dedication
You gain the basic spellcasting benefits. Each time you gain a spell slot of a new rank from the sorcerer archetype, add a spell of the appropriate spell rank to your repertoire: a common spell of your bloodline’s tradition, one of your bloodline’s granted spells, or another spell you have learned or discovered.
Prerequisites Sorcerer Dedication
You gain the basic spellcasting benefits. Each time you gain a spell slot of a new rank from the sorcerer archetype, add a spell of the appropriate spell rank to your repertoire: a common spell of your bloodline’s tradition, one of your bloodline’s granted spells, or another spell you have learned or discovered.
ARCHETYPE
Prerequisites Basic Sorcerer Spellcasting
Your repertoire expands, and you can cast more spells of your bloodline’s tradition each day. Increase the number of spells in your repertoire and number of spell slots you gain from sorcerer archetype feats by 1 for each spell rank other than your two highest sorcerer spell slots.
Prerequisites Basic Sorcerer Spellcasting
Your repertoire expands, and you can cast more spells of your bloodline’s tradition each day. Increase the number of spells in your repertoire and number of spell slots you gain from sorcerer archetype feats by 1 for each spell rank other than your two highest sorcerer spell slots.
ARCHETYPE
Prerequisites Basic Sorcerer Spellcasting; master in Arcana, Nature, Occultism, or Religion, depending on bloodline
You gain the expert spellcasting benefits.
Prerequisites Basic Sorcerer Spellcasting; master in Arcana, Nature, Occultism, or Religion, depending on bloodline
You gain the expert spellcasting benefits.
ARCHETYPE
Prerequisites Expert Sorcerer Spellcasting; legendary in Arcana, Nature, Occultism, or Religion, depending on bloodline
You gain the master spellcasting benefits.
Prerequisites Expert Sorcerer Spellcasting; legendary in Arcana, Nature, Occultism, or Religion, depending on bloodline
You gain the master spellcasting benefits.
ARCHETYPE DEDICATION MULTICLASS
Prerequisites Charisma +2
Choose a bloodline. You become trained in the bloodline’s two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice.
You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition you learn or discover. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline’s tradition. You don’t gain any other abilities from your choice of bloodline.
Prerequisites Charisma +2
Choose a bloodline. You become trained in the bloodline’s two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice.
You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition you learn or discover. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline’s tradition. You don’t gain any other abilities from your choice of bloodline.
ARCANE SORCERER
Prerequisites bloodline that grants arcane spells
Your arcane legacy allows you to perceive how magic affects everything. You become trained in one skill of your choice. Additionally, you can use arcane arts to tinker with your selection of spells. During your daily preparations, you can choose one spell in your spell repertoire to be a signature spell that day. You can use the Learn a Spell activity to add more arcane spells to the list you choose from, but if you prepare a spell that isn’t in your repertoire, you temporarily add it to your repertoire at the spell rank of your choice instead of making it a signature spell.
Prerequisites bloodline that grants arcane spells
Your arcane legacy allows you to perceive how magic affects everything. You become trained in one skill of your choice. Additionally, you can use arcane arts to tinker with your selection of spells. During your daily preparations, you can choose one spell in your spell repertoire to be a signature spell that day. You can use the Learn a Spell activity to add more arcane spells to the list you choose from, but if you prepare a spell that isn’t in your repertoire, you temporarily add it to your repertoire at the spell rank of your choice instead of making it a signature spell.
SORCERER
Prerequisites Arcane Evolution or Occult Evolution
Your bloodline’s deep connection to mental essence greatly enhances your spell repertoire. Add one spell to your spell repertoire for each spell rank you can cast.
Prerequisites Arcane Evolution or Occult Evolution
Your bloodline’s deep connection to mental essence greatly enhances your spell repertoire. Add one spell to your spell repertoire for each spell rank you can cast.
SORCERER
Prerequisites Arcane Evolution or Primal Evolution
You change form readily. Once per day, you can use a sorcerer spell slot to cast any common polymorph battle form spell of the spell slot’s rank as if it were a signature spell in your repertoire. You can use the extra spell slot from Primal Evolution instead of a sorcerer spell slot.
Prerequisites Arcane Evolution or Primal Evolution
You change form readily. Once per day, you can use a sorcerer spell slot to cast any common polymorph battle form spell of the spell slot’s rank as if it were a signature spell in your repertoire. You can use the extra spell slot from Primal Evolution instead of a sorcerer spell slot.
DIVINE SORCERER
Prerequisites bloodline that grants divine spells
The divine might provided by your bloodline flows through you. You gain an additional spell slot of your highest rank, which you can use only to cast your choice of heal or harm. You can cast either of these spells using that spell slot, even if they aren’t in your spell repertoire.
Prerequisites bloodline that grants divine spells
The divine might provided by your bloodline flows through you. You gain an additional spell slot of your highest rank, which you can use only to cast your choice of heal or harm. You can cast either of these spells using that spell slot, even if they aren’t in your spell repertoire.
SORCERER
Prerequisites Divine Evolution or Occult Evolution
Your magical blood allows your spells to be fully effective against incorporeal creatures. Your spells have the effects of a ghost touch property rune. They can target or affect a creature projecting its consciousness (such as via project image) or possessing another creature, even if its body is elsewhere, though you must know about the possession or projection and choose to do so. Your spells can affect creatures on the Ethereal Plane, though this doesn’t grant you the ability to locate them.
Prerequisites Divine Evolution or Occult Evolution
Your magical blood allows your spells to be fully effective against incorporeal creatures. Your spells have the effects of a ghost touch property rune. They can target or affect a creature projecting its consciousness (such as via project image) or possessing another creature, even if its body is elsewhere, though you must know about the possession or projection and choose to do so. Your spells can affect creatures on the Ethereal Plane, though this doesn’t grant you the ability to locate them.
SORCERER
Prerequisites Divine Evolution or Primal Evolution
Vital power surges through you like a font of energy. Twice per day, you can cast a spell after you’ve run out of spell slots of the appropriate spell rank; the two spells you cast with this feat must be of different spell ranks.
Prerequisites Divine Evolution or Primal Evolution
Vital power surges through you like a font of energy. Twice per day, you can cast a spell after you’ve run out of spell slots of the appropriate spell rank; the two spells you cast with this feat must be of different spell ranks.
SORCERER
Prerequisites Arcane Evolution or Occult Evolution
Your bloodline’s deep connection to mental essence greatly enhances your spell repertoire. Add one spell to your spell repertoire for each spell rank you can cast.
Prerequisites Arcane Evolution or Occult Evolution
Your bloodline’s deep connection to mental essence greatly enhances your spell repertoire. Add one spell to your spell repertoire for each spell rank you can cast.
SORCERER
Prerequisites Divine Evolution or Occult Evolution
Your magical blood allows your spells to be fully effective against incorporeal creatures. Your spells have the effects of a ghost touch property rune. They can target or affect a creature projecting its consciousness (such as via project image) or possessing another creature, even if its body is elsewhere, though you must know about the possession or projection and choose to do so. Your spells can affect creatures on the Ethereal Plane, though this doesn’t grant you the ability to locate them.
Prerequisites Divine Evolution or Occult Evolution
Your magical blood allows your spells to be fully effective against incorporeal creatures. Your spells have the effects of a ghost touch property rune. They can target or affect a creature projecting its consciousness (such as via project image) or possessing another creature, even if its body is elsewhere, though you must know about the possession or projection and choose to do so. Your spells can affect creatures on the Ethereal Plane, though this doesn’t grant you the ability to locate them.
OCCULT SORCERER
Prerequisites bloodline that grants occult spells
You draw power from the obscure secrets of the universe. You become trained in one skill of your choice. Additionally, once per day, you can spend 1 minute to choose one mental occult spell you don’t know and add it to your spell repertoire. You lose this temporary spell the next time you make your daily preparations (though you can use this ability to add it again later).
Prerequisites bloodline that grants occult spells
You draw power from the obscure secrets of the universe. You become trained in one skill of your choice. Additionally, once per day, you can spend 1 minute to choose one mental occult spell you don’t know and add it to your spell repertoire. You lose this temporary spell the next time you make your daily preparations (though you can use this ability to add it again later).
SORCERER
Prerequisites Arcane Evolution or Primal Evolution
You change form readily. Once per day, you can use a sorcerer spell slot to cast any common polymorph battle form spell of the spell slot’s rank as if it were a signature spell in your repertoire. You can use the extra spell slot from Primal Evolution instead of a sorcerer spell slot.
Prerequisites Arcane Evolution or Primal Evolution
You change form readily. Once per day, you can use a sorcerer spell slot to cast any common polymorph battle form spell of the spell slot’s rank as if it were a signature spell in your repertoire. You can use the extra spell slot from Primal Evolution instead of a sorcerer spell slot.
SORCERER
Prerequisites Divine Evolution or Primal Evolution
Vital power surges through you like a font of energy. Twice per day, you can cast a spell after you’ve run out of spell slots of the appropriate spell rank; the two spells you cast with this feat must be of different spell ranks.
Prerequisites Divine Evolution or Primal Evolution
Vital power surges through you like a font of energy. Twice per day, you can cast a spell after you’ve run out of spell slots of the appropriate spell rank; the two spells you cast with this feat must be of different spell ranks.
PRIMAL SORCERER
Prerequisites bloodline that grants primal spells
You can call upon the creatures of the wild for aid. You gain an additional spell slot of your highest rank, which you can use only to cast summon animal or summon plant or fungus. You can cast either of these spells using that spell slot, even if they aren’t in your spell repertoire.
Prerequisites bloodline that grants primal spells
You can call upon the creatures of the wild for aid. You gain an additional spell slot of your highest rank, which you can use only to cast summon animal or summon plant or fungus. You can cast either of these spells using that spell slot, even if they aren’t in your spell repertoire.
SORCERER
Prerequisites bloodline spell
You draw more power from your bloodline. You gain the advanced bloodline spell associated with your bloodline.
Prerequisites bloodline spell
You draw more power from your bloodline. You gain the advanced bloodline spell associated with your bloodline.
◆
MANIPULATE SORCERER
You forge a mystical connection with an ally using a drop of your blood, allowing them to benefit from your magic. You place a blood rune on an adjacent ally that lasts for 1 minute. When you or an ally would gain a blood magic effect, you can forgo it, granting it to the anointed ally instead, even if they weren’t a target of your spell. You can anoint only one ally at a time; if you place another rune, your previous designation ends.
You forge a mystical connection with an ally using a drop of your blood, allowing them to benefit from your magic. You place a blood rune on an adjacent ally that lasts for 1 minute. When you or an ally would gain a blood magic effect, you can forgo it, granting it to the anointed ally instead, even if they weren’t a target of your spell. You can anoint only one ally at a time; if you place another rune, your previous designation ends.
◇
SORCERER
Frequency once per turn
Requirements Your most recent action was to cast a non-cantrip spell.
You siphon spell energy into one weapon you’re wielding or into one of your unarmed attacks, such as a fist. Until the end of your turn, the weapon or unarmed attack deals an extra 1d6 force damage and gains the trait of your bloodline’s magical tradition if it didn’t have it already. If the spell dealt a different type of damage, the Strike deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage).
Frequency once per turn
Requirements Your most recent action was to cast a non-cantrip spell.
You siphon spell energy into one weapon you’re wielding or into one of your unarmed attacks, such as a fist. Until the end of your turn, the weapon or unarmed attack deals an extra 1d6 force damage and gains the trait of your bloodline’s magical tradition if it didn’t have it already. If the spell dealt a different type of damage, the Strike deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage).
◆
ATTACK SORCERER
Requirements Your most recent action was to cast a non-cantrip spell that granted you a blood magic effect.
You channel the residual energy from the last spell you cast into a ranged bloodletting. Make a ranged spell attack roll against the AC of a target within 60 feet. This attack deals persistent bleed damage equal to the rank of the spell you just cast.
Requirements Your most recent action was to cast a non-cantrip spell that granted you a blood magic effect.
You channel the residual energy from the last spell you cast into a ranged bloodletting. Make a ranged spell attack roll against the AC of a target within 60 feet. This attack deals persistent bleed damage equal to the rank of the spell you just cast.
SORCERER
Prerequisites Blood Rising
When you would benefit from a blood magic effect through Blood Rising, you can choose to benefit from two different blood magic effects you know. The effects follow the same rules as given in Blood Rising, and each effect can have a different target.
Prerequisites Blood Rising
When you would benefit from a blood magic effect through Blood Rising, you can choose to benefit from two different blood magic effects you know. The effects follow the same rules as given in Blood Rising, and each effect can have a different target.
↺
SORCERER
Trigger A creature targets you with a spell of the same tradition as your bloodline.
The magic in your blood surges in response to your foe’s spell. You generate a blood magic effect you know, even if you are already under the effects of blood magic. The target must be either you or the creature that triggered Blood Rising. If the blood magic effect grants you a bonus to AC or the appropriate saving throw, that bonus applies against the triggering spell. If the effect has a duration, it instead lasts until the beginning of your next turn.
Special This feat has the trait corresponding to the tradition of your bloodline.
Trigger A creature targets you with a spell of the same tradition as your bloodline.
The magic in your blood surges in response to your foe’s spell. You generate a blood magic effect you know, even if you are already under the effects of blood magic. The target must be either you or the creature that triggered Blood Rising. If the blood magic effect grants you a bonus to AC or the appropriate saving throw, that bonus applies against the triggering spell. If the effect has a duration, it instead lasts until the beginning of your next turn.
Special This feat has the trait corresponding to the tradition of your bloodline.
SORCERER
You wield blood magic masterfully. When you would benefit from a blood magic effect, you can choose to lose Hit Points equal to twice the spell’s rank as the energy of your blood is drawn out. This takes no extra action, and you benefit from two different blood magic effects you know as a result. The two effects can have different targets.
You wield blood magic masterfully. When you would benefit from a blood magic effect, you can choose to lose Hit Points equal to twice the spell’s rank as the energy of your blood is drawn out. This takes no extra action, and you benefit from two different blood magic effects you know as a result. The two effects can have different targets.
◆
SORCERER SPELLSHAPE
Frequency once per minute
Your inborn magical nature lets you redirect ambient energies to fuel your spells. If your next action is to Cast a Spell of 5th rank or lower that has no duration, you don’t expend the spell’s slot when you cast it.
Frequency once per minute
Your inborn magical nature lets you redirect ambient energies to fuel your spells. If your next action is to Cast a Spell of 5th rank or lower that has no duration, you don’t expend the spell’s slot when you cast it.
SORCERER
Prerequisites bloodline spell
By listening to the beating of your heart, your focus recovers faster. Whenever you Refocus, completely refill your focus pool.
Prerequisites bloodline spell
By listening to the beating of your heart, your focus recovers faster. Whenever you Refocus, completely refill your focus pool.
SORCERER
Prerequisites a bloodline based on a specific type of creature
You permanently mutate to become more like the creatures of your bloodline.
You gain the appropriate trait or traits for those types of creatures (aberration for aberrant, angel and celestial for angelic, demon and fiend for demonic, and so on). You gain low-light vision or darkvision, if one is appropriate for creatures with those traits. Choose one of the following.
Prerequisites a bloodline based on a specific type of creature
You permanently mutate to become more like the creatures of your bloodline.
You gain the appropriate trait or traits for those types of creatures (aberration for aberrant, angel and celestial for angelic, demon and fiend for demonic, and so on). You gain low-light vision or darkvision, if one is appropriate for creatures with those traits. Choose one of the following.
- If the creatures associated with your bloodline have the ability to fly, you gain a fly Speed equal to your land Speed.
- If the creatures associated with your bloodline are aquatic or amphibious, you become amphibious, able to breathe water and air equally well, and you gain a swim Speed equal to your land Speed.
- If creatures associated with your bloodline have a resistance or immunity to acid, cold, electricity, fire, void, or sonic, choose an energy type your bloodline is immune or resistant to and gain resistance 20 against that energy type.
SORCERER
Prerequisites bloodline paragon
You command the ultimate powers of your bloodline and tradition. You gain an additional 10th-rank spell slot.
Prerequisites bloodline paragon
You command the ultimate powers of your bloodline and tradition. You gain an additional 10th-rank spell slot.
SORCERER
Your magical blood makes you more resistant to magic. You gain a +1 status bonus to saving throws against spells and magical effects.
Your magical blood makes you more resistant to magic. You gain a +1 status bonus to saving throws against spells and magical effects.
SORCERER
You better understand the basic powers of your bloodline. Add two additional cantrips from your spell list to your repertoire.
You better understand the basic powers of your bloodline. Add two additional cantrips from your spell list to your repertoire.
SORCERER
Odd interactions in your bloodline provide you with unexpected effects. Choose another bloodline. You know the blood magic effect of that bloodline. If the blood magic effect has a variable effect based on a choice you would have made at 1st level (such as the elemental bloodline’s elemental influence), you make that decision when you take this feat.
Odd interactions in your bloodline provide you with unexpected effects. Choose another bloodline. You know the blood magic effect of that bloodline. If the blood magic effect has a variable effect based on a choice you would have made at 1st level (such as the elemental bloodline’s elemental influence), you make that decision when you take this feat.
◆
SORCERER
Requirements Your most recent action was to cast a non-cantrip spell.
You use vestiges of magic to create a protective vortex. Until the start of your next turn, you gain a +1 status bonus to AC against ranged weapon attacks and physical ranged unarmed attacks.
Requirements Your most recent action was to cast a non-cantrip spell.
You use vestiges of magic to create a protective vortex. Until the start of your next turn, you gain a +1 status bonus to AC against ranged weapon attacks and physical ranged unarmed attacks.
◆
CONCENTRATE SORCERER SPELLSHAPE
You time the components of your spell with exacting precision, setting up a resonance that duplicates the spell’s effects. If your next action is to Cast a Spell of 4th rank or lower that has no duration, the spell’s energy reverberates and echoes. You can Cast the Spell a second time before the end of your next turn without expending a spell slot.
You time the components of your spell with exacting precision, setting up a resonance that duplicates the spell’s effects. If your next action is to Cast a Spell of 4th rank or lower that has no duration, the spell’s energy reverberates and echoes. You can Cast the Spell a second time before the end of your next turn without expending a spell slot.
◇
SORCERER
Trigger Your turn begins.
You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active sorcerer spells.
Trigger Your turn begins.
You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active sorcerer spells.
◆
CONCENTRATE SORCERER SPELLSHAPE
You fuse two spells together, combining their energy types. If the next action you use is to Cast a Spell that deals energy damage, select a non-cantrip spell in your spell repertoire that deals a different type of energy damage, and expend an additional spell slot of the same rank as this secondary spell. The spell you cast deals additional damage equal to the rank of the secondary spell slot expended. The spell’s total damage is divided evenly between the energy type of the spell you cast and the energy type of the secondary spell.
You fuse two spells together, combining their energy types. If the next action you use is to Cast a Spell that deals energy damage, select a non-cantrip spell in your spell repertoire that deals a different type of energy damage, and expend an additional spell slot of the same rank as this secondary spell. The spell you cast deals additional damage equal to the rank of the secondary spell slot expended. The spell’s total damage is divided evenly between the energy type of the spell you cast and the energy type of the secondary spell.
◇
SORCERER
Frequency once per turn
Requirements Your most recent action was to cast a non-cantrip spell that dealt energy damage.
You convert energy from the last spell you cast into a protective ward. Until the start of your next turn, you gain resistance to one type of energy (acid, cold, electricity, fire, force, sonic, vitality, or void) equal to 4 + the rank of the spell.
Frequency once per turn
Requirements Your most recent action was to cast a non-cantrip spell that dealt energy damage.
You convert energy from the last spell you cast into a protective ward. Until the start of your next turn, you gain resistance to one type of energy (acid, cold, electricity, fire, force, sonic, vitality, or void) equal to 4 + the rank of the spell.
SORCERER
Prerequisites a familiar
You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two.
Prerequisites a familiar
You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two.
SORCERER
Your magic explodes.
You know the following blood magic effect.
Blood Magic—Explosion of Power Raw power explodes outward from you.
Each creature within a 5-foot emanation takes 1d6 damage per rank of the spell you just cast (basic Reflex save). The type of damage depends on the tradition of your bloodline. If you cast arcane spells, you deal force damage. If you cast divine spells, you deal spirit damage. If you cast occult spells, you deal mental damage. If you cast primal spells, you deal fire damage.
Your magic explodes.
You know the following blood magic effect.
Blood Magic—Explosion of Power Raw power explodes outward from you.
Each creature within a 5-foot emanation takes 1d6 damage per rank of the spell you just cast (basic Reflex save). The type of damage depends on the tradition of your bloodline. If you cast arcane spells, you deal force damage. If you cast divine spells, you deal spirit damage. If you cast occult spells, you deal mental damage. If you cast primal spells, you deal fire damage.
SORCERER
An animal serves you and assists your spellcasting. You gain a familiar.
An animal serves you and assists your spellcasting. You gain a familiar.
SORCERER
Prerequisites bloodline spell
You uncover the greater secrets of your bloodline. You gain the greater bloodline spell associated with your bloodline.
Prerequisites bloodline spell
You uncover the greater secrets of your bloodline. You gain the greater bloodline spell associated with your bloodline.
SORCERER
Prerequisites Crossblooded Evolution
Your bloodline is extraordinarily complex. Choose up to three of the sorcerous gift spells granted by your secondary bloodline. You add these spells to your spell repertoire, heightened to the highest rank of spells you can cast or to the highest rank they can be heightened to that is lower than the highest rank of spells you can cast. You cast these spells as the tradition from your primary bloodline.
Prerequisites Crossblooded Evolution
Your bloodline is extraordinarily complex. Choose up to three of the sorcerous gift spells granted by your secondary bloodline. You add these spells to your spell repertoire, heightened to the highest rank of spells you can cast or to the highest rank they can be heightened to that is lower than the highest rank of spells you can cast. You cast these spells as the tradition from your primary bloodline.
◆
SORCERER SPELLSHAPE
Prerequisites dispel magic in your spell repertoire
You weave dispelling energy into a spell. If your next action is to cast a single-target spell against an enemy, and you either hit the enemy with the spell attack roll or the enemy fails its saving throw, you can cast dispel magic on the enemy as a free action, expending a spell slot as normal and targeting one spell effect affecting the enemy.
Prerequisites dispel magic in your spell repertoire
You weave dispelling energy into a spell. If your next action is to cast a single-target spell against an enemy, and you either hit the enemy with the spell attack roll or the enemy fails its saving throw, you can cast dispel magic on the enemy as a free action, expending a spell slot as normal and targeting one spell effect affecting the enemy.
DETECTION SORCERER
You have a literal sixth sense for magic. You can sense the presence of magic auras as though you were always using a 1st-rank detect magic spell. This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-rank detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn.
Special This feat has the trait corresponding to the tradition of your bloodline.
You have a literal sixth sense for magic. You can sense the presence of magic auras as though you were always using a 1st-rank detect magic spell. This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-rank detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn.
Special This feat has the trait corresponding to the tradition of your bloodline.
◆
MANIPULATE SORCERER SPELLSHAPE
You alter your spells to tear through an enemy’s defenses. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance to energy damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature’s immunities are unaffected.
You alter your spells to tear through an enemy’s defenses. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance to energy damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature’s immunities are unaffected.
SORCERER
The force of your magic can be used to propel yourself or another.
You know the following blood magic effect.
Blood Magic—Propelling Sorcery You channel your magic outward into a rush of movement.
Either you Step as a free action or move the target 5 feet in a direction of your choice.
The force of your magic can be used to propel yourself or another.
You know the following blood magic effect.
Blood Magic—Propelling Sorcery You channel your magic outward into a rush of movement.
Either you Step as a free action or move the target 5 feet in a direction of your choice.
◇
CONCENTRATE SORCERER SPELLSHAPE
Frequency once per day
You cast a spell more efficiently. If your next action is to cast a sorcerer cantrip or a sorcerer spell that’s at least 2 ranks lower than the highest-rank sorcerer spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).
Frequency once per day
You cast a spell more efficiently. If your next action is to cast a sorcerer cantrip or a sorcerer spell that’s at least 2 ranks lower than the highest-rank sorcerer spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).
◆
CONCENTRATE SORCERER SPELLSHAPE
You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
SORCERER
You can wrap your magic around you like a cloak that causes those who dare to target you with spells to suffer a similar fate.
You know the following blood magic effect.
Blood Magic—Reflect Harm Your blood ensures that those who harm you with magic are harmed in return.
The first time you take damage from a spell before the beginning of your next turn, attempt spell attack roll against the creature who cast the triggering spell. On a hit, the creature takes the same amount and type of damage that you just took. If you critically hit, the creature takes twice the damage.
You can wrap your magic around you like a cloak that causes those who dare to target you with spells to suffer a similar fate.
You know the following blood magic effect.
Blood Magic—Reflect Harm Your blood ensures that those who harm you with magic are harmed in return.
The first time you take damage from a spell before the beginning of your next turn, attempt spell attack roll against the creature who cast the triggering spell. On a hit, the creature takes the same amount and type of damage that you just took. If you critically hit, the creature takes twice the damage.
◆
CONCENTRATE SORCERER SPELLSHAPE
You are inured to the effects of your own spells. If the next action you take is to Cast a Spell with an area, you aren’t affected by the spell even if you are within the area.
You are inured to the effects of your own spells. If the next action you take is to Cast a Spell with an area, you aren’t affected by the spell even if you are within the area.
◆
CONCENTRATE LIGHT SORCERER SPELLSHAPE
Your spells become a radiant display of light and color. If your next action is to Cast a Spell that doesn’t have the darkness trait, has no duration, and requires creatures to attempt a Reflex save, the spell explodes in a spray of scintillating lights, in addition to its other effects. Each creature that failed its Reflex save against the spell is dazzled for 1 round, and those who critically failed are instead blinded for 1 round.
Your spells become a radiant display of light and color. If your next action is to Cast a Spell that doesn’t have the darkness trait, has no duration, and requires creatures to attempt a Reflex save, the spell explodes in a spray of scintillating lights, in addition to its other effects. Each creature that failed its Reflex save against the spell is dazzled for 1 round, and those who critically failed are instead blinded for 1 round.
SORCERER
Your innate connection to magic lets you cast more spells with greater freedom. You gain two additional signature spells, each of which must have a base rank of 3rd or lower.
Your innate connection to magic lets you cast more spells with greater freedom. You gain two additional signature spells, each of which must have a base rank of 3rd or lower.
↺
CONCENTRATE SORCERER
Trigger An ally Casts a Spell and you are within that spell’s range.
You open the power in your blood to your ally’s spellcasting, using your magic to boost their range. Your ally can use you as the point of origin for their spell, calculating range and cover from your space instead of their own.
Trigger An ally Casts a Spell and you are within that spell’s range.
You open the power in your blood to your ally’s spellcasting, using your magic to boost their range. Your ally can use you as the point of origin for their spell, calculating range and cover from your space instead of their own.
◆
CONCENTRATE SORCERER SPELLSHAPE
Your spell shrouds you in a billowing cloud. If your next action is to Cast a Spell that targets you, you surround yourself in a 15-foot emanation of dense magical mist that lasts until the start of your next turn. All creatures within the cloud become concealed, and all creatures outside the cloud are concealed to creatures within it.
Your spell shrouds you in a billowing cloud. If your next action is to Cast a Spell that targets you, you surround yourself in a 15-foot emanation of dense magical mist that lasts until the start of your next turn. All creatures within the cloud become concealed, and all creatures outside the cloud are concealed to creatures within it.
SORCERER
Altering your spells doesn’t take any longer than casting them normally. You can use spellshape single actions as free actions.
Altering your spells doesn’t take any longer than casting them normally. You can use spellshape single actions as free actions.
◆
CONCENTRATE SORCERER SPELLSHAPE
You fragment a ranged spell. If your next action is to Cast a Spell without a duration that requires an attack roll against a single target, you can choose a second target within range. You roll a single attack roll and compare the result to the AC of both targets. This counts as one attack for your multiple attack penalty. To the second target, the spell deals half the amount of damage it would normally deal and has no effects beyond the spell’s initial damage (such as imposing conditions or penalties).
You fragment a ranged spell. If your next action is to Cast a Spell without a duration that requires an attack roll against a single target, you can choose a second target within range. You roll a single attack roll and compare the result to the AC of both targets. This counts as one attack for your multiple attack penalty. To the second target, the spell deals half the amount of damage it would normally deal and has no effects beyond the spell’s initial damage (such as imposing conditions or penalties).
SORCERER
You are confident in your spellcasting technique, and you are more easily able to retain your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.
You are confident in your spellcasting technique, and you are more easily able to retain your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.
◆
CONCENTRATE SORCERER
Requirements You are benefiting from a blood magic effect
The power in your blood allows you to perform minor feats of magic.
You can perform one of the following actions depending on the tradition of your bloodline.
Requirements You are benefiting from a blood magic effect
The power in your blood allows you to perform minor feats of magic.
You can perform one of the following actions depending on the tradition of your bloodline.
- Arcane Your mind temporarily opens to the secrets of the world. Attempt to Recall Knowledge; you can use Arcana instead of the skill normally needed for that subject. If you critically fail at this check, you get a failure instead.
- Divine Whatever divine provenance is in your lineage guides you to instinctively move yourself or others out of harm’s way. You Step, or you Reposition a target within your reach using Religion for the check.
- Occult Strange mists or swirling colors hide your movement. You Step up to 10 feet.
- Primal The immense power of nature echoes in your voice. You can attempt a Nature check to Demoralize a target.
◆
CONCENTRATE EARTH SORCERER
You know how to channel the transformative aspects of your blood magic to alter your surroundings.
You know the following blood magic effect.
Blood Magic—Terraforming Trickery
Either each space adjacent to you becomes difficult terrain, or each space adjacent to you is no longer difficult terrain. This doesn’t have any effect on greater difficult terrain and doesn’t remove the damaging effects of hazardous terrain.
You know how to channel the transformative aspects of your blood magic to alter your surroundings.
You know the following blood magic effect.
Blood Magic—Terraforming Trickery
Either each space adjacent to you becomes difficult terrain, or each space adjacent to you is no longer difficult terrain. This doesn’t have any effect on greater difficult terrain and doesn’t remove the damaging effects of hazardous terrain.
◆
MANIPULATE SORCERER SPELLSHAPE
You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.
You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.
ARCHETYPE
Prerequisites Basic Flair
You gain one swashbuckler feat. For the purpose of meeting its prerequisites, your swashbuckler 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 swashbuckler feat.
Prerequisites Basic Flair
You gain one swashbuckler feat. For the purpose of meeting its prerequisites, your swashbuckler 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 swashbuckler feat.
ARCHETYPE
Prerequisites Swashbuckler Dedication
You gain a 1st- or 2nd-level swashbuckler feat of your choice.
Prerequisites Swashbuckler Dedication
You gain a 1st- or 2nd-level swashbuckler feat of your choice.
ARCHETYPE
Prerequisites Swashbuckler Dedication, expert in Reflex saves
Your proficiency rank for Reflex saves increases to master.
Prerequisites Swashbuckler Dedication, expert in Reflex saves
Your proficiency rank for Reflex saves increases to master.
ARCHETYPE
Prerequisites Swashbuckler Dedication
You’ve learned how to land daring blows when you have panache.
You gain the precise strike class feature but you deal 1 additional precision damage on a hit and 1d6 precision damage on a finisher. This damage doesn’t increase as you gain levels. In addition, you gain the Basic Finisher action.
Basic Finisher ◆ (finisher, swashbuckler) You make a graceful, deadly attack.
Attempt a Strike; if you hit and your weapon qualifies for precise strike, you deal the full 1d6 damage from precise strike.
Prerequisites Swashbuckler Dedication
You’ve learned how to land daring blows when you have panache.
You gain the precise strike class feature but you deal 1 additional precision damage on a hit and 1d6 precision damage on a finisher. This damage doesn’t increase as you gain levels. In addition, you gain the Basic Finisher action.
Basic Finisher ◆ (finisher, swashbuckler) You make a graceful, deadly attack.
Attempt a Strike; if you hit and your weapon qualifies for precise strike, you deal the full 1d6 damage from precise strike.
ARCHETYPE DEDICATION MULTICLASS
Prerequisites Charisma +2, Dexterity +2
Choose a swashbuckler’s style. You gain the panache and stylish combatant class features, and you apply the bravado trait to Tumble Through and any actions indicated in your swashbuckler style, allowing you to gain panache. You become trained in Acrobatics or the skill associated with your style. If you were already trained in both skills, you instead become trained in a skill of your choice. You also become trained in swashbuckler class DC. You don’t gain any other effects of your chosen style.
Prerequisites Charisma +2, Dexterity +2
Choose a swashbuckler’s style. You gain the panache and stylish combatant class features, and you apply the bravado trait to Tumble Through and any actions indicated in your swashbuckler style, allowing you to gain panache. You become trained in Acrobatics or the skill associated with your style. If you were already trained in both skills, you instead become trained in a skill of your choice. You also become trained in swashbuckler class DC. You don’t gain any other effects of your chosen style.
ARCHETYPE
Prerequisites Swashbuckler Dedication
You’ve learned to riposte against ill-conceived attacks. You gain the Opportune Riposte reaction.
Prerequisites Swashbuckler Dedication
You’ve learned to riposte against ill-conceived attacks. You gain the Opportune Riposte reaction.
ARCHETYPE
Prerequisites Swashbuckler Dedication
You move with a swashbuckler’s speed and grace. You gain a +5-foot status bonus to your Speeds; this increases to a +10-foot status bonus while you have panache.
Prerequisites Swashbuckler Dedication
You move with a swashbuckler’s speed and grace. You gain a +5-foot status bonus to your Speeds; this increases to a +10-foot status bonus while you have panache.
◇
SWASHBUCKLER
Trigger You’re about to roll initiative.
You allow your foes to make the first move in a show of incredible confidence. You don’t roll initiative; instead you voluntarily go last. You gain panache. If more than one character uses this ability or another ability to go last, use the normal rules for resolving a tie: NPCs and monsters act before PCs, and within those groups, the creatures can choose whichever order they want.
Trigger You’re about to roll initiative.
You allow your foes to make the first move in a show of incredible confidence. You don’t roll initiative; instead you voluntarily go last. You gain panache. If more than one character uses this ability or another ability to go last, use the normal rules for resolving a tie: NPCs and monsters act before PCs, and within those groups, the creatures can choose whichever order they want.
SWASHBUCKLER
Prerequisites expert in Athletics
Your easily maneuver against your foes. Your Disarm, Grapple, Reposition, Shove, and Trip actions have a lower multiple attack penalty. Even if your weapon or unarmed attack doesn’t have the agile trait, the penalty is –4 if the action is your second attack on your turn, or –8 if it’s your third or subsequent attack. If your weapon or unarmed attack is agile and you have panache, the penalty is reduced further, to –3 if it’s the second attack on your turn or –6 if it’s the third or subsequent.
Prerequisites expert in Athletics
Your easily maneuver against your foes. Your Disarm, Grapple, Reposition, Shove, and Trip actions have a lower multiple attack penalty. Even if your weapon or unarmed attack doesn’t have the agile trait, the penalty is –4 if the action is your second attack on your turn, or –8 if it’s your third or subsequent attack. If your weapon or unarmed attack is agile and you have panache, the penalty is reduced further, to –3 if it’s the second attack on your turn or –6 if it’s the third or subsequent.
SWASHBUCKLER
Your taunts and threats earn your foes’ ire. When you successfully Demoralize a creature, its frightened condition can’t decrease to less than 1 at the end of its turn until it either uses a hostile action against you or can no longer observe or sense you for at least 1 round.
Your taunts and threats earn your foes’ ire. When you successfully Demoralize a creature, its frightened condition can’t decrease to less than 1 at the end of its turn until it either uses a hostile action against you or can no longer observe or sense you for at least 1 round.
◆
FINISHER SWASHBUCKLER
Your blow inflicts profuse bleeding. Make a slashing or piercing Strike. If you hit, the target also takes persistent bleed damage equal to your precise strike finisher damage.
Your blow inflicts profuse bleeding. Make a slashing or piercing Strike. If you hit, the target also takes persistent bleed damage equal to your precise strike finisher damage.
◆
SWASHBUCKLER
You draw and attack with the same motion. You Interact to draw a weapon, then either Strike or use a one-action finisher. You must still meet any other requirements to use a finisher, and any Strike you make must be made with the weapon you drew.
You draw and attack with the same motion. You Interact to draw a weapon, then either Strike or use a one-action finisher. You must still meet any other requirements to use a finisher, and any Strike you make must be made with the weapon you drew.
◆
STANCE SWASHBUCKLER
Requirements You are wielding a buckler.
You spin your buckler defensively toward every attack. You constantly have your buckler raised as if you’d used Raise a Shield, as long as you meet that action’s requirements.
Requirements You are wielding a buckler.
You spin your buckler defensively toward every attack. You constantly have your buckler raised as if you’d used Raise a Shield, as long as you meet that action’s requirements.
↺
SWASHBUCKLER
Prerequisites Charisma +2
Trigger You attempt a saving throw, but you haven’t rolled yet.
When danger calls, you have a strange knack for coming out on top. You gain a +2 circumstance bonus to the triggering save. If you succeed on the triggering saving throw, you gain panache until the end of your next turn.
Prerequisites Charisma +2
Trigger You attempt a saving throw, but you haven’t rolled yet.
When danger calls, you have a strange knack for coming out on top. You gain a +2 circumstance bonus to the triggering save. If you succeed on the triggering saving throw, you gain panache until the end of your next turn.
↺
SWASHBUCKLER
Trigger You take damage that would reduce you to 0 Hit Points.
Somehow you always escape the reaper by a hair’s breadth. You avoid being knocked out or killed and remain at 1 Hit Point and gain panache, but you become doomed 1 (or increase your doomed value by 1 if you were already doomed). You can’t reduce or ignore the doomed condition from Cheating Death. The doomed condition from Cheating Death lasts for 10 minutes, though this doesn’t affect the duration of any other doomed condition you have.
Trigger You take damage that would reduce you to 0 Hit Points.
Somehow you always escape the reaper by a hair’s breadth. You avoid being knocked out or killed and remain at 1 Hit Point and gain panache, but you become doomed 1 (or increase your doomed value by 1 if you were already doomed). You can’t reduce or ignore the doomed condition from Cheating Death. The doomed condition from Cheating Death lasts for 10 minutes, though this doesn’t affect the duration of any other doomed condition you have.
SWASHBUCKLER
You combine a series of attacks with a powerful finishing blow. Your finishers’ Strikes have a lower multiple attack penalty: –4 (or –3 with an agile weapon) if it’s the second attack on your turn, or –8 (or –6 with an agile weapon) if it’s the third or subsequent attack on your turn, instead of –5 and –10, respectively.
You combine a series of attacks with a powerful finishing blow. Your finishers’ Strikes have a lower multiple attack penalty: –4 (or –3 with an agile weapon) if it’s the second attack on your turn, or –8 (or –6 with an agile weapon) if it’s the third or subsequent attack on your turn, instead of –5 and –10, respectively.
◆
FLOURISH SWASHBUCKLER
You dash past an opponent, confounding them with underhanded tactics. Stride up to half your speed. You can attempt a Trip or a Dirty Trick (if you have that action) against one opponent you pass within range of at any point during your movement.
You dash past an opponent, confounding them with underhanded tactics. Stride up to half your speed. You can attempt a Trip or a Dirty Trick (if you have that action) against one opponent you pass within range of at any point during your movement.
SWASHBUCKLER
Your graceful attacks are especially powerful. When you score a critical hit with an agile or finesse melee weapon that has the deadly trait, you double the number of dice from that trait. When you wield an agile or finesse melee weapon that doesn’t have the deadly trait, it gains the deadly d8 trait instead.
Your graceful attacks are especially powerful. When you score a critical hit with an agile or finesse melee weapon that has the deadly trait, you double the number of dice from that trait. When you wield an agile or finesse melee weapon that doesn’t have the deadly trait, it gains the deadly d8 trait instead.
FORTUNE SWASHBUCKLER
When you compound panache with even more derring-do, it somehow tends to work out. When you already have panache, you can roll twice and use the higher result on checks to which the circumstance bonus from stylish combatant applies (Tumble Through and any skill actions with the bravado trait).
When you compound panache with even more derring-do, it somehow tends to work out. When you already have panache, you can roll twice and use the higher result on checks to which the circumstance bonus from stylish combatant applies (Tumble Through and any skill actions with the bravado trait).
SWASHBUCKLER
You knock weapons from the hands of your foes with style. When you Disarm, the action gains the bravado trait.
You knock weapons from the hands of your foes with style. When you Disarm, the action gains the bravado trait.
◆◆
BRAVADO FLOURISH SWASHBUCKLER
You toss one weapon into the air as a distraction as you throw another. Choose a creature within 30 feet and Feint against it; you can attempt this Feint even if the target is not within melee range, and if the target becomes off-guard as a result of the Feint, this applies to your thrown weapon attacks for the duration. Regardless of the result, you can then Interact to draw a thrown weapon and make a thrown weapon Strike against the target. If you have an open hand, you then catch the weapon you originally tossed into the air unless you critically failed at your attempt to Feint, in which case it lands on the ground at your feet.
You toss one weapon into the air as a distraction as you throw another. Choose a creature within 30 feet and Feint against it; you can attempt this Feint even if the target is not within melee range, and if the target becomes off-guard as a result of the Feint, this applies to your thrown weapon attacks for the duration. Regardless of the result, you can then Interact to draw a thrown weapon and make a thrown weapon Strike against the target. If you have an open hand, you then catch the weapon you originally tossed into the air unless you critically failed at your attempt to Feint, in which case it lands on the ground at your feet.
◆
FINISHER SWASHBUCKLER
Requirements You wield two melee weapons, one in each hand.
You split your attacks. Make two melee Strikes, one with each required weapon, each against a different foe. If the second Strike is made with a non-agile weapon, it takes a –2 penalty. Increase your multiple attack penalty only after attempting both Strikes.
Requirements You wield two melee weapons, one in each hand.
You split your attacks. Make two melee Strikes, one with each required weapon, each against a different foe. If the second Strike is made with a non-agile weapon, it takes a –2 penalty. Increase your multiple attack penalty only after attempting both Strikes.
SWASHBUCKLER
You’ve learned a flexible way to position your buckler to provide more protection.
When you Raise a Shield to gain a circumstance bonus to AC from a buckler, increase the bonus from +1 to +2.
While you have a buckler raised, if a creature critically misses you with a Strike, you gain panache until the end of your next turn.
You’ve learned a flexible way to position your buckler to provide more protection.
When you Raise a Shield to gain a circumstance bonus to AC from a buckler, increase the bonus from +1 to +2.
While you have a buckler raised, if a creature critically misses you with a Strike, you gain panache until the end of your next turn.
SWASHBUCKLER
You address an ally or any onlookers to your combat, flaunting to your foes how little attention they require.
When you Perform, you can choose single creature within 30 feet and use the following success, critical success, and critical failure effects instead of the normal results; if you do, Perform gains the bravado trait, as well as the auditory and linguistic trait as normal for oration.
Critical Success The target takes a –2 circumstance penalty to attack rolls against creatures other than you until the end of its next turn.
Success The target takes a –1 circumstance penalty to attack rolls against creatures other then you until the end of its next turn.
Critical Failure The target gains a +1 circumstance bonus to attack rolls targeting you until the end of its next turn.
You address an ally or any onlookers to your combat, flaunting to your foes how little attention they require.
When you Perform, you can choose single creature within 30 feet and use the following success, critical success, and critical failure effects instead of the normal results; if you do, Perform gains the bravado trait, as well as the auditory and linguistic trait as normal for oration.
Critical Success The target takes a –2 circumstance penalty to attack rolls against creatures other than you until the end of its next turn.
Success The target takes a –1 circumstance penalty to attack rolls against creatures other then you until the end of its next turn.
Critical Failure The target gains a +1 circumstance bonus to attack rolls targeting you until the end of its next turn.
◇
SWASHBUCKLER
Frequency once per 10 minutes
Trigger Your turn begins.
Requirements You are being flanked.
You shine brightest in desperate moments. You flash a confident smile or pose, and you gain panache until the end of your turn.
Frequency once per 10 minutes
Trigger Your turn begins.
Requirements You are being flanked.
You shine brightest in desperate moments. You flash a confident smile or pose, and you gain panache until the end of your turn.
◆
SWASHBUCKLER
Requirements You’re wielding one or more one-handed weapons
You use one-handed weapons to parry with style. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if you have a free hand or are wielding a weapon with the parry trait. You lose this circumstance bonus if you no longer meet this feat’s requirement. If a creature misses you with a Strike while you have this bonus, you gain panache until the end of your next turn.
Requirements You’re wielding one or more one-handed weapons
You use one-handed weapons to parry with style. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if you have a free hand or are wielding a weapon with the parry trait. You lose this circumstance bonus if you no longer meet this feat’s requirement. If a creature misses you with a Strike while you have this bonus, you gain panache until the end of your next turn.
FORTUNE SWASHBUCKLER
You take advantage of your foe’s openings with uncanny odds. When you make an Opportune Riposte, roll twice on the attack roll and take the better result.
You take advantage of your foe’s openings with uncanny odds. When you make an Opportune Riposte, roll twice on the attack roll and take the better result.
SWASHBUCKLER
Finishing a foe maintains your swagger. You gain panache whenever your finisher brings a target to 0 HP.
Finishing a foe maintains your swagger. You gain panache whenever your finisher brings a target to 0 HP.
SWASHBUCKLER
Prerequisites expert in Athletics
Your panache allows you to perform incredible feats: climbing, swimming, and leaping far beyond your normal capacity.
While you have panache, you gain the following benefits.
Prerequisites expert in Athletics
Your panache allows you to perform incredible feats: climbing, swimming, and leaping far beyond your normal capacity.
While you have panache, you gain the following benefits.
- You gain climb and swim Speeds equal to half your land Speed.
- The DCs of your High Jumps and Long Jumps decrease by 10. This doesn’t combine with other abilities that reduce those DCs.
- The distance you can move with a vertical Leap increases to 5 feet. Your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet, or to 20 feet if your Speed is at least 30 feet.
◆◆
SWASHBUCKLER
Prerequisites master in Athletics, Flamboyant Athlete
Requirements You are capable of using a finisher.
You stylishly leap and deliver a powerful finisher. Make a Leap, High Jump, or Long Jump and attempt one single-action finisher at any point during your jump; the finisher can’t be one that includes other movement, such as Mobile Finisher. Immediately after the finisher, you fall to the ground if you’re in the air, even if you haven’t reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright. When attempting a High Jump or Long Jump during a Flamboyant Leap, determine the DC using the Long Jump DCs, and increase the maximum distance to double your Speed, rather than just your Speed.
Prerequisites master in Athletics, Flamboyant Athlete
Requirements You are capable of using a finisher.
You stylishly leap and deliver a powerful finisher. Make a Leap, High Jump, or Long Jump and attempt one single-action finisher at any point during your jump; the finisher can’t be one that includes other movement, such as Mobile Finisher. Immediately after the finisher, you fall to the ground if you’re in the air, even if you haven’t reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright. When attempting a High Jump or Long Jump during a Flamboyant Leap, determine the DC using the Long Jump DCs, and increase the maximum distance to double your Speed, rather than just your Speed.
↺
SWASHBUCKLER
Trigger A creature you can see targets you with an attack.
Requirements You aren’t encumbered.
You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. If the Strike misses, you gain panache until the end of your next turn.
Trigger A creature you can see targets you with an attack.
Requirements You aren’t encumbered.
You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. If the Strike misses, you gain panache until the end of your next turn.
SWASHBUCKLER
Prerequisites Flashy Dodge
You can use Flashy Dodge before attempting a Reflex save, in addition to its original trigger. If you do, the circumstance bonus applies to your Reflex save against the triggering effect.
When you use Flashy Dodge and the triggering attack fails or critically fails, or when you succeed or critically succeed at the saving throw, you can also Stride up to 10 feet as part of the reaction. If you do, the reaction gains the move trait. You can use Flashy Roll while Flying or Swimming instead of Striding if you have the corresponding movement type.
Prerequisites Flashy Dodge
You can use Flashy Dodge before attempting a Reflex save, in addition to its original trigger. If you do, the circumstance bonus applies to your Reflex save against the triggering effect.
When you use Flashy Dodge and the triggering attack fails or critically fails, or when you succeed or critically succeed at the saving throw, you can also Stride up to 10 feet as part of the reaction. If you do, the reaction gains the move trait. You can use Flashy Roll while Flying or Swimming instead of Striding if you have the corresponding movement type.
SWASHBUCKLER
Prerequisites precise strike
You apply your flashy techniques to thrown weapons as easily as melee attacks. You apply your precise strike damage on ranged Strikes you make with a thrown weapon within that weapon’s first range increment. The thrown weapon must be an agile or finesse weapon. This also allows you to make a thrown weapon ranged Strike for Confident Finisher and any other finisher that includes a Strike that can benefit from your precise strike.
Prerequisites precise strike
You apply your flashy techniques to thrown weapons as easily as melee attacks. You apply your precise strike damage on ranged Strikes you make with a thrown weapon within that weapon’s first range increment. The thrown weapon must be an agile or finesse weapon. This also allows you to make a thrown weapon ranged Strike for Confident Finisher and any other finisher that includes a Strike that can benefit from your precise strike.
SWASHBUCKLER
Prerequisites Fascinating Performance
When you use Fascinating Performance in a combat encounter, you need only a success, rather than a critical success, to fascinate your target. This works only if you’re attempting to fascinate one target. For example, if you were an expert in Performance, you could choose to target multiple creatures normally or target one creature and fascinate it on a success.
Prerequisites Fascinating Performance
When you use Fascinating Performance in a combat encounter, you need only a success, rather than a critical success, to fascinate your target. This works only if you’re attempting to fascinate one target. For example, if you were an expert in Performance, you could choose to target multiple creatures normally or target one creature and fascinate it on a success.
◇
BRAVADO SWASHBUCKLER
Prerequisites expert in Intimidation
Requirements Your turn begins, and one target within 30 feet failed an attack roll or skill check against you on its last turn.
You capitalize on an opponent’s failure with smug attitude and swagger, reminding them of the gap in skill between you and your opponent. You attempt to Demoralize the opponent. Regardless of the result, the target becomes temporarily immune for 1 minute.
Prerequisites expert in Intimidation
Requirements Your turn begins, and one target within 30 feet failed an attack roll or skill check against you on its last turn.
You capitalize on an opponent’s failure with smug attitude and swagger, reminding them of the gap in skill between you and your opponent. You attempt to Demoralize the opponent. Regardless of the result, the target becomes temporarily immune for 1 minute.
SWASHBUCKLER
Prerequisites trained in Deception
Your tricks make foes overextend their attacks.
On a Feint, you can use the following success and critical success effects instead of any other effects you would gain when you Feint; if you do, other abilities that adjust the normal effects of your Feint no longer apply. You can choose whether to use the Goading Feint benefits or the normal benefits each time you Feint a given foe.
Critical Success The target takes a –2 circumstance penalty to all attack rolls against you before the end of its next turn.
Success The target takes a –2 circumstance penalty to its next attack roll against you before the end of its next turn.
Prerequisites trained in Deception
Your tricks make foes overextend their attacks.
On a Feint, you can use the following success and critical success effects instead of any other effects you would gain when you Feint; if you do, other abilities that adjust the normal effects of your Feint no longer apply. You can choose whether to use the Goading Feint benefits or the normal benefits each time you Feint a given foe.
Critical Success The target takes a –2 circumstance penalty to all attack rolls against you before the end of its next turn.
Success The target takes a –2 circumstance penalty to its next attack roll against you before the end of its next turn.
↺
SWASHBUCKLER
Trigger An ally within your melee reach is hit by an attack, you can see the attacker, and a +2 circumstance bonus to AC would turn the critical hit into a hit or the hit into a miss.
Requirements You are wielding a single one-handed melee weapon and have your other hand or hands free.
You use your weapon to deflect the attack against your ally, granting a +2 circumstance bonus to their AC against the triggering attack. This turns the triggering critical hit into a hit, or the triggering hit into a miss. You gain panache until the end of your next turn.
Trigger An ally within your melee reach is hit by an attack, you can see the attacker, and a +2 circumstance bonus to AC would turn the critical hit into a hit or the hit into a miss.
Requirements You are wielding a single one-handed melee weapon and have your other hand or hands free.
You use your weapon to deflect the attack against your ally, granting a +2 circumstance bonus to their AC against the triggering attack. This turns the triggering critical hit into a hit, or the triggering hit into a miss. You gain panache until the end of your next turn.
◆
FINISHER FLOURISH SWASHBUCKLER
Your strikes flow endlessly. Step and attempt a single one-action finisher. This Strike gains the bravado trait, possibly replenishing your panache; if you regain panache, you can immediately attempt another finisher as part of this action, ignoring the restriction of using actions with the attack trait after a finisher.
Your strikes flow endlessly. Step and attempt a single one-action finisher. This Strike gains the bravado trait, possibly replenishing your panache; if you regain panache, you can immediately attempt another finisher as part of this action, ignoring the restriction of using actions with the attack trait after a finisher.
◆
FINISHER SWASHBUCKLER
You stab two foes with a single thrust or bash them together with one punch. Make a bludgeoning or piercing melee Strike and compare the attack roll result against the AC of up to two foes. One foe must be adjacent to you, and the other foe must be adjacent to and directly behind the first foe, in a straight line from your space. Roll damage once and apply it to each creature you hit. An Impaling Finisher counts as two attacks when calculating your multiple attack penalty.
You stab two foes with a single thrust or bash them together with one punch. Make a bludgeoning or piercing melee Strike and compare the attack roll result against the AC of up to two foes. One foe must be adjacent to you, and the other foe must be adjacent to and directly behind the first foe, in a straight line from your space. Roll damage once and apply it to each creature you hit. An Impaling Finisher counts as two attacks when calculating your multiple attack penalty.
SWASHBUCKLER
Prerequisites Opportune Riposte
Your ripostes can deflect attacks back at their source. You can use Opportune Riposte with a trigger of “A foe outside of your reach critically fails an attack roll against you” in addition to its usual trigger. When you use Opportune Riposte with this new trigger against a ranged attack, your Strike deflects some of the triggering effect back toward its source. Compare the result of your attack roll to the AC of the triggering foe. On a hit, you deal the normal amount of damage for your Strike, but the damage type changes to that of the triggering attack. For instance, if you used Opportune Riposte to deflect a blazing bolt, your Strike would deal fire damage instead of its normal damage type.
Prerequisites Opportune Riposte
Your ripostes can deflect attacks back at their source. You can use Opportune Riposte with a trigger of “A foe outside of your reach critically fails an attack roll against you” in addition to its usual trigger. When you use Opportune Riposte with this new trigger against a ranged attack, your Strike deflects some of the triggering effect back toward its source. Compare the result of your attack roll to the AC of the triggering foe. On a hit, you deal the normal amount of damage for your Strike, but the damage type changes to that of the triggering attack. For instance, if you used Opportune Riposte to deflect a blazing bolt, your Strike would deal fire damage instead of its normal damage type.
FORTUNE SWASHBUCKLER
Prerequisites Charmed Life
You always seem to bounce back from the worst. When you use Charmed Life, roll the save twice (including the +2 circumstance bonus from Charmed Life) and use the better result.
Prerequisites Charmed Life
You always seem to bounce back from the worst. When you use Charmed Life, roll the save twice (including the +2 circumstance bonus from Charmed Life) and use the better result.
SWASHBUCKLER
At the start of each enemy’s turn, you gain an extra reaction you can use only during that turn to perform an Opportune Riposte, or a Reactive Strike if you have that reaction.
At the start of each enemy’s turn, you gain an extra reaction you can use only during that turn to perform an Opportune Riposte, or a Reactive Strike if you have that reaction.
◆
BRAVADO MOVE SWASHBUCKLER
Prerequisites trained in Performance
Requirements You are adjacent to an enemy.
You sweep your foe into your dance.
Attempt a Performance check against an adjacent enemy’s Will DC.
Critical Success Your foe is swept up in your dance. You both move up to 10 feet in the same direction, remaining adjacent to one another. Your movement doesn’t trigger reactions from the target (and the target’s movement doesn’t trigger reactions because it’s forced movement).
Success As critical success, but you both move only 5 feet.
Failure The foe doesn’t follow your steps. You can move 5 feet if you choose, but this movement triggers reactions normally.
Critical Failure You stumble, falling prone in your space.
Prerequisites trained in Performance
Requirements You are adjacent to an enemy.
You sweep your foe into your dance.
Attempt a Performance check against an adjacent enemy’s Will DC.
Critical Success Your foe is swept up in your dance. You both move up to 10 feet in the same direction, remaining adjacent to one another. Your movement doesn’t trigger reactions from the target (and the target’s movement doesn’t trigger reactions because it’s forced movement).
Success As critical success, but you both move only 5 feet.
Failure The foe doesn’t follow your steps. You can move 5 feet if you choose, but this movement triggers reactions normally.
Critical Failure You stumble, falling prone in your space.
◆
DEATH FINISHER SWASHBUCKLER
Prerequisites precise strike 6d6
You stab your foe in a vital organ, possibly killing them outright.
Make a Strike. On a success, you forego your precise strike damage from the finisher. Instead, your target takes additional precision damage based on a Fortitude save against your class DC. If your Strike was a critical hit, the target’s saving throw outcome is one degree worse.
Critical Success You deal 6 precision damage.
Success You deal 6d6 precision damage.
Failure You deal 12d6 precision damage.
Critical Failure You deal 18d6 precision damage.
Prerequisites precise strike 6d6
You stab your foe in a vital organ, possibly killing them outright.
Make a Strike. On a success, you forego your precise strike damage from the finisher. Instead, your target takes additional precision damage based on a Fortitude save against your class DC. If your Strike was a critical hit, the target’s saving throw outcome is one degree worse.
Critical Success You deal 6 precision damage.
Success You deal 6d6 precision damage.
Failure You deal 12d6 precision damage.
Critical Failure You deal 18d6 precision damage.
◆
FINISHER SWASHBUCKLER
You attack in motion. Stride and then Strike. You can use Mobile Finisher while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
You attack in motion. Stride and then Strike. You can use Mobile Finisher while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
◆
AUDITORY CONCENTRATE EMOTION LINGUISTIC MENTAL SWASHBUCKLER
Prerequisites trained in Diplomacy
With precisely the right words of encouragement, you bolster an ally’s efforts. Designate an ally within 30 feet; this action counts as sufficient preparation to Aid that ally. When you use the Aid reaction to help that ally, you can roll Diplomacy in place of the usual check and the action gains the bravado trait.
Prerequisites trained in Diplomacy
With precisely the right words of encouragement, you bolster an ally’s efforts. Designate an ally within 30 feet; this action counts as sufficient preparation to Aid that ally. When you use the Aid reaction to help that ally, you can roll Diplomacy in place of the usual check and the action gains the bravado trait.
SWASHBUCKLER
You find opportunities to perform stylish feats in the moments between others’ heartbeats and eye blinks. You are permanently quickened. You can use the extra action only to perform a bravado action.
You find opportunities to perform stylish feats in the moments between others’ heartbeats and eye blinks. You are permanently quickened. You can use the extra action only to perform a bravado action.
SWASHBUCKLER
Prerequisites Opportune Riposte
Your parries and finishers allow you to riposte with the slightest provocation. You can use Opportune Riposte against an enemy who fails at a Strike against you (not just critically fails), provided you have both damaged that creature with a finisher on your last turn and currently have a circumstance bonus to AC from the parry weapon trait, or Extravagant Parry.
Prerequisites Opportune Riposte
Your parries and finishers allow you to riposte with the slightest provocation. You can use Opportune Riposte against an enemy who fails at a Strike against you (not just critically fails), provided you have both damaged that creature with a finisher on your last turn and currently have a circumstance bonus to AC from the parry weapon trait, or Extravagant Parry.
◆
FINISHER FORTUNE SWASHBUCKLER
You focus your panache into an impeccable assault. Make a Strike, rolling the attack roll twice and using the better result.
You focus your panache into an impeccable assault. Make a Strike, rolling the attack roll twice and using the better result.
SWASHBUCKLER
Prerequisites trained in Acrobatics
Through nimble movements, a graceful landing, and a bit of luck, you can manage to fall from spectacular heights without a scratch.
You gain the Cat Fall skill feat and the following reaction.
Plummeting Roll ↺ Trigger You fall at least 10 feet and take no damage from the fall; Effect You tuck and roll with the motion.
You land on your feet and Stride up to half your Speed.
Prerequisites trained in Acrobatics
Through nimble movements, a graceful landing, and a bit of luck, you can manage to fall from spectacular heights without a scratch.
You gain the Cat Fall skill feat and the following reaction.
Plummeting Roll ↺ Trigger You fall at least 10 feet and take no damage from the fall; Effect You tuck and roll with the motion.
You land on your feet and Stride up to half your Speed.
SWASHBUCKLER
Prerequisites Confident Finisher
Even when your foe avoids your Confident Finisher, you can still hit a vital spot. On a failure with Confident Finisher, you apply your full precise strike damage instead of half.
Prerequisites Confident Finisher
Even when your foe avoids your Confident Finisher, you can still hit a vital spot. On a failure with Confident Finisher, you apply your full precise strike damage instead of half.
↺
SWASHBUCKLER
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
You swat a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
You swat a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
SWASHBUCKLER
Prerequisites Opportune Riposte
You can riposte almost without a thought. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to perform an Opportune Riposte.
Prerequisites Opportune Riposte
You can riposte almost without a thought. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to perform an Opportune Riposte.
◆
FINISHER SWASHBUCKLER
You make a calculated attack without letting down your guard.
Make a melee Strike with the following failure effect.
Failure You Step as a free action.
You make a calculated attack without letting down your guard.
Make a melee Strike with the following failure effect.
Failure You Step as a free action.
◆
FINISHER SWASHBUCKLER
Your swagger instills confidence in you and your allies.
Make a Strike. On a hit, you and all allies within 30 feet gain temporary Hit Points equal to half your level.
Failure You gain temporary Hit Points equal to half your level.
Your swagger instills confidence in you and your allies.
Make a Strike. On a hit, you and all allies within 30 feet gain temporary Hit Points equal to half your level.
Failure You gain temporary Hit Points equal to half your level.
◆
FINISHER SWASHBUCKLER
Your excellent display of fighting prowess leaves your opponent stumbling back. Make a Strike. If you hit, the target is pushed 5 feet back (or 10 feet on a critical hit).
Your excellent display of fighting prowess leaves your opponent stumbling back. Make a Strike. If you hit, the target is pushed 5 feet back (or 10 feet on a critical hit).
◆
FINISHER SWASHBUCKLER
You attempt a dizzying blow.
Make a melee Strike. If you hit, your foe must attempt a Fortitude save against your class DC with the following results; the save has the incapacitation trait.
Critical Success The target is unaffected.
Success The target can’t use reactions until its next turn.
Failure The target is stunned 1.
Critical Failure The target is stunned 3.
You attempt a dizzying blow.
Make a melee Strike. If you hit, your foe must attempt a Fortitude save against your class DC with the following results; the save has the incapacitation trait.
Critical Success The target is unaffected.
Success The target can’t use reactions until its next turn.
Failure The target is stunned 1.
Critical Failure The target is stunned 3.
◇
SWASHBUCKLER
Trigger You are about to roll initiative.
You swagger readily into any fight. You gain a +2 circumstance bonus to your initiative roll and can Interact to draw a weapon. If you are the first to act in combat, you gain panache.
Trigger You are about to roll initiative.
You swagger readily into any fight. You gain a +2 circumstance bonus to your initiative roll and can Interact to draw a weapon. If you are the first to act in combat, you gain panache.
↺
SWASHBUCKLER
Trigger You are targeted by a ranged attack.
Requirements You are adjacent to an enemy and have panache.
You attempt to deftly swap places with an adjacent enemy to avoid the attack.
Choose an adjacent enemy and attempt to Reposition it. Instead of the normal results of Reposition, use the following.
Critical Success You swap places with the target enemy and the enemy becomes the target of the triggering attack.
Success As critical success, except the target has lesser cover against the triggering attack, and you lose your panache.
Failure You lose your panache.
Critical Failure You become off-guard against the triggering attack, and you lose your panache.
Trigger You are targeted by a ranged attack.
Requirements You are adjacent to an enemy and have panache.
You attempt to deftly swap places with an adjacent enemy to avoid the attack.
Choose an adjacent enemy and attempt to Reposition it. Instead of the normal results of Reposition, use the following.
Critical Success You swap places with the target enemy and the enemy becomes the target of the triggering attack.
Success As critical success, except the target has lesser cover against the triggering attack, and you lose your panache.
Failure You lose your panache.
Critical Failure You become off-guard against the triggering attack, and you lose your panache.
◆
FINISHER SWASHBUCKLER
Your attack harms and hinders your foe.
Choose a particular part of your foe from the list below and Strike. If you hit and damage the target, apply the effect corresponding to the chosen part. This hindrance lasts until the end of your next turn. On a critical hit, you also apply a lesser effect lasting for 1 minute.
Your attack harms and hinders your foe.
Choose a particular part of your foe from the list below and Strike. If you hit and damage the target, apply the effect corresponding to the chosen part. This hindrance lasts until the end of your next turn. On a critical hit, you also apply a lesser effect lasting for 1 minute.
- Arm (or another limb used for attacks, such as a tentacle) The target is enfeebled 2. On a critical hit, it is also enfeebled 1 for 1 minute.
- Head The target is stupefied 2. On a critical hit, it is also stupefied 1 for 1 minute.
- Legs The target takes a –10-foot status penalty to its Speeds. On a critical hit, it also takes a –5-foot status penalty to its Speeds for 1 minute.
◆
BRAVADO SWASHBUCKLER
With reckless speed, you dash, jump and swing around a creature to find a more vulnerable spot.
Attempt to Tumble Through a creature at least one size category larger than you, using the following effects.
Critical Success You move through the enemy’s space, treating the squares in its space as difficult terrain (every 5 feet costs 10 feet of movement). If you don’t have enough Speed to move all the way through its space, you get the same effect as a failure. If you successfully pass through the target’s square, the target gains weakness to your precision damage equal to half your level, which lasts until the end of your turn.
Success As success, but the weakness applies only against the next attack you make against the target.
Failure Your movement ends, and you trigger reactions as if you had moved out of the square you started in.
Critical Failure As failure, and you fall prone.
With reckless speed, you dash, jump and swing around a creature to find a more vulnerable spot.
Attempt to Tumble Through a creature at least one size category larger than you, using the following effects.
Critical Success You move through the enemy’s space, treating the squares in its space as difficult terrain (every 5 feet costs 10 feet of movement). If you don’t have enough Speed to move all the way through its space, you get the same effect as a failure. If you successfully pass through the target’s square, the target gains weakness to your precision damage equal to half your level, which lasts until the end of your turn.
Success As success, but the weakness applies only against the next attack you make against the target.
Failure Your movement ends, and you trigger reactions as if you had moved out of the square you started in.
Critical Failure As failure, and you fall prone.
SWASHBUCKLER
Your tumbling puts your foes on the back foot. When you Tumble Through successfully, the foe you Tumbled Through is off-guard against the next attack you make before the end of your turn.
Your tumbling puts your foes on the back foot. When you Tumble Through successfully, the foe you Tumbled Through is off-guard against the next attack you make before the end of your turn.
◆
FINISHER SWASHBUCKLER
Prerequisites Flying Blade
Your thrown weapons seem to defy physics as they soar through the air and spin back to you after a strike. Make a thrown weapon attack, ignoring the penalty for making ranged attacks within the second and third range increment. The weapon returns to your hand after the attack unless you critically failed on the attack roll.
Prerequisites Flying Blade
Your thrown weapons seem to defy physics as they soar through the air and spin back to you after a strike. Make a thrown weapon attack, ignoring the penalty for making ranged attacks within the second and third range increment. The weapon returns to your hand after the attack unless you critically failed on the attack roll.
◆
FINISHER SWASHBUCKLER
You attack with a flashy assault that leaves your target off balance. Make a melee Strike. If you hit and deal damage, the target is off-guard until the end of your next turn.
You attack with a flashy assault that leaves your target off balance. Make a melee Strike. If you hit and deal damage, the target is off-guard until the end of your next turn.
◆
BRAVADO SWASHBUCKLER
You tumble around your foes, expertly avoiding their reactions.
Stride up to half your Speed and roll an Acrobatics check. Compare the result to the Reflex DC of each enemy whose reach you began in or enter during the movement, in sequence.
Critical Success This movement doesn’t trigger reactions from the enemy, and the enemy is off-guard to you until the end of your turn
Success This movement doesn’t trigger reactions from the enemy.
Critical Failure Your movement immediately stops when you enter the creature’s reach; if you began in the creature’s reach, you don’t move.
You tumble around your foes, expertly avoiding their reactions.
Stride up to half your Speed and roll an Acrobatics check. Compare the result to the Reflex DC of each enemy whose reach you began in or enter during the movement, in sequence.
Critical Success This movement doesn’t trigger reactions from the enemy, and the enemy is off-guard to you until the end of your turn
Success This movement doesn’t trigger reactions from the enemy.
Critical Failure Your movement immediately stops when you enter the creature’s reach; if you began in the creature’s reach, you don’t move.
◆
SWASHBUCKLER
Requirements You gained panache this turn.
Your ego swells, granting you a temporary reprieve from your pain. You gain temporary Hit Points equal to your level plus your Charisma modifier that last until the start of your next turn.
Requirements You gained panache this turn.
Your ego swells, granting you a temporary reprieve from your pain. You gain temporary Hit Points equal to your level plus your Charisma modifier that last until the start of your next turn.
↺
EMOTION FEAR MENTAL SWASHBUCKLER
Prerequisites trained in Intimidation
Trigger You reduce an enemy to 0 Hit Points.
After downing a foe, you promise another that you’re coming after them next. Attempt an Intimidation check with a +2 circumstance bonus to Demoralize a single creature that you can see and that can see you. If you’re legendary in Intimidation, you can use this as a free action with the same trigger.
Prerequisites trained in Intimidation
Trigger You reduce an enemy to 0 Hit Points.
After downing a foe, you promise another that you’re coming after them next. Attempt an Intimidation check with a +2 circumstance bonus to Demoralize a single creature that you can see and that can see you. If you’re legendary in Intimidation, you can use this as a free action with the same trigger.
ARCHETYPE
Prerequisites Basic Witchcraft
You gain one witch feat. For the purpose of meeting its prerequisites, your witch 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 witch feat.
Prerequisites Basic Witchcraft
You gain one witch feat. For the purpose of meeting its prerequisites, your witch 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 witch feat.
ARCHETYPE
Prerequisites Witch Dedication
You gain the basic spellcasting benefits. Each time you gain a spell slot of a new rank from the witch archetype, add two common spells of that rank to your familiar.
Prerequisites Witch Dedication
You gain the basic spellcasting benefits. Each time you gain a spell slot of a new rank from the witch archetype, add two common spells of that rank to your familiar.
ARCHETYPE
Prerequisites Witch Dedication
You gain a 1st- or 2nd-level witch feat of your choice. You can select three familiar abilities for your familiar each day, instead of two.
Prerequisites Witch Dedication
You gain a 1st- or 2nd-level witch feat of your choice. You can select three familiar abilities for your familiar each day, instead of two.
ARCHETYPE
Prerequisites Basic Witch Spellcasting, master in the skill associated with your patron’s tradition
You gain the expert spellcasting benefits.
Prerequisites Basic Witch Spellcasting, master in the skill associated with your patron’s tradition
You gain the expert spellcasting benefits.
ARCHETYPE
Prerequisites Expert Witch Spellcasting, legendary in the skill associated with your patron’s tradition
You gain the master spellcasting benefits.
Prerequisites Expert Witch Spellcasting, legendary in the skill associated with your patron’s tradition
You gain the master spellcasting benefits.
ARCHETYPE
Prerequisites Basic Witch Spellcasting
You can cast more spells each day. Increase the spell slots you gain from witch archetype feats by 1 for each spell rank other than your two highest spell ranks.
Prerequisites Basic Witch Spellcasting
You can cast more spells each day. Increase the spell slots you gain from witch archetype feats by 1 for each spell rank other than your two highest spell ranks.
ARCHETYPE DEDICATION MULTICLASS
Prerequisites Intelligence +2
You cast spells like a witch. Choose a patron; you gain a familiar with two common cantrips of your choice from your chosen patron’s tradition, but aside from the tradition, you don’t gain any other effects the patron would usually grant. Your familiar gains the normal number of abilities for a familiar instead of those a witch familiar normally gets.
You gain the Cast a Spell activity. You can prepare one cantrip each day from your familiar. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for witch archetype spells is Intelligence, and they are witch spells of your patron’s tradition. You become trained in the skill associated with the patron’s tradition; if you were already trained in it, you instead become trained in a skill of your choice.
Prerequisites Intelligence +2
You cast spells like a witch. Choose a patron; you gain a familiar with two common cantrips of your choice from your chosen patron’s tradition, but aside from the tradition, you don’t gain any other effects the patron would usually grant. Your familiar gains the normal number of abilities for a familiar instead of those a witch familiar normally gets.
You gain the Cast a Spell activity. You can prepare one cantrip each day from your familiar. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for witch archetype spells is Intelligence, and they are witch spells of your patron’s tradition. You become trained in the skill associated with the patron’s tradition; if you were already trained in it, you instead become trained in a skill of your choice.
WITCH
Prerequisites arcane or primal patron
Your familiar can shed its material form, becoming a mass of animated magic.
Your familiar gains the Stitching Strike activity.
Stitching Strike ◆◆ Frequency once per 10 minutes;
Effect Your familiar unravels into magical fibers that encompass an enemy within 30 feet and deal 6d6 slashing damage, with a basic Reflex save against your spell DC. On a failure, the target is also immobilized for 1 round or until it Escapes against your spell DC. Your familiar then re-forms in its original square. At 9th level, and every 2 levels thereafter, the attack deals an additional 2d6 damage.
Prerequisites arcane or primal patron
Your familiar can shed its material form, becoming a mass of animated magic.
Your familiar gains the Stitching Strike activity.
Stitching Strike ◆◆ Frequency once per 10 minutes;
Effect Your familiar unravels into magical fibers that encompass an enemy within 30 feet and deal 6d6 slashing damage, with a basic Reflex save against your spell DC. On a failure, the target is also immobilized for 1 round or until it Escapes against your spell DC. Your familiar then re-forms in its original square. At 9th level, and every 2 levels thereafter, the attack deals an additional 2d6 damage.
WITCH
Prerequisites divine or occult patron
Your familiar can subsume its body to become pure spirit.
Your familiar gains the Shed Spirit activity.
Shed Spirit ◆◆ (spirit) Frequency once per 10 minutes;
Effect Your familiar’s spirit exits its body, leaving its empty shell behind, before flying at an enemy within 20 feet and dealing 6d6 spirit damage, with a basic Will save against your spell DC. If the familiar dealt damage, it then flies to an ally within 30 feet of the enemy, restoring Hit Points equal to half the damage dealt. Your familiar then re-forms in its original square. At 9th level, and every 2 levels thereafter, the attack deals an additional 2d6 damage.
Prerequisites divine or occult patron
Your familiar can subsume its body to become pure spirit.
Your familiar gains the Shed Spirit activity.
Shed Spirit ◆◆ (spirit) Frequency once per 10 minutes;
Effect Your familiar’s spirit exits its body, leaving its empty shell behind, before flying at an enemy within 20 feet and dealing 6d6 spirit damage, with a basic Will save against your spell DC. If the familiar dealt damage, it then flies to an ally within 30 feet of the enemy, restoring Hit Points equal to half the damage dealt. Your familiar then re-forms in its original square. At 9th level, and every 2 levels thereafter, the attack deals an additional 2d6 damage.
WITCH
Prerequisites divine or occult patron
Your familiar can subsume its body to become pure spirit.
Your familiar gains the Shed Spirit activity.
Shed Spirit ◆◆ (spirit) Frequency once per 10 minutes;
Effect Your familiar’s spirit exits its body, leaving its empty shell behind, before flying at an enemy within 20 feet and dealing 6d6 spirit damage, with a basic Will save against your spell DC. If the familiar dealt damage, it then flies to an ally within 30 feet of the enemy, restoring Hit Points equal to half the damage dealt. Your familiar then re-forms in its original square. At 9th level, and every 2 levels thereafter, the attack deals an additional 2d6 damage.
Prerequisites divine or occult patron
Your familiar can subsume its body to become pure spirit.
Your familiar gains the Shed Spirit activity.
Shed Spirit ◆◆ (spirit) Frequency once per 10 minutes;
Effect Your familiar’s spirit exits its body, leaving its empty shell behind, before flying at an enemy within 20 feet and dealing 6d6 spirit damage, with a basic Will save against your spell DC. If the familiar dealt damage, it then flies to an ally within 30 feet of the enemy, restoring Hit Points equal to half the damage dealt. Your familiar then re-forms in its original square. At 9th level, and every 2 levels thereafter, the attack deals an additional 2d6 damage.
WITCH
Prerequisites arcane or primal patron
Your familiar can shed its material form, becoming a mass of animated magic.
Your familiar gains the Stitching Strike activity.
Stitching Strike ◆◆ Frequency once per 10 minutes;
Effect Your familiar unravels into magical fibers that encompass an enemy within 30 feet and deal 6d6 slashing damage, with a basic Reflex save against your spell DC. On a failure, the target is also immobilized for 1 round or until it Escapes against your spell DC. Your familiar then re-forms in its original square. At 9th level, and every 2 levels thereafter, the attack deals an additional 2d6 damage.
Prerequisites arcane or primal patron
Your familiar can shed its material form, becoming a mass of animated magic.
Your familiar gains the Stitching Strike activity.
Stitching Strike ◆◆ Frequency once per 10 minutes;
Effect Your familiar unravels into magical fibers that encompass an enemy within 30 feet and deal 6d6 slashing damage, with a basic Reflex save against your spell DC. On a failure, the target is also immobilized for 1 round or until it Escapes against your spell DC. Your familiar then re-forms in its original square. At 9th level, and every 2 levels thereafter, the attack deals an additional 2d6 damage.
WITCH
Your patron grants you a special lesson, revealing a hidden facet of its nature. Choose a basic lesson. You gain its associated hex, and your familiar learns the associated spell.
Your patron grants you a special lesson, revealing a hidden facet of its nature. Choose a basic lesson. You gain its associated hex, and your familiar learns the associated spell.
WITCH
Your patron’s power fills you with confidence, letting you sustain a magical working even as a quick burst of laughter leaves your lips. You learn the cackle hex.
Your patron’s power fills you with confidence, letting you sustain a magical working even as a quick burst of laughter leaves your lips. You learn the cackle hex.
WITCH
Your patron recognizes your need for flexibility and versatility, and grants you the power to prepare a wider range of simple spells. You can prepare two additional cantrips each day.
Your patron recognizes your need for flexibility and versatility, and grants you the power to prepare a wider range of simple spells. You can prepare two additional cantrips each day.
WITCH
You can brew magic in your cauldron, creating useful magical concoctions.
You can use the Craft activity to create oils and potions. You immediately gain the formulas for four common 1st-level oils or potions. At 4th level and every 2 levels beyond that, you gain the formula for a common oil or potion of that level or lower (a 4th-level potion if you’re 4th level, a 6th-level potion if you’re 6th level, and so on). If you have a familiar, you can have your familiar learn these formulas rather than storing them in a formula book. Your familiar can learn new formulas in the same way it learns new spells, and these formulas are transferred from a slain familiar to a new familiar in the same way spells are.
During your daily preparations, you can create one temporary oil or potion using a formula you know. If you have master proficiency in spell DC, you can create a batch of two temporary oils or potions during your daily preparations, and if you have legendary proficiency, you can create a batch of three. Any items you create this way become inert bottles of liquid the next time you make your daily preparations, and any remaining effects of the temporary items end. A temporary oil or potion has no value.
You can brew magic in your cauldron, creating useful magical concoctions.
You can use the Craft activity to create oils and potions. You immediately gain the formulas for four common 1st-level oils or potions. At 4th level and every 2 levels beyond that, you gain the formula for a common oil or potion of that level or lower (a 4th-level potion if you’re 4th level, a 6th-level potion if you’re 6th level, and so on). If you have a familiar, you can have your familiar learn these formulas rather than storing them in a formula book. Your familiar can learn new formulas in the same way it learns new spells, and these formulas are transferred from a slain familiar to a new familiar in the same way spells are.
During your daily preparations, you can create one temporary oil or potion using a formula you know. If you have master proficiency in spell DC, you can create a batch of two temporary oils or potions during your daily preparations, and if you have legendary proficiency, you can create a batch of three. Any items you create this way become inert bottles of liquid the next time you make your daily preparations, and any remaining effects of the temporary items end. A temporary oil or potion has no value.
WITCH
You have prepared a special knife to direct energies when spellcasting.
During your daily preparations, you and your familiar can perform a short ritual over a weapon in the knife group—typically a dagger. This causes the knife to function as a magic wand, containing any one 1st-rank spell your familiar knows. You, and only you, can Activate the knife to Cast the Spell within it, as normal for a wand. You can attempt to overcharge the knife, and this can break or destroy the knife as normal. You can have only one ceremonial knife at a time.
At 8th level, and every 2 levels thereafter, the maximum rank of spell your ceremonial knife can hold increases by 1.
You have prepared a special knife to direct energies when spellcasting.
During your daily preparations, you and your familiar can perform a short ritual over a weapon in the knife group—typically a dagger. This causes the knife to function as a magic wand, containing any one 1st-rank spell your familiar knows. You, and only you, can Activate the knife to Cast the Spell within it, as normal for a wand. You can attempt to overcharge the knife, and this can break or destroy the knife as normal. You can have only one ceremonial knife at a time.
At 8th level, and every 2 levels thereafter, the maximum rank of spell your ceremonial knife can hold increases by 1.
◆
CONCENTRATE SPELLSHAPE WITCH
Through sheer mental effort, you can simplify the incantations and gestures needed to spellcast, leaving them barely noticeable. If the next action you use is to Cast a Spell, the spell gains the subtle trait, hiding the shining runes, sparks of magic, and other manifestations that would usually give away your spellcasting. The trait hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.
Through sheer mental effort, you can simplify the incantations and gestures needed to spellcast, leaving them barely noticeable. If the next action you use is to Cast a Spell, the spell gains the subtle trait, hiding the shining runes, sparks of magic, and other manifestations that would usually give away your spellcasting. The trait hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.
↺
WITCH
Trigger A creature Casts a Spell that you have prepared.
When a foe Casts a Spell and you can see its manifestations, you can use your magic to disrupt it. You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell.
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, primal, or occult).
Trigger A creature Casts a Spell that you have prepared.
When a foe Casts a Spell and you can see its manifestations, you can use your magic to disrupt it. You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell.
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, primal, or occult).
↺
SPELLSHAPE WITCH
Trigger An ally within 30 feet Casts a Spell.
You rhyme with your ally’s incantations or echo their movements, linking your magic to empower their spell in one of two ways:
Trigger An ally within 30 feet Casts a Spell.
You rhyme with your ally’s incantations or echo their movements, linking your magic to empower their spell in one of two ways:
- If their spell deals damage and doesn’t have a duration, you grant that spell a status bonus to damage equal to its rank.
- If their spell doesn’t have a spellshape effect applied to it, apply the effects of any one spellshape feat you know to the spell. The spellshape feat must be one that can be applied to the triggering spell, and you must be able to use it (for instance, if the spellshape feat is usable only a limited number of times per day).
WITCH
Prerequisites Cauldron
For each temporary oil or potion you brew during your daily preparations, you brew two copies of it. This allows you to brew two temporary oils or potions each day, four if you have master proficiency in spell DC, or six if you have legendary proficiency.
Prerequisites Cauldron
For each temporary oil or potion you brew during your daily preparations, you brew two copies of it. This allows you to brew two temporary oils or potions each day, four if you have master proficiency in spell DC, or six if you have legendary proficiency.
◇
WITCH
Trigger Your turn begins.
You maintain your active spells with hardly a thought. You immediately gain the effects of a Sustain action for one of your active witch spells.
Trigger Your turn begins.
You maintain your active spells with hardly a thought. You immediately gain the effects of a Sustain action for one of your active witch spells.
WITCH
Prerequisites a familiar
You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day instead of two.
Special Add the bonus familiar abilities you gain for being a witch to this amount.
Prerequisites a familiar
You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day instead of two.
Special Add the bonus familiar abilities you gain for being a witch to this amount.
WITCH
Prerequisites a familiar
You’ve learned to speak with your familiar and other creatures like it. You can ask questions of, receive answers from, and use the Diplomacy skill with creatures of the same family of animals as your familiar. For example, if your familiar were a cat, you could gain the effects of speak with animals for any felines (including leopards, lions, and tigers, among others). This ability doesn’t make them more friendly than normal. If your familiar ever changes to a different creature, you can’t use this ability for 1 week while you absorb your new familiar’s language.
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).
Prerequisites a familiar
You’ve learned to speak with your familiar and other creatures like it. You can ask questions of, receive answers from, and use the Diplomacy skill with creatures of the same family of animals as your familiar. For example, if your familiar were a cat, you could gain the effects of speak with animals for any felines (including leopards, lions, and tigers, among others). This ability doesn’t make them more friendly than normal. If your familiar ever changes to a different creature, you can’t use this ability for 1 week while you absorb your new familiar’s language.
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).
WITCH
Your patron grants you greater knowledge. Choose a greater or basic lesson. You gain its associated hex, and your familiar learns the associated spell.
Your patron grants you greater knowledge. Choose a greater or basic lesson. You gain its associated hex, and your familiar learns the associated spell.
WITCH
Your patron’s teachings have allowed you to achieve a deeper focus. Whenever you Refocus, completely refill your focus pool.
Your patron’s teachings have allowed you to achieve a deeper focus. Whenever you Refocus, completely refill your focus pool.
WITCH
You embody the link to your patron so completely that you can cast your hexes in rapid succession. You are no longer limited to casting only a single hex each turn. In addition, when you cast cackle to sustain a hex, you gain the effects of Sustain for all your active hexes that have a duration of sustained.
You embody the link to your patron so completely that you can cast your hexes in rapid succession. You are no longer limited to casting only a single hex each turn. In addition, when you cast cackle to sustain a hex, you gain the effects of Sustain for all your active hexes that have a duration of sustained.
WITCH
Prerequisites Enhanced Familiar
Your familiar is imbued with even more magic than other familiars. You can select a base of six familiar or master abilities each day, instead of four.
Special Add the bonus familiar abilities you gain for being a witch to this amount.
Prerequisites Enhanced Familiar
Your familiar is imbued with even more magic than other familiars. You can select a base of six familiar or master abilities each day, instead of four.
Special Add the bonus familiar abilities you gain for being a witch to this amount.
WITCH
Your patron grants you even greater secrets. Choose a major, greater, or basic lesson. You gain its associated hex, and your familiar learns the associated spell.
Special You can select this feat a second time and a third time. Choose a different lesson each time.
Your patron grants you even greater secrets. Choose a major, greater, or basic lesson. You gain its associated hex, and your familiar learns the associated spell.
Special You can select this feat a second time and a third time. Choose a different lesson each time.
WITCH
Your vision pierces through non-magical fog, mist, rain, and snow. You don’t take circumstance penalties to ranged attacks or Perception checks caused by non-magical precipitation, and your targeted attacks don’t require a flat check to succeed against a target concealed only by such effects.
Your vision pierces through non-magical fog, mist, rain, and snow. You don’t take circumstance penalties to ranged attacks or Perception checks caused by non-magical precipitation, and your targeted attacks don’t require a flat check to succeed against a target concealed only by such effects.
WITCH
Your patron partially manifests itself through your familiar to claim a foe’s power for its own.
Your familiar gains the following activity.
Patron’s Claim ◆◆ Frequency once per hour;
Effect Your familiar’s mouth opens impossibly wide before your patron’s grasping limb stretches forth from it at a creature within 30 feet, dealing 10d10 spirit damage with a basic Fortitude save against your spell DC. If the creature fails its save and takes damage, it is also drained 2 (or drained 4 on a critical failure) and you regain 1 Focus Point, up to your usual maximum, as your patron grants you additional magic in exchange for your gift of your opponent’s spirit.
Your patron partially manifests itself through your familiar to claim a foe’s power for its own.
Your familiar gains the following activity.
Patron’s Claim ◆◆ Frequency once per hour;
Effect Your familiar’s mouth opens impossibly wide before your patron’s grasping limb stretches forth from it at a creature within 30 feet, dealing 10d10 spirit damage with a basic Fortitude save against your spell DC. If the creature fails its save and takes damage, it is also drained 2 (or drained 4 on a critical failure) and you regain 1 Focus Point, up to your usual maximum, as your patron grants you additional magic in exchange for your gift of your opponent’s spirit.
WITCH
Your patron can direct its attention through your familiar, and its mere presence becomes an ominous weight on the minds of other beings to distract them and blot out their magic.
Your familiar gains the following activity.
Patron’s Presence ◆◆ (aura) Frequency once per hour;
Effect A palpable weight extends from your familiar in a 15-foot emanation. Enemies who enter or start their turn within the aura must succeed at a Will save against your spell DC or become stupefied 2 as long as they remain within the aura, or stupefied 3 on a critical failure. The aura lasts until the end of your next turn, but the familiar can Sustain it up to 1 minute.
Your patron can direct its attention through your familiar, and its mere presence becomes an ominous weight on the minds of other beings to distract them and blot out their magic.
Your familiar gains the following activity.
Patron’s Presence ◆◆ (aura) Frequency once per hour;
Effect A palpable weight extends from your familiar in a 15-foot emanation. Enemies who enter or start their turn within the aura must succeed at a Will save against your spell DC or become stupefied 2 as long as they remain within the aura, or stupefied 3 on a critical failure. The aura lasts until the end of your next turn, but the familiar can Sustain it up to 1 minute.
WITCH
Prerequisites patron’s gift
You have mastered the greatest secrets of your patron’s magic and learned a fundamental truth about your patron, even if their identity still remains a mystery. You gain an additional 10th-rank spell slot.
Prerequisites patron’s gift
You have mastered the greatest secrets of your patron’s magic and learned a fundamental truth about your patron, even if their identity still remains a mystery. You gain an additional 10th-rank spell slot.
◇
CONCENTRATE SPELLSHAPE WITCH
Frequency once per day
You accelerate your spellcasting. If your next action is to cast a witch cantrip or a witch spell that is at least 2 ranks lower than the highest-rank witch spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).
Frequency once per day
You accelerate your spellcasting. If your next action is to cast a witch cantrip or a witch spell that is at least 2 ranks lower than the highest-rank witch spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).
◆
CONCENTRATE SPELLSHAPE WITCH
You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
WITCH
Prerequisites Counterspell
When you successfully use Counterspell to counteract a spell that affects targeted creatures or an area, you can turn that spell’s effect back on its caster. When reflected, the spell affects only the original caster, even if it’s an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal.
Prerequisites Counterspell
When you successfully use Counterspell to counteract a spell that affects targeted creatures or an area, you can turn that spell’s effect back on its caster. When reflected, the spell affects only the original caster, even if it’s an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal.
WITCH
Your patron grants you the power to summon other creatures to aid you. Choose one summon spell (such as summon animal, summon construct, and so forth) that appears on the spell list of your spellcasting tradition. You can spend 10 minutes in communion with your familiar to replace one spell you’ve prepared in one of your witch spell slots with the spell you chose, heightened to the same rank. The spell you replaced must be of at least the summon spell’s minimum spell rank.
Your patron grants you the power to summon other creatures to aid you. Choose one summon spell (such as summon animal, summon construct, and so forth) that appears on the spell list of your spellcasting tradition. You can spend 10 minutes in communion with your familiar to replace one spell you’ve prepared in one of your witch spell slots with the spell you chose, heightened to the same rank. The spell you replaced must be of at least the summon spell’s minimum spell rank.
WITCH
You can adapt your patron’s power to transform other creatures into forms more befitting their behavior or your whims. Your familiar learns cursed metamorphosis, even if cursed metamorphosis isn’t on your tradition’s spell list. By spending 10 minutes in communion with your familiar, you can replace one spell of 6th-rank or higher you’ve prepared in one of your witch spell slots with a cursed metamorphosis spell of the same rank.
You can adapt your patron’s power to transform other creatures into forms more befitting their behavior or your whims. Your familiar learns cursed metamorphosis, even if cursed metamorphosis isn’t on your tradition’s spell list. By spending 10 minutes in communion with your familiar, you can replace one spell of 6th-rank or higher you’ve prepared in one of your witch spell slots with a cursed metamorphosis spell of the same rank.
◇
WITCH
Frequency once per day
Requirements You haven’t acted yet on your turn.
You draw upon the reservoir of your patron’s magic that resides within your familiar. During your turn, you can cast one spell your familiar knows that was granted by your patron or lessons without spending a spell slot to do so (or even having it prepared). The spell must be at least 1 rank lower than your highest-rank witch spell slot.
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).
Frequency once per day
Requirements You haven’t acted yet on your turn.
You draw upon the reservoir of your patron’s magic that resides within your familiar. During your turn, you can cast one spell your familiar knows that was granted by your patron or lessons without spending a spell slot to do so (or even having it prepared). The spell must be at least 1 rank lower than your highest-rank witch spell slot.
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).
◆
CONCENTRATE SPELLSHAPE WITCH
You siphon some of the power from an offensive hex you cast to direct it at a second target as well. If the next action you use is to Cast a Spell to cast a harmful hex with a single target, reduce its rank by 2 (making it 2 ranks lower than the maximum spell rank you can cast). If you do, you can select a second target for that hex to affect.
You siphon some of the power from an offensive hex you cast to direct it at a second target as well. If the next action you use is to Cast a Spell to cast a harmful hex with a single target, reduce its rank by 2 (making it 2 ranks lower than the maximum spell rank you can cast). If you do, you can select a second target for that hex to affect.
WITCH
Confident in your technique, you don’t easily lose your concentration when you Cast a Spell. If another creature’s reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.
Confident in your technique, you don’t easily lose your concentration when you Cast a Spell. If another creature’s reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.
◆
WITCH
Prerequisites Witch’s Armaments
Frequency once per round
You collect your patron’s magic into one of your witch armaments, causing them to shine with runes, light, or another signifier of your patron. Make an unarmed Strike with one with your witch’s armaments. If you hit, you establish a sympathetic link with the target, making it easier for your patron to affect them. Until the beginning of your next turn, the target takes a –1 circumstance penalty to its saves against your hexes, or a –2 penalty if the triggering Strike was a critical hit.
Prerequisites Witch’s Armaments
Frequency once per round
You collect your patron’s magic into one of your witch armaments, causing them to shine with runes, light, or another signifier of your patron. Make an unarmed Strike with one with your witch’s armaments. If you hit, you establish a sympathetic link with the target, making it easier for your patron to affect them. Until the beginning of your next turn, the target takes a –1 circumstance penalty to its saves against your hexes, or a –2 penalty if the triggering Strike was a critical hit.
◆
MANIPULATE SPELLSHAPE WITCH
You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and doesn’t have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius isn’t affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.
You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and doesn’t have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius isn’t affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.
WITCH
Your patron’s power changes your body to ensure you are never defenseless.
You gain one of the following unarmed attacks.
Your patron’s power changes your body to ensure you are never defenseless.
You gain one of the following unarmed attacks.
- Eldritch Nails Your nails are supernaturally long and sharp. You gain a nails unarmed attack that deals 1d6 slashing damage, is in the brawling group, and has the agile and unarmed traits.
- Iron Teeth With a click of your jaw, your teeth transform into long metallic points. You gain a jaws unarmed attack that deals 1d8 piercing damage and is in the brawling group.
- Living Hair You can instantly grow or shrink your hair, eyebrows, beard, or mustache by up to several feet and manipulate your hair for use as a weapon, though your control isn’t fine enough for more dexterous tasks. You gain a hair unarmed attack that deals 1d4 bludgeoning damage; is in the brawling group; and has the agile, disarm, finesse, trip, and unarmed traits.
WITCH
Prerequisites Cauldron
You spend 10 minutes and 1 Focus Point brewing a special potion containing the power of one of your hexes that targets a creature. A creature that consumes this potion is targeted by the hex. If the hex has a sustained duration and you have cackle, you can cast cackle into the bottle just before you seal it. If you do, the hex’s duration is extended as if you had cast cackle the round after the hex was cast (typically this extends the duration by 1 round). Your cackling laugh sounds out when the potion is unsealed. Any potion you create this way loses its power the next time you make your daily preparations. While the potion is in your possession, you can render it inert using a single action that has the concentrate trait. You can’t regain the Focus Point you spent to create the potion (or the Focus Point you spent to cast cackle) until the potion is consumed or loses its magic.
Prerequisites Cauldron
You spend 10 minutes and 1 Focus Point brewing a special potion containing the power of one of your hexes that targets a creature. A creature that consumes this potion is targeted by the hex. If the hex has a sustained duration and you have cackle, you can cast cackle into the bottle just before you seal it. If you do, the hex’s duration is extended as if you had cast cackle the round after the hex was cast (typically this extends the duration by 1 round). Your cackling laugh sounds out when the potion is unsealed. Any potion you create this way loses its power the next time you make your daily preparations. While the potion is in your possession, you can render it inert using a single action that has the concentrate trait. You can’t regain the Focus Point you spent to create the potion (or the Focus Point you spent to cast cackle) until the potion is consumed or loses its magic.
WITCH
A broom is the only steed you need to fly through the night sky.
During your daily preparations, you can anoint a single broom, staff, polearm, or similarly shaped object with a flying ointment made of special herbs and oils. Until the next time you make your daily preparations, it gains the magical trait, and you can ride on it while you’re holding it with at least 1 hand. It moves at a fly Speed of 20 feet. The broom takes a –10-foot penalty to its Speed if laden with more than 20 Bulk, and crashes to the ground if it carries more than 30 Bulk. The broom can’t be controlled by anyone but you. If you anoint a weapon or other held item, you can’t ride the broom and wield it at the same time.
You can Craft your broomstick into a flying broomstick as though you had the formula for that item. If you anoint an item that’s already a flying broomstick, the broom gains a +10-foot status bonus to its Speed and you can choose whether it works for anyone or only you.
A broom is the only steed you need to fly through the night sky.
During your daily preparations, you can anoint a single broom, staff, polearm, or similarly shaped object with a flying ointment made of special herbs and oils. Until the next time you make your daily preparations, it gains the magical trait, and you can ride on it while you’re holding it with at least 1 hand. It moves at a fly Speed of 20 feet. The broom takes a –10-foot penalty to its Speed if laden with more than 20 Bulk, and crashes to the ground if it carries more than 30 Bulk. The broom can’t be controlled by anyone but you. If you anoint a weapon or other held item, you can’t ride the broom and wield it at the same time.
You can Craft your broomstick into a flying broomstick as though you had the formula for that item. If you anoint an item that’s already a flying broomstick, the broom gains a +10-foot status bonus to its Speed and you can choose whether it works for anyone or only you.
DETECTION WITCH
You forge a magical link with another creature, granting you awareness of that creature’s condition and creating a conduit for spellcasting. During your daily preparations, you can designate one willing creature as your charge. You are always aware of your charge’s direction from you, its distance from you, and any conditions affecting it. In addition, you can cast spells with a range of touch on your charge from a range of 30 feet. These effects persist until your next daily preparations.
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).
You forge a magical link with another creature, granting you awareness of that creature’s condition and creating a conduit for spellcasting. During your daily preparations, you can designate one willing creature as your charge. You are always aware of your charge’s direction from you, its distance from you, and any conditions affecting it. In addition, you can cast spells with a range of touch on your charge from a range of 30 feet. These effects persist until your next daily preparations.
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).
WITCH
Prerequisites Witch’s Charge
You can keep watch over multiple charges. Each day during your preparations, you can designate a number of charges equal to your Intelligence modifier instead of just one.
Prerequisites Witch’s Charge
You can keep watch over multiple charges. Each day during your preparations, you can designate a number of charges equal to your Intelligence modifier instead of just one.
WITCH
Your home is an animated structure that obeys your commands.
By performing a rite that takes 1 day, you create an animated object from a hut, small house, covered wagon, tent, or similar construction of up to Huge size.
The hut uses your AC, saving throw modifiers, and Perception modifier and has 150 HP and Hardness 10. It has the construct armor ability, meaning once it’s reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its AC is reduced by 4 until it is repaired.
The hut can’t attack or attempt skill checks. You can give the hut a command as a single action, which has the auditory and concentrate traits; after 1 round of reconfiguring itself, the hut then follows that command until you give it a different command.
Your home is an animated structure that obeys your commands.
By performing a rite that takes 1 day, you create an animated object from a hut, small house, covered wagon, tent, or similar construction of up to Huge size.
The hut uses your AC, saving throw modifiers, and Perception modifier and has 150 HP and Hardness 10. It has the construct armor ability, meaning once it’s reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its AC is reduced by 4 until it is repaired.
The hut can’t attack or attempt skill checks. You can give the hut a command as a single action, which has the auditory and concentrate traits; after 1 round of reconfiguring itself, the hut then follows that command until you give it a different command.
- Guard The hut watches for trespassers within 120 feet using your Perception modifier and screams if it spots any.
- Hide The hut appears to be a normal, mundane object of its type. This is a 10th-rank illusion effect.
- Leap The hut spins around or leaps into the air, then casts 10th-rank teleport, transporting itself and all creatures within it.
- Lock With a slam, each entrance to the hut becomes sealed with a lock spell. You can give this command again to unlock its entrances.
- Move The hut gains a Speed of 60 feet, growing giant bird or bone legs, if necessary, and follows an extremely basic movement command you give it, such as “follow me” or “move that direction.” While perfectly suitable for overland travel, the hut’s broad movements and 1-round delay on response time are too imprecise to predictably direct in a combat encounter or other situation where seconds and precise locations count.
ARCHETYPE
Prerequisites Basic Arcana
You gain one wizard feat. For the purpose of meeting its prerequisites, your wizard 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 wizard feat.
Prerequisites Basic Arcana
You gain one wizard feat. For the purpose of meeting its prerequisites, your wizard 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 wizard feat.
ARCHETYPE
Prerequisites Basic Wizard Spellcasting
Your thorough studies allow you to cast more arcane spells each day. Increase the spell slots you gain from wizard archetype feats by 1 for each spell rank other than your two highest wizard spell slots.
Prerequisites Basic Wizard Spellcasting
Your thorough studies allow you to cast more arcane spells each day. Increase the spell slots you gain from wizard archetype feats by 1 for each spell rank other than your two highest wizard spell slots.
ARCHETYPE
Prerequisites Wizard Dedication
You gain your school’s initial school spell. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by studying.
Prerequisites Wizard Dedication
You gain your school’s initial school spell. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by studying.
ARCHETYPE
Prerequisites Wizard Dedication
You gain a 1st- or 2nd-level wizard feat of your choice.
Prerequisites Wizard Dedication
You gain a 1st- or 2nd-level wizard feat of your choice.
ARCHETYPE
Prerequisites Wizard Dedication
You gain the basic spellcasting benefits. Each time you gain a spell slot of a new rank from the wizard archetype, add two common spells of that rank to your spellbook.
Prerequisites Wizard Dedication
You gain the basic spellcasting benefits. Each time you gain a spell slot of a new rank from the wizard archetype, add two common spells of that rank to your spellbook.
ARCHETYPE
Prerequisites Basic Wizard Spellcasting, master in Arcana
You gain the expert spellcasting benefits.
Prerequisites Basic Wizard Spellcasting, master in Arcana
You gain the expert spellcasting benefits.
ARCHETYPE
Prerequisites Expert Wizard Spellcasting, legendary in Arcana
You gain the master spellcasting benefits.
Prerequisites Expert Wizard Spellcasting, legendary in Arcana
You gain the master spellcasting benefits.
ARCHETYPE DEDICATION MULTICLASS
Prerequisites Intelligence +2
You cast spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for wizard archetype spells is Intelligence, and they are arcane wizard spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice. Select a school; you don’t gain any abilities from your choice of school, but qualify for feats as a member.
Prerequisites Intelligence +2
You cast spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for wizard archetype spells is Intelligence, and they are arcane wizard spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice. Select a school; you don’t gain any abilities from your choice of school, but qualify for feats as a member.
WIZARD
You gain access to the advanced teachings of your arcane institution, learning a powerful new school spell. You gain the advanced school spell for your arcane school.
You gain access to the advanced teachings of your arcane institution, learning a powerful new school spell. You gain the advanced school spell for your arcane school.
WIZARD
Prerequisites archwizard’s spellcraft
You have mastered the greatest secrets of arcane magic. You gain an additional 10th-rank spell slot.
Prerequisites archwizard’s spellcraft
You have mastered the greatest secrets of arcane magic. You gain an additional 10th-rank spell slot.
◇
WIZARD
Frequency once per turn
Requirements Your most recent action was to cast a non-cantrip spell.
You siphon spell energy into one weapon you’re wielding, or into one of your unarmed attacks, such as a fist. Until the end of your turn, the weapon or unarmed attack deals an extra 1d6 force damage and gains the arcane trait if it didn’t have it already. If the spell dealt a different type of damage, the Strike deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage).
Frequency once per turn
Requirements Your most recent action was to cast a non-cantrip spell.
You siphon spell energy into one weapon you’re wielding, or into one of your unarmed attacks, such as a fist. Until the end of your turn, the weapon or unarmed attack deals an extra 1d6 force damage and gains the arcane trait if it didn’t have it already. If the spell dealt a different type of damage, the Strike deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage).
◆
MANIPULATE SPELLSHAPE WIZARD
Prerequisites arcane bond
Requirements The last action you used was to Cast a Spell enabled by Drain Bonded Item.
By efficiently and carefully manipulating the arcane energies unleashed by your bonded item, you can conserve just enough power to cast another spell, though this second spell is slightly weaker. You gain an extra use of Drain Bonded Item. You can use it to cast a spell 2 or more ranks lower than the previous spell, and must use it before the end of your next turn or you lose it.
Prerequisites arcane bond
Requirements The last action you used was to Cast a Spell enabled by Drain Bonded Item.
By efficiently and carefully manipulating the arcane energies unleashed by your bonded item, you can conserve just enough power to cast another spell, though this second spell is slightly weaker. You gain an extra use of Drain Bonded Item. You can use it to cast a spell 2 or more ranks lower than the previous spell, and must use it before the end of your next turn or you lose it.
WIZARD
Prerequisites arcane bond
Your connection to your bonded item increases your focus pool. Whenever you Refocus while your bonded item is in your possession, you completely refill your focus pool.
Prerequisites arcane bond
Your connection to your bonded item increases your focus pool. Whenever you Refocus while your bonded item is in your possession, you completely refill your focus pool.
◆
CONCENTRATE TELEPORTATION WIZARD
Prerequisites arcane bond
You’re mystically connected to your wizardly tools, ensuring you can always find them when you’ve misplaced them. You teleport your bonded item or spellbook to you. It arrives in your hand if you have a free hand or at your feet if you don’t. The item must be within 1 mile and have 1 Bulk or less.
Prerequisites arcane bond
You’re mystically connected to your wizardly tools, ensuring you can always find them when you’ve misplaced them. You teleport your bonded item or spellbook to you. It arrives in your hand if you have a free hand or at your feet if you don’t. The item must be within 1 mile and have 1 Bulk or less.
WIZARD
Dedicated study allows you to prepare a wider range of simple spells for every situation. You can prepare two additional cantrips each day.
Dedicated study allows you to prepare a wider range of simple spells for every situation. You can prepare two additional cantrips each day.
WIZARD
Prerequisites Counterspell, Quick Recognition
You creatively apply your prepared spells to Counterspell a much wider variety of your opponents’ magic. Instead of being able to counter a foe’s spell with Counterspell only if you have that same spell prepared, you can use Counterspell as long as you have the spell the foe is casting in your spellbook. When you use Counterspell in this way, you must still expend a prepared spell; the prepared spell you expend must share a trait with the triggering spell other than concentrate, manipulate, or its tradition trait. The GM might allow you to instead use a spell that has an opposing trait or that otherwise logically would counter the triggering spell (such as using a cold or water spell to counter fireball or using clear mind to counter a fear spell).
Prerequisites Counterspell, Quick Recognition
You creatively apply your prepared spells to Counterspell a much wider variety of your opponents’ magic. Instead of being able to counter a foe’s spell with Counterspell only if you have that same spell prepared, you can use Counterspell as long as you have the spell the foe is casting in your spellbook. When you use Counterspell in this way, you must still expend a prepared spell; the prepared spell you expend must share a trait with the triggering spell other than concentrate, manipulate, or its tradition trait. The GM might allow you to instead use a spell that has an opposing trait or that otherwise logically would counter the triggering spell (such as using a cold or water spell to counter fireball or using clear mind to counter a fear spell).
◆
CONCENTRATE SPELLSHAPE WIZARD
By shaping the magical energies and parameters of your spells all in your head through sheer concentration, you can simplify the incantations and gestures needed to spellcast, leaving them barely noticeable. If the next action you use is to Cast a Spell, the spell gains the subtle trait, hiding the shining runes, sparks of magic, and other manifestations that would usually give away your spellcasting. The trait hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.
By shaping the magical energies and parameters of your spells all in your head through sheer concentration, you can simplify the incantations and gestures needed to spellcast, leaving them barely noticeable. If the next action you use is to Cast a Spell, the spell gains the subtle trait, hiding the shining runes, sparks of magic, and other manifestations that would usually give away your spellcasting. The trait hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.
↺
WIZARD
Prerequisites expert in Deception
Trigger A creature succeeded, but didn’t critically succeed, at a Perception check or Will save to disbelieve an illusion from a spell that you cast.
Requirements You are within 30 feet of the observer and the illusion.
You use your deceptive skills to make your illusions seem even more real. Attempt a Deception check against the target’s Perception DC. If you succeed, the target fails to disbelieve the illusion.
Prerequisites expert in Deception
Trigger A creature succeeded, but didn’t critically succeed, at a Perception check or Will save to disbelieve an illusion from a spell that you cast.
Requirements You are within 30 feet of the observer and the illusion.
You use your deceptive skills to make your illusions seem even more real. Attempt a Deception check against the target’s Perception DC. If you succeed, the target fails to disbelieve the illusion.
↺
ARCANE WIZARD
Trigger A creature Casts a Spell that you have prepared.
When a foe Casts a Spell and you can see its manifestations, you can use your own magic to counter it. You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell.
Trigger A creature Casts a Spell that you have prepared.
When a foe Casts a Spell and you can see its manifestations, you can use your own magic to counter it. You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell.
◇
WIZARD
Trigger Your turn begins.
You maintain your active spells with hardly a thought. You immediately gain the effects of a Sustain action for one of your active wizard spells.
Trigger Your turn begins.
You maintain your active spells with hardly a thought. You immediately gain the effects of a Sustain action for one of your active wizard spells.
◆
SPELLSHAPE WIZARD
As you direct destructive energy at a foe, you can divert some of its power into a protective barrier that shields you from harm. If your next action is to Cast a Spell that deals at least one type of energy damage (acid, cold, electricity, fire, force, sonic, vitality, or void), you gain resistance to an energy damage type of your choice equal to the spell’s rank. The resistance lasts until the end of your next turn. You get the resistance regardless of whether or not your spell dealt damage.
As you direct destructive energy at a foe, you can divert some of its power into a protective barrier that shields you from harm. If your next action is to Cast a Spell that deals at least one type of energy damage (acid, cold, electricity, fire, force, sonic, vitality, or void), you gain resistance to an energy damage type of your choice equal to the spell’s rank. The resistance lasts until the end of your next turn. You get the resistance regardless of whether or not your spell dealt damage.
WIZARD
Prerequisites a familiar
You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two.
Special If your arcane thesis is improved familiar attunement, your familiar’s base number of familiar abilities, before adding any extra abilities from the arcane thesis, is four.
Prerequisites a familiar
You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two.
Special If your arcane thesis is improved familiar attunement, your familiar’s base number of familiar abilities, before adding any extra abilities from the arcane thesis, is four.
◇
CONCENTRATE MANIPULATE SPELLSHAPE WIZARD
Your summoned creature appears in a detonation of arcane runes. If your next action is to Cast a Spell with the summon trait, all creatures in a 10-foot emanation around the creature you summoned take 1d4 fire damage per spell rank. If the creature summoned has the acid, cold, electricity, sonic, or spirit trait, you can deal damage of that type instead.
Your summoned creature appears in a detonation of arcane runes. If your next action is to Cast a Spell with the summon trait, all creatures in a 10-foot emanation around the creature you summoned take 1d4 fire damage per spell rank. If the creature summoned has the acid, cold, electricity, sonic, or spirit trait, you can deal damage of that type instead.
WIZARD
You make a pact with a creature that serves you and assists your spellcasting. You gain a familiar.
You make a pact with a creature that serves you and assists your spellcasting. You gain a familiar.
◆
MANIPULATE SPELLSHAPE WIZARD
You perform complex manipulations to make the energy from your spells so powerful that your enemies remain vulnerable to it afterward. If your next action is to Cast a Spell that deals acid, cold, electricity, fire, or sonic damage, you can select one target that was damaged to gain weakness 5 to that damage type until the end of your next turn. If a spell deals multiple types of energy damage, choose one that the target gains weakness to. This has no effect on creatures with resistance or immunity to the energy type you choose.
You perform complex manipulations to make the energy from your spells so powerful that your enemies remain vulnerable to it afterward. If your next action is to Cast a Spell that deals acid, cold, electricity, fire, or sonic damage, you can select one target that was damaged to gain weakness 5 to that damage type until the end of your next turn. If a spell deals multiple types of energy damage, choose one that the target gains weakness to. This has no effect on creatures with resistance or immunity to the energy type you choose.
WIZARD
You have trained your mind and body to tolerate polymorph magic for longer periods of time, so long as you prepare for the change appropriately. When preparing a polymorph spell that lasts 1 minute and grants a battle form, you can prepare the spell in a slot 2 ranks higher than normal. This doesn’t grant any of the normal benefits of heightening a spell, but the spell lasts up to 10 minutes. For example, if you prepared animal form in a 4th-rank slot with Form Retention, you would cast a 2nd-rank animal form that lasts for up to 10 minutes. If the spell can be Dismissed, that doesn’t change.
You have trained your mind and body to tolerate polymorph magic for longer periods of time, so long as you prepare for the change appropriately. When preparing a polymorph spell that lasts 1 minute and grants a battle form, you can prepare the spell in a slot 2 ranks higher than normal. This doesn’t grant any of the normal benefits of heightening a spell, but the spell lasts up to 10 minutes. For example, if you prepared animal form in a 4th-rank slot with Form Retention, you would cast a 2nd-rank animal form that lasts for up to 10 minutes. If the spell can be Dismissed, that doesn’t change.
WIZARD
You can prepare a spell slot that exists in your mind as many different possibilities at once. Once during your daily preparations, you can use a spell slot to hold that infinite potential, rather than using it to prepare a spell. You can use this spell slot to cast any spell from your spellbook that’s at least 2 ranks lower than the slot you designate; the spell acts in all ways as a spell of 2 ranks lower. You don’t have any particular spell prepared in that slot until you cast it.
You can prepare a spell slot that exists in your mind as many different possibilities at once. Once during your daily preparations, you can use a spell slot to hold that infinite potential, rather than using it to prepare a spell. You can use this spell slot to cast any spell from your spellbook that’s at least 2 ranks lower than the slot you designate; the spell acts in all ways as a spell of 2 ranks lower. You don’t have any particular spell prepared in that slot until you cast it.
WIZARD
You’ve studied ways of overcoming the innate defenses against magic that dragons, otherworldly beings, and certain other powerful creatures have. Any creature that has a status bonus to saving throws against magic reduces that bonus by 1 against your spells.
You’ve studied ways of overcoming the innate defenses against magic that dragons, otherworldly beings, and certain other powerful creatures have. Any creature that has a status bonus to saving throws against magic reduces that bonus by 1 against your spells.
FORTUNE WIZARD
You sense magical dangers. When using the Detect Magic exploration activity, you can roll initiative twice and use the better result so long as at least one opponent has a magical effect or magic item and is in range of your detect magic.
You sense magical dangers. When using the Detect Magic exploration activity, you can roll initiative twice and use the better result so long as at least one opponent has a magical effect or magic item and is in range of your detect magic.
WIZARD
Your academic knowledge about a creature allows you to subtly alter your magic to defeat them.
When you critically succeed at a Recall Knowledge check about a creature, you can invoke your knowledge to make the creature take a –1 circumstance penalty to either AC and saves against the next attack you make against it, or the next spell you cast that it needs to defend against. The creature takes the same penalty to its attack or DC the next time it attacks against you or causes you to attempt a save against one of its effects.
If you share this information with your allies, they gain the benefits as well. If not used, the bonuses end after 1 minute.
Your academic knowledge about a creature allows you to subtly alter your magic to defeat them.
When you critically succeed at a Recall Knowledge check about a creature, you can invoke your knowledge to make the creature take a –1 circumstance penalty to either AC and saves against the next attack you make against it, or the next spell you cast that it needs to defend against. The creature takes the same penalty to its attack or DC the next time it attacks against you or causes you to attempt a save against one of its effects.
If you share this information with your allies, they gain the benefits as well. If not used, the bonuses end after 1 minute.
WIZARD
Prerequisites arcane bond, curriculum spells
You have linked your bonded item to the well of energy that powers your school spells. Once per day when you Drain your Bonded Item to cast one of your arcane school’s curriculum spells, you also regain 1 Focus Point.
Prerequisites arcane bond, curriculum spells
You have linked your bonded item to the well of energy that powers your school spells. Once per day when you Drain your Bonded Item to cast one of your arcane school’s curriculum spells, you also regain 1 Focus Point.
ARCANE DETECTION WIZARD
You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-rank detect magic spell. This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-rank detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn.
You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-rank detect magic spell. This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-rank detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn.
◆
MANIPULATE SPELLSHAPE WIZARD
You can alter offensive spells to be less deadly. If your next action is to Cast a Spell that deals damage and doesn’t have the death or void trait, that spell gains the nonlethal trait.
You can alter offensive spells to be less deadly. If your next action is to Cast a Spell that deals damage and doesn’t have the death or void trait, that spell gains the nonlethal trait.
◆
MANIPULATE SPELLSHAPE WIZARD
Multiple circles of runes rotate around your hand as you overcharge your spell to tear through your enemy’s defenses. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature’s immunities are unaffected.
Multiple circles of runes rotate around your hand as you overcharge your spell to tear through your enemy’s defenses. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature’s immunities are unaffected.
◇
CONCENTRATE SPELLSHAPE WIZARD
Frequency once per day
Straining your mind, you collapse as much of your spell’s formulas as you can, resulting in a shorter but much more complex incantation. If your next action is to cast a wizard cantrip or a wizard spell that is at least 2 ranks lower than the highest-rank wizard spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).
Frequency once per day
Straining your mind, you collapse as much of your spell’s formulas as you can, resulting in a shorter but much more complex incantation. If your next action is to cast a wizard cantrip or a wizard spell that is at least 2 ranks lower than the highest-rank wizard spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).
◆
CONCENTRATE SPELLSHAPE WIZARD
You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
WIZARD
Prerequisites Counterspell
When you successfully use Counterspell to counteract a spell that affects targeted creatures or an area, you can turn that spell’s effect back on its caster. When reflected, the spell affects only the original caster, even if it’s an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal.
Prerequisites Counterspell
When you successfully use Counterspell to counteract a spell that affects targeted creatures or an area, you can turn that spell’s effect back on its caster. When reflected, the spell affects only the original caster, even if it’s an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal.
WIZARD
You’ve discovered how to reuse some of your spell slots over and over.
You can spend 10 minutes to prepare a spell that you already cast today, regaining access to that spell slot. The spell must be of 4th rank or lower and can’t have a duration. You can reprepare a spell in this way even if you’ve already reprepared that spell previously in the same day.
If you have the spell substitution arcane thesis, you can instead prepare a different spell in an expended slot, as long as the new spell doesn’t have a duration. You can use spell substitution on that slot again, but you remain restricted to preparing only spells without a duration in that slot until the next time you make your daily preparations.
You’ve discovered how to reuse some of your spell slots over and over.
You can spend 10 minutes to prepare a spell that you already cast today, regaining access to that spell slot. The spell must be of 4th rank or lower and can’t have a duration. You can reprepare a spell in this way even if you’ve already reprepared that spell previously in the same day.
If you have the spell substitution arcane thesis, you can instead prepare a different spell in an expended slot, as long as the new spell doesn’t have a duration. You can use spell substitution on that slot again, but you remain restricted to preparing only spells without a duration in that slot until the next time you make your daily preparations.
◆
CONCENTRATE LIGHT SPELLSHAPE WIZARD
Your spells become a radiant display of light and color. If your next action is to Cast a Spell that doesn’t have the darkness trait, has no duration, and requires creatures to attempt a Reflex save, the spell explodes in a spray of scintillating lights, in addition to its other effects. Each creature that failed its Reflex save against the spell is dazzled for 1 round, and those who critically failed are instead blinded for 1 round.
Your spells become a radiant display of light and color. If your next action is to Cast a Spell that doesn’t have the darkness trait, has no duration, and requires creatures to attempt a Reflex save, the spell explodes in a spray of scintillating lights, in addition to its other effects. Each creature that failed its Reflex save against the spell is dazzled for 1 round, and those who critically failed are instead blinded for 1 round.
WIZARD
During your daily preparations, you can create two temporary scrolls containing arcane spells from your spellbook. Each scroll must be of a different spell rank, and both spell ranks must be 2 or more ranks lower than your highest-rank spell. Any scrolls you create this way become non-magical the next time you make your daily preparations. A temporary scroll has no value if sold. As normal for a scroll, these are consumable items of light Bulk, and someone holding the item in one hand can Cast the Spell from it if it’s on their spell list, using their spell attack modifier and spell DC.
If you have master proficiency in spell DC, you can create three temporary scrolls during your daily preparations, and if you have legendary proficiency, you can create four temporary scrolls.
During your daily preparations, you can create two temporary scrolls containing arcane spells from your spellbook. Each scroll must be of a different spell rank, and both spell ranks must be 2 or more ranks lower than your highest-rank spell. Any scrolls you create this way become non-magical the next time you make your daily preparations. A temporary scroll has no value if sold. As normal for a scroll, these are consumable items of light Bulk, and someone holding the item in one hand can Cast the Spell from it if it’s on their spell list, using their spell attack modifier and spell DC.
If you have master proficiency in spell DC, you can create three temporary scrolls during your daily preparations, and if you have legendary proficiency, you can create four temporary scrolls.
↺
CONCENTRATE MENTAL WIZARD
Trigger You cast a mental spell that targets one creature, and it critically succeeds at its Will save.
When your target proves resilient to your magical deceptions, you can try them again on someone else. You can Cast the triggering Spell a second time, targeting a different creature, without expanding an additional spell slot. You can do so only until the end of your next turn, and you can’t use Second Thoughts on it after the second casting of the spell.
Trigger You cast a mental spell that targets one creature, and it critically succeeds at its Will save.
When your target proves resilient to your magical deceptions, you can try them again on someone else. You can Cast the triggering Spell a second time, targeting a different creature, without expanding an additional spell slot. You can do so only until the end of your next turn, and you can’t use Second Thoughts on it after the second casting of the spell.
◆
MANIPULATE SPELLSHAPE WIZARD
You divert some of your spell’s energy into an unstable runic array. If your next action is to Cast a Spell that deals damage, has no duration, and affects an area, a glowing magic circle appears in a 5-foot burst within that area. At the beginning of your next turn, the circle detonates, dealing 1d6 force damage per rank of the spell to all creatures within the circle, with a basic Reflex save against your spell DC. If the spell dealt a different type of damage, the circle deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage).
You divert some of your spell’s energy into an unstable runic array. If your next action is to Cast a Spell that deals damage, has no duration, and affects an area, a glowing magic circle appears in a 5-foot burst within that area. At the beginning of your next turn, the circle detonates, dealing 1d6 force damage per rank of the spell to all creatures within the circle, with a basic Reflex save against your spell DC. If the spell dealt a different type of damage, the circle deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage).
WIZARD
You can merge spells, producing multiple effects with a single casting.
One slot of each rank of spell you can cast, except 2nd rank and 1st rank, becomes a spell combination slot (this doesn’t apply to cantrips). When you prepare your spells, you can fill a combination slot with a combination of two spells. Each spell in the combination must be 2 or more spell ranks below the slot’s rank, and both must target only one creature or object or have the option to target only one creature or object. Each spell in the combination must also have the same means of determining whether it has an effect—both spells must require a ranged spell attack, require the same type of saving throw, or automatically affect the target.
When you cast a combined spell, it affects only one target, even if the component spells normally affect more than one. If any spell in the combination has further restrictions (such as targeting only living creatures), you must abide by all restrictions. The combined spell uses the shorter of the component spells’ ranges. Resolve a combined spell as if were a single spell, but apply the effects of both component spells. For example, if the spell’s target succeeded at the save against a combined spell, it would apply the success effect of each spell, and if it critically failed, it would apply the critical failure effect of both spells.
You can merge spells, producing multiple effects with a single casting.
One slot of each rank of spell you can cast, except 2nd rank and 1st rank, becomes a spell combination slot (this doesn’t apply to cantrips). When you prepare your spells, you can fill a combination slot with a combination of two spells. Each spell in the combination must be 2 or more spell ranks below the slot’s rank, and both must target only one creature or object or have the option to target only one creature or object. Each spell in the combination must also have the same means of determining whether it has an effect—both spells must require a ranged spell attack, require the same type of saving throw, or automatically affect the target.
When you cast a combined spell, it affects only one target, even if the component spells normally affect more than one. If any spell in the combination has further restrictions (such as targeting only living creatures), you must abide by all restrictions. The combined spell uses the shorter of the component spells’ ranges. Resolve a combined spell as if were a single spell, but apply the effects of both component spells. For example, if the spell’s target succeeded at the save against a combined spell, it would apply the success effect of each spell, and if it critically failed, it would apply the critical failure effect of both spells.
WIZARD
You have mastered a handful of spells to such a degree that you can cast them even if you haven’t prepared them in advance. Select any four spells of 9th rank or lower that are in your spellbook; each spell you select must be of a different rank. These spells are automatically prepared when you make your daily preparations, and you gain an extra spell slot for each spell. You can select a different combination of spells by spending 1 week of downtime studying your spellbook and retraining your mastered spells.
You have mastered a handful of spells to such a degree that you can cast them even if you haven’t prepared them in advance. Select any four spells of 9th rank or lower that are in your spellbook; each spell you select must be of a different rank. These spells are automatically prepared when you make your daily preparations, and you gain an extra spell slot for each spell. You can select a different combination of spells by spending 1 week of downtime studying your spellbook and retraining your mastered spells.
◆
ARCANE MANIPULATE WIZARD
You inscribe a circle of arcane runes that dampen enemies’ magic. You create a glowing magic circle in a 5-foot burst within 30 feet. Creatures in the circle gain a +1 status bonus to saving throws against magic. The circle lasts until the end of your next turn, and you can Sustain it, to a maximum duration of 1 minute.
You inscribe a circle of arcane runes that dampen enemies’ magic. You create a glowing magic circle in a 5-foot burst within 30 feet. Creatures in the circle gain a +1 status bonus to saving throws against magic. The circle lasts until the end of your next turn, and you can Sustain it, to a maximum duration of 1 minute.
◆◆
CONCENTRATE WIZARD
You’ve learned to alter choices you make when casting spells on yourself.
After casting a spell on only yourself that offers several choices of effect (such as resist energy or a polymorph spell that offers several potential forms), you can alter the choice you made when Casting the Spell (for instance, choosing a different type of damage for resist energy).
You can’t use this feat if the benefits of the spell have already been used up or if the effects of the first choice would persist in any way after switching (for instance, if one of the choices was to create a consumable item you already used, or to heal you), or if the feat would create an effect more powerful than that offered by the base spell. The GM is the final arbiter of what Spell Tinker can be applied to.
You’ve learned to alter choices you make when casting spells on yourself.
After casting a spell on only yourself that offers several choices of effect (such as resist energy or a polymorph spell that offers several potential forms), you can alter the choice you made when Casting the Spell (for instance, choosing a different type of damage for resist energy).
You can’t use this feat if the benefits of the spell have already been used up or if the effects of the first choice would persist in any way after switching (for instance, if one of the choices was to create a consumable item you already used, or to heal you), or if the feat would create an effect more powerful than that offered by the base spell. The GM is the final arbiter of what Spell Tinker can be applied to.
WIZARD
Prerequisites trained in Arcana
You are particularly adept at learning spells to add to your spellbook. You gain the Magical Shorthand skill feat without needing to meet its prerequisites. Further, when you roll a critical failure on your check to Learn a Spell, you get a failure instead.
Prerequisites trained in Arcana
You are particularly adept at learning spells to add to your spellbook. You gain the Magical Shorthand skill feat without needing to meet its prerequisites. Further, when you roll a critical failure on your check to Learn a Spell, you get a failure instead.
WIZARD
Your mastery of magic ensures that you can alter your spells just as easily as you can cast them normally. You can use spellshape single actions as free actions.
Your mastery of magic ensures that you can alter your spells just as easily as you can cast them normally. You can use spellshape single actions as free actions.
WIZARD
You can prepare two spells in one slot, giving you the freedom to choose the spell when you cast it. When you prepare your spells for the day, you can choose one spell slot at least 1 rank lower than the highest-rank spell you can cast and prepare two spells in that slot. When you Cast a Spell from that slot, choose which spell to cast. Once you’ve chosen, the unused spell dissipates as though you hadn’t prepared it at all—for example, it isn’t available for use with Drain Bonded Item.
You can prepare two spells in one slot, giving you the freedom to choose the spell when you cast it. When you prepare your spells for the day, you can choose one spell slot at least 1 rank lower than the highest-rank spell you can cast and prepare two spells in that slot. When you Cast a Spell from that slot, choose which spell to cast. Once you’ve chosen, the unused spell dissipates as though you hadn’t prepared it at all—for example, it isn’t available for use with Drain Bonded Item.
WIZARD
Confident in your technique and possessing ironclad concentration, you don’t easily lose your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.
Confident in your technique and possessing ironclad concentration, you don’t easily lose your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.
WIZARD
Prerequisites arcane bond
When you draw upon your bonded item, you can leave a bit of energy within it for later use. You can use Drain Bonded Item one additional time per day, but only to cast a spell 2 or more ranks lower than your highest-rank wizard spell slot.
Prerequisites arcane bond
When you draw upon your bonded item, you can leave a bit of energy within it for later use. You can use Drain Bonded Item one additional time per day, but only to cast a spell 2 or more ranks lower than your highest-rank wizard spell slot.
◆
CONCENTRATE SPELLSHAPE WIZARD
You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.
You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.
Archetype Feats
ARCHETYPE DEDICATION
Prerequisites trained in Acrobatics
You become an expert in Acrobatics. At 7th level, you become a master in Acrobatics, and at 15th level, you become legendary in Acrobatics. Whenever you critically succeed at an Acrobatics check to Tumble Through an enemy’s space, you don’t treat the enemy’s space as difficult terrain.
Prerequisites trained in Acrobatics
You become an expert in Acrobatics. At 7th level, you become a master in Acrobatics, and at 15th level, you become legendary in Acrobatics. Whenever you critically succeed at an Acrobatics check to Tumble Through an enemy’s space, you don’t treat the enemy’s space as difficult terrain.
ARCHETYPE
Prerequisites Acrobat Dedication
You can squeeze out of tight situations by twisting and bending your body into unnatural positions, gaining an advantage against foes that try to pin you down. You gain the Quick Squeeze skill feat, and if you’re a master in Acrobatics, you can Squeeze at full Speed. Whenever you successfully Escape using Acrobatics, the creature you Escaped from is off-guard against the next attack you make against it before the end of your next turn.
Prerequisites Acrobat Dedication
You can squeeze out of tight situations by twisting and bending your body into unnatural positions, gaining an advantage against foes that try to pin you down. You gain the Quick Squeeze skill feat, and if you’re a master in Acrobatics, you can Squeeze at full Speed. Whenever you successfully Escape using Acrobatics, the creature you Escaped from is off-guard against the next attack you make against it before the end of your next turn.
↺
ARCHETYPE
Prerequisites Acrobat Dedication
Trigger You are the target of a melee attack.
Requirements You’re aware of the attack and aren’t off-guard.
You use your acrobatic prowess to evade an attack, using momentum to keep yourself moving if you choose. You gain a +1 circumstance bonus to AC against the triggering attack. If the attack misses you, you can Step after the Strike. If you’re a master in Acrobatics, you can move 10 feet for this Step instead of 5 feet.
Prerequisites Acrobat Dedication
Trigger You are the target of a melee attack.
Requirements You’re aware of the attack and aren’t off-guard.
You use your acrobatic prowess to evade an attack, using momentum to keep yourself moving if you choose. You gain a +1 circumstance bonus to AC against the triggering attack. If the attack misses you, you can Step after the Strike. If you’re a master in Acrobatics, you can move 10 feet for this Step instead of 5 feet.
ARCHETYPE SKILL
Prerequisites Acrobat Dedication, master in Acrobatics
Mass and muscle are meaningless when you propel yourself through the air; only grace and balance matter. You can roll an Acrobatics check instead of an Athletics check when making a High Jump or Long Jump.
Prerequisites Acrobat Dedication, master in Acrobatics
Mass and muscle are meaningless when you propel yourself through the air; only grace and balance matter. You can roll an Acrobatics check instead of an Athletics check when making a High Jump or Long Jump.
◇
ARCHETYPE ATTACK
Prerequisites Acrobat Dedication
Frequency once per minute
Requirements Your most recent action was to Tumble Through or Tumbling Strike, and you successfully moved through an enemy’s space.
You use a burst of stamina to perform a breathtaking feat of Acrobatics as you speed through a foe’s space, leaving your foe lying flat on their back. You attempt to Trip the enemy whose space you moved through. You can use Acrobatics instead of Athletics for this check.
Prerequisites Acrobat Dedication
Frequency once per minute
Requirements Your most recent action was to Tumble Through or Tumbling Strike, and you successfully moved through an enemy’s space.
You use a burst of stamina to perform a breathtaking feat of Acrobatics as you speed through a foe’s space, leaving your foe lying flat on their back. You attempt to Trip the enemy whose space you moved through. You can use Acrobatics instead of Athletics for this check.
◆
ARCHETYPE FLOURISH MOVE
Prerequisites Acrobat Dedication
Requirements You are adjacent to an enemy.
You deftly dive through a gap left by a foe to deliver an advantageous blow.
Attempt an Acrobatics check against the Reflex DC of an enemy adjacent to you.
Critical Success You move through the enemy’s space to an unoccupied space on the other side of the enemy from your starting position. This movement doesn’t trigger reactions. You can’t move farther than your Speed, and you must end your movement adjacent to the enemy whose space you moved through. After moving, you make a melee Strike against the enemy whose space you moved through, and the enemy is off-guard against that Strike.
Success As critical success, but the enemy isn’t off-guard against the Strike.
Failure You remain in your original space but can still Strike.
Critical Failure You neither move nor Strike.
Prerequisites Acrobat Dedication
Requirements You are adjacent to an enemy.
You deftly dive through a gap left by a foe to deliver an advantageous blow.
Attempt an Acrobatics check against the Reflex DC of an enemy adjacent to you.
Critical Success You move through the enemy’s space to an unoccupied space on the other side of the enemy from your starting position. This movement doesn’t trigger reactions. You can’t move farther than your Speed, and you must end your movement adjacent to the enemy whose space you moved through. After moving, you make a melee Strike against the enemy whose space you moved through, and the enemy is off-guard against that Strike.
Success As critical success, but the enemy isn’t off-guard against the Strike.
Failure You remain in your original space but can still Strike.
Critical Failure You neither move nor Strike.
ARCHETYPE DEDICATION
Prerequisites trained in Society and Thievery
You are a student of peoples and their histories, and are in constant pursuit of knowledge and artifacts from the past. You become an expert in Society and Thievery, and you gain a +1 circumstance bonus to Recall Knowledge about ancient history, peoples, and cultures.
Prerequisites trained in Society and Thievery
You are a student of peoples and their histories, and are in constant pursuit of knowledge and artifacts from the past. You become an expert in Society and Thievery, and you gain a +1 circumstance bonus to Recall Knowledge about ancient history, peoples, and cultures.
◇
ARCHETYPE FORTUNE
Prerequisites Archaeologist Dedication
Frequency once per hour
Trigger You fail a check against a trap, such as a Thievery check to Disable the trap or a Reflex save to avoid its effects.
You are more than just skillful; your drive to find the secrets of the past manifests as a strange kind of luck. Reroll the failed check and use the new result.
Prerequisites Archaeologist Dedication
Frequency once per hour
Trigger You fail a check against a trap, such as a Thievery check to Disable the trap or a Reflex save to avoid its effects.
You are more than just skillful; your drive to find the secrets of the past manifests as a strange kind of luck. Reroll the failed check and use the new result.
↺
ARCHETYPE
Archetype access Requires Archaeologist Dedication.
Trigger A trap within your reach is triggered.
You try to jam the workings of a trap to delay its effects.
Attempt a Thievery check to Disable a Device on the trap with the following results instead of the normal ones for the action.
Critical Success You either prevent the trap from being triggered or delay the activation until the start or end of your next turn.
Success As above, but the GM chooses whichever is worse for you.
Failure No effect.
Critical Failure You’re off-guard until the start of your next turn.
Archetype access Requires Archaeologist Dedication.
Trigger A trap within your reach is triggered.
You try to jam the workings of a trap to delay its effects.
Attempt a Thievery check to Disable a Device on the trap with the following results instead of the normal ones for the action.
Critical Success You either prevent the trap from being triggered or delay the activation until the start or end of your next turn.
Success As above, but the GM chooses whichever is worse for you.
Failure No effect.
Critical Failure You’re off-guard until the start of your next turn.
ARCHETYPE
Prerequisites Magical Scholastics
You broaden the scope of your magical understanding, allowing you to find the right path, detect hidden objects, and conceal those objects from unscrupulous rivals. You can cast augury, locate, and veil of privacy as occult innate spells, each once per day. You can cast this veil of privacy spell only on an object, and it’s automatically heightened to half your level rounded up.
Prerequisites Magical Scholastics
You broaden the scope of your magical understanding, allowing you to find the right path, detect hidden objects, and conceal those objects from unscrupulous rivals. You can cast augury, locate, and veil of privacy as occult innate spells, each once per day. You can cast this veil of privacy spell only on an object, and it’s automatically heightened to half your level rounded up.
ARCHETYPE
Prerequisites Archaeologist Dedication
While study is key to your success, a bit of magic can be a helpful aid in discovering the secrets of the past. You can cast detect magic, guidance, and read aura as occult innate cantrips.
Prerequisites Archaeologist Dedication
While study is key to your success, a bit of magic can be a helpful aid in discovering the secrets of the past. You can cast detect magic, guidance, and read aura as occult innate cantrips.
ARCHETYPE SKILL
Prerequisites Archaeologist Dedication, master in Society
You have the knowledge needed to understand ancient texts and cultural artifacts. You can use Society when Deciphering Writing, no matter the type of writing you are examining. You can also use Society to Identify Magic when examining a magic item or location with cultural significance.
Prerequisites Archaeologist Dedication, master in Society
You have the knowledge needed to understand ancient texts and cultural artifacts. You can use Society when Deciphering Writing, no matter the type of writing you are examining. You can also use Society to Identify Magic when examining a magic item or location with cultural significance.
ARCHETYPE SKILL
Prerequisites Archaeologist Dedication
Your studies open up new horizons. Choose a specific settlement. You gain the Additional Lore skill feat in the Lore skill for that settlement and learn a single common or uncommon language of your choice that’s prevalent in that settlement.
Special You can take this feat multiple times. When you take this feat again, choose a different settlement.
Prerequisites Archaeologist Dedication
Your studies open up new horizons. Choose a specific settlement. You gain the Additional Lore skill feat in the Lore skill for that settlement and learn a single common or uncommon language of your choice that’s prevalent in that settlement.
Special You can take this feat multiple times. When you take this feat again, choose a different settlement.
ARCHETYPE
Archetype access Requires Archaeologist Dedication.
You have an intuitive sense that alerts you to the dangers and presence of traps.
You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.
You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.
Archetype access Requires Archaeologist Dedication.
You have an intuitive sense that alerts you to the dangers and presence of traps.
You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.
You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.
ARCHETYPE DEDICATION
You have familiarity with all weapons in the bow and crossbow weapon groups. For the purposes of proficiency, treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
If you are at least an expert in the bow or crossbow you are using, you get the critical specialization effect of that weapon when you get a critical hit with it.
You have familiarity with all weapons in the bow and crossbow weapon groups. For the purposes of proficiency, treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
If you are at least an expert in the bow or crossbow you are using, you get the critical specialization effect of that weapon when you get a critical hit with it.
◆◆
ARCHETYPE CONCENTRATE
Prerequisites Archer Dedication
You slow down, focus, and take a careful shot. Make a ranged Strike with a weapon in the bow or crossbow weapon group. You gain a +2 circumstance bonus to the attack roll and ignore the target’s concealed condition. If the target is hidden, reduce the flat check from being hidden from 11 to 5.
Prerequisites Archer Dedication
You slow down, focus, and take a careful shot. Make a ranged Strike with a weapon in the bow or crossbow weapon group. You gain a +2 circumstance bonus to the attack roll and ignore the target’s concealed condition. If the target is hidden, reduce the flat check from being hidden from 11 to 5.
◆
ARCHETYPE PRESS
Archetype access Requires Archer Dedication.
Requirements You are wielding a ranged weapon.
Using your last shot to gauge your accuracy, you can fire off a quick shot to interfere with a foe in combat. Make a Strike with a ranged weapon. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus to their roll, or a +2 circumstance bonus if your Strike was a critical hit.
Archetype access Requires Archer Dedication.
Requirements You are wielding a ranged weapon.
Using your last shot to gauge your accuracy, you can fire off a quick shot to interfere with a foe in combat. Make a Strike with a ranged weapon. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus to their roll, or a +2 circumstance bonus if your Strike was a critical hit.
◆
ARCHETYPE
Archetype access Requires Archer Dedication.
Requirements You are wielding a crossbow with reload 1 or higher.
Your deep understanding of the crossbow allows you to reload efficiently while moving yourself out of the line of return fire. Either Create a Diversion or Take Cover, then Interact to reload. As normal, you must meet the requirements to Take Cover; you must be prone, benefiting from cover, or near a feature that allows you to Take Cover.
Archetype access Requires Archer Dedication.
Requirements You are wielding a crossbow with reload 1 or higher.
Your deep understanding of the crossbow allows you to reload efficiently while moving yourself out of the line of return fire. Either Create a Diversion or Take Cover, then Interact to reload. As normal, you must meet the requirements to Take Cover; you must be prone, benefiting from cover, or near a feature that allows you to Take Cover.
◆
ARCHETYPE
Prerequisites Archer Dedication
Your skill with a crossbow strikes terror into your opponents when you threaten them with the next bolt. Interact to reload a crossbow and then attempt an Intimidation check to Demoralize. You gain a +2 circumstance bonus to this check if you succeeded at a Strike with a crossbow this turn.
Prerequisites Archer Dedication
Your skill with a crossbow strikes terror into your opponents when you threaten them with the next bolt. Interact to reload a crossbow and then attempt an Intimidation check to Demoralize. You gain a +2 circumstance bonus to this check if you succeeded at a Strike with a crossbow this turn.
◆◆
ARCHETYPE FLOURISH
Archetype access Requires Archer Dedication.
Requirements You are wielding a ranged weapon with reload 0.
You shoot twice in blindingly fast succession. Make two Strikes, each against a separate target and with a –2 penalty. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.
Archetype access Requires Archer Dedication.
Requirements You are wielding a ranged weapon with reload 0.
You shoot twice in blindingly fast succession. Make two Strikes, each against a separate target and with a –2 penalty. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.
◆◆◆
ARCHETYPE FLOURISH
Archetype access Requires Archer Dedication.
Requirements You are wielding a ranged weapon with the volley trait and reload 0.
You fire a volley at all foes in an area. Make one Strike with a –2 penalty against each enemy within a 10-foot-radius burst centered at or beyond your weapon’s volley range. Roll the damage only once for all targets. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.
Archetype access Requires Archer Dedication.
Requirements You are wielding a ranged weapon with the volley trait and reload 0.
You fire a volley at all foes in an area. Make one Strike with a –2 penalty against each enemy within a 10-foot-radius burst centered at or beyond your weapon’s volley range. Roll the damage only once for all targets. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.
◆
ARCHETYPE STANCE
Archetype access Requires Archer Dedication.
Your shots become nimble and deadly. While you’re in this stance, your ranged Strikes don’t trigger Reactive Strike or other reactions that are triggered by a ranged attack.
Special If you have Reactive Strike, you can use it with a loaded ranged weapon you’re wielding. The triggering creature must be within 5 feet of you for you to do so.
Archetype access Requires Archer Dedication.
Your shots become nimble and deadly. While you’re in this stance, your ranged Strikes don’t trigger Reactive Strike or other reactions that are triggered by a ranged attack.
Special If you have Reactive Strike, you can use it with a loaded ranged weapon you’re wielding. The triggering creature must be within 5 feet of you for you to do so.
◆
ARCHETYPE STANCE
Archetype access Requires Archer Dedication.
Prerequisites Double Shot
Requirements You are wielding a ranged weapon with reload 0.
You lock yourself in a stable position so you can fire swiftly and accurately. While you are in this stance, your penalty for Double Shot is reduced to –1. If you move from your position, this stance ends.
Special If you have Triple Shot, when you use Double Shot to make three Strikes, the penalty is –2.
Archetype access Requires Archer Dedication.
Prerequisites Double Shot
Requirements You are wielding a ranged weapon with reload 0.
You lock yourself in a stable position so you can fire swiftly and accurately. While you are in this stance, your penalty for Double Shot is reduced to –1. If you move from your position, this stance ends.
Special If you have Triple Shot, when you use Double Shot to make three Strikes, the penalty is –2.
◆◆
ARCHETYPE
Archetype access Requires Archer Dedication.
Requirements You are wielding a loaded ranged weapon or a ranged weapon with reload 0.
You jump back and make a quick shot that catches your opponent by surprise. You Step and then make a ranged Strike with the required weapon. Your target is off-guard against the attack.
Archetype access Requires Archer Dedication.
Requirements You are wielding a loaded ranged weapon or a ranged weapon with reload 0.
You jump back and make a quick shot that catches your opponent by surprise. You Step and then make a ranged Strike with the required weapon. Your target is off-guard against the attack.
◆
ARCHETYPE STANCE
Archetype access Requires Archer Dedication.
Requirements You are wielding a ranged weapon.
You take aim to pick off nearby enemies quickly. When using a ranged volley weapon while you are in this stance, you don’t take the penalty to your attack rolls from the volley trait. When using a ranged weapon that doesn’t have the volley trait, you gain a +2 circumstance bonus to damage rolls on attacks against targets within the weapon’s first range increment.
Archetype access Requires Archer Dedication.
Requirements You are wielding a ranged weapon.
You take aim to pick off nearby enemies quickly. When using a ranged volley weapon while you are in this stance, you don’t take the penalty to your attack rolls from the volley trait. When using a ranged weapon that doesn’t have the volley trait, you gain a +2 circumstance bonus to damage rolls on attacks against targets within the weapon’s first range increment.
◆
ARCHETYPE
Prerequisites Archer Dedication
You draw your bow and attack with the same action. You Interact to draw a weapon from the bow or crossbow weapon group that is loaded or has reload 0, then Strike with that weapon.
Prerequisites Archer Dedication
You draw your bow and attack with the same action. You Interact to draw a weapon from the bow or crossbow weapon group that is loaded or has reload 0, then Strike with that weapon.
◆
ARCHETYPE
Archetype access Requires Archer Dedication.
You can reload your weapon on the move. You Stride, Step, or Sneak, then Interact to reload.
Archetype access Requires Archer Dedication.
You can reload your weapon on the move. You Stride, Step, or Sneak, then Interact to reload.
ARCHETYPE
Archetype access Requires Archer Dedication.
Prerequisites Double Shot
You can quickly fire multiple shots with greater control. When you use Double Shot, you can make the attacks against the same target. You can add an additional action to Double Shot to make three ranged Strikes instead of two. If you do, the penalty is –4. All attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made all of them.
Archetype access Requires Archer Dedication.
Prerequisites Double Shot
You can quickly fire multiple shots with greater control. When you use Double Shot, you can make the attacks against the same target. You can add an additional action to Double Shot to make three ranged Strikes instead of two. If you do, the penalty is –4. All attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made all of them.
◆◆
ARCHETYPE FLOURISH
Prerequisites Archer Dedication, expert in Athletics
With a quick use of brute force, you remove an obstacle and take a calculated shot as part of the same motion. Attempt to Shove or Trip one adjacent creature, then make a ranged Strike with a bow or crossbow you’re wielding. The Strike is made at the same multiple attack penalty as the Shove or Trip attempt, and this activity counts as one attack when calculating your multiple attack penalty.
Prerequisites Archer Dedication, expert in Athletics
With a quick use of brute force, you remove an obstacle and take a calculated shot as part of the same motion. Attempt to Shove or Trip one adjacent creature, then make a ranged Strike with a bow or crossbow you’re wielding. The Strike is made at the same multiple attack penalty as the Shove or Trip attempt, and this activity counts as one attack when calculating your multiple attack penalty.
ARCHETYPE
Prerequisites Assassin Dedication
All your Strikes against a creature you have Marked for Death have the death trait, causing the mark to be instantly killed when reduced to 0 Hit Points. In addition, if the creature is killed this way, attempts to communicate with it, return it to life, turn it into an undead, or otherwise disturb its afterlife fail unless the effect’s counteract rank is higher than half your level rounded up, or originates from an artifact or a deity. Use the level you were when you killed the creature, even if your level is higher at the time the attempt was made.
Prerequisites Assassin Dedication
All your Strikes against a creature you have Marked for Death have the death trait, causing the mark to be instantly killed when reduced to 0 Hit Points. In addition, if the creature is killed this way, attempts to communicate with it, return it to life, turn it into an undead, or otherwise disturb its afterlife fail unless the effect’s counteract rank is higher than half your level rounded up, or originates from an artifact or a deity. Use the level you were when you killed the creature, even if your level is higher at the time the attempt was made.
ARCHETYPE DEDICATION
Prerequisites trained in Deception and Stealth
You’ve trained to assassinate your foes, and you do so with tenacity and precision.
You gain the Mark for Death activity.
Mark for Death ◆◆◆ (concentrate) Requirements The creature you intend to mark is observed by you;
Effect You designate a single creature as your mark. Using Mark for Death while hidden or undetected doesn’t make you observed. Mark for Death lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to Perception checks to Seek your mark, as well as to Deception checks to Feint against your mark. Your mark takes a –2 circumstance penalty to all Perception checks to Seek you.
In addition, when attacking your mark, you have the sneak attack class feature, except it deals 1d4 precision damage and you don’t increase the number of dice as you gain levels. At 6th level, the damage increases to 1d6. If you already have the sneak attack class feature, you instead deal an additional 1 precision damage with your sneak attacks made against your mark, increasing to 2 precision damage at 6th level.
Prerequisites trained in Deception and Stealth
You’ve trained to assassinate your foes, and you do so with tenacity and precision.
You gain the Mark for Death activity.
Mark for Death ◆◆◆ (concentrate) Requirements The creature you intend to mark is observed by you;
Effect You designate a single creature as your mark. Using Mark for Death while hidden or undetected doesn’t make you observed. Mark for Death lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to Perception checks to Seek your mark, as well as to Deception checks to Feint against your mark. Your mark takes a –2 circumstance penalty to all Perception checks to Seek you.
In addition, when attacking your mark, you have the sneak attack class feature, except it deals 1d4 precision damage and you don’t increase the number of dice as you gain levels. At 6th level, the damage increases to 1d6. If you already have the sneak attack class feature, you instead deal an additional 1 precision damage with your sneak attacks made against your mark, increasing to 2 precision damage at 6th level.
◆◆
ARCHETYPE
Prerequisites Assassin Dedication
Requirements You have designated a mark using Mark for Death and are completely unnoticed by your mark.
You strike with one swift movement, trying to instantly slay your mark. Make a Strike against your mark. If you hit, your mark takes an additional 6d6 precision damage with a basic Fortitude save against the higher of your class DC or spell DC. If the mark critically fails, it dies unless its level is higher than yours. Regardless of the result of its save, the creature is temporarily immune to your Assassinate for 1 day.
Prerequisites Assassin Dedication
Requirements You have designated a mark using Mark for Death and are completely unnoticed by your mark.
You strike with one swift movement, trying to instantly slay your mark. Make a Strike against your mark. If you hit, your mark takes an additional 6d6 precision damage with a basic Fortitude save against the higher of your class DC or spell DC. If the mark critically fails, it dies unless its level is higher than yours. Regardless of the result of its save, the creature is temporarily immune to your Assassinate for 1 day.
ARCHETYPE
Prerequisites Assassin Dedication
You excel at quickly dispatching your foes. When you Strike an off-guard foe with a weapon that has the backstabber weapon trait, you deal 2 extra precision damage instead of 1. If the weapon is a +3 weapon, you deal 4 extra precision damage instead of 2.
Prerequisites Assassin Dedication
You excel at quickly dispatching your foes. When you Strike an off-guard foe with a weapon that has the backstabber weapon trait, you deal 2 extra precision damage instead of 1. If the weapon is a +3 weapon, you deal 4 extra precision damage instead of 2.
ARCHETYPE
Archetype access Requires Assassin Dedication.
Prerequisites Poison Weapon
You deliver poisons in ways that maximize their harmful effects. When you apply a simple poison with Poison Weapon, the poison deals 2d4 poison damage instead of 1d4 poison damage. You don’t waste a poison you apply with Poison Weapon on a critically failed attack roll.
Archetype access Requires Assassin Dedication.
Prerequisites Poison Weapon
You deliver poisons in ways that maximize their harmful effects. When you apply a simple poison with Poison Weapon, the poison deals 2d4 poison damage instead of 1d4 poison damage. You don’t waste a poison you apply with Poison Weapon on a critically failed attack roll.
ARCHETYPE
Archetype access Requires Assassin Dedication.
Your affinity for the natural world grants you protection against some of its dangers. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.
Archetype access Requires Assassin Dedication.
Your affinity for the natural world grants you protection against some of its dangers. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.
◆
ARCHETYPE MANIPULATE
Archetype access Requires Assassin Dedication.
Requirements You are wielding a weapon.
You apply a contact poison or injury poison to the required weapon; if you have a free hand, you can Interact to draw a poison as part of this action. This poison can be one of the simple injury poisons you can create due to this feat (see Special), or another contact or injury poison you’ve acquired (such as those in GM Core).
Special During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These follow the rules for injury poisons, except that they deal 1d4 poison damage with no saving throw. Only you can apply these poisons properly, and they expire the next time you prepare.
Archetype access Requires Assassin Dedication.
Requirements You are wielding a weapon.
You apply a contact poison or injury poison to the required weapon; if you have a free hand, you can Interact to draw a poison as part of this action. This poison can be one of the simple injury poisons you can create due to this feat (see Special), or another contact or injury poison you’ve acquired (such as those in GM Core).
Special During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These follow the rules for injury poisons, except that they deal 1d4 poison damage with no saving throw. Only you can apply these poisons properly, and they expire the next time you prepare.
ARCHETYPE
Prerequisites Assassin Dedication
You act before foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are off-guard to you.
Prerequisites Assassin Dedication
You act before foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are off-guard to you.
ARCHETYPE DEDICATION
Prerequisites Shield Block
You are particularly skilled at using a shield to protect yourself in combat. You gain the Reactive Shield fighter feat.
Prerequisites Shield Block
You are particularly skilled at using a shield to protect yourself in combat. You gain the Reactive Shield fighter feat.
ARCHETYPE
Prerequisites Bastion Dedication
You can protect yourself more effectively, at the expense of your shield. When you Shield Block, you can reduce the damage to yourself by double the shield’s Hardness, but if you do, the shield takes double the normal amount of damage it would have taken (before applying its Hardness). You can’t use Destructive Block if your shield can’t typically be broken or destroyed, such as if you’re using an indestructible shield.
Prerequisites Bastion Dedication
You can protect yourself more effectively, at the expense of your shield. When you Shield Block, you can reduce the damage to yourself by double the shield’s Hardness, but if you do, the shield takes double the normal amount of damage it would have taken (before applying its Hardness). You can’t use Destructive Block if your shield can’t typically be broken or destroyed, such as if you’re using an indestructible shield.
◇
ARCHETYPE
Prerequisites Bastion Dedication, trained in Athletics
Trigger You Shield Block a melee Strike made with a held weapon.
With deft and practiced movement, you block at an angle to potentially dislodge the weapon. You attempt to Disarm the creature whose attack you blocked of the weapon they attacked you with. You can do so even if you don’t have a hand free.
Prerequisites Bastion Dedication, trained in Athletics
Trigger You Shield Block a melee Strike made with a held weapon.
With deft and practiced movement, you block at an angle to potentially dislodge the weapon. You attempt to Disarm the creature whose attack you blocked of the weapon they attacked you with. You can do so even if you don’t have a hand free.
ARCHETYPE
Archetype access Requires Bastion Dedication.
Prerequisites Reflexive Shield
Your shield can help save nearby allies. When you use Shield Block against damage resulting from a Reflex save, adjacent allies who would take damage due to Reflex saves against the same effect also benefit from the damage reduction.
Archetype access Requires Bastion Dedication.
Prerequisites Reflexive Shield
Your shield can help save nearby allies. When you use Shield Block against damage resulting from a Reflex save, adjacent allies who would take damage due to Reflex saves against the same effect also benefit from the damage reduction.
↺
ARCHETYPE
Archetype access Requires Bastion Dedication.
Trigger An opponent casting a spell that targets you critically fails a spell attack roll against your AC.
Requirements You have a shield raised.
You reflect the spell back against its caster. Make a ranged attack against the attacker using your highest proficiency with a ranged weapon. If you can cast spells, you can choose to make a spell attack roll instead. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success).
Archetype access Requires Bastion Dedication.
Trigger An opponent casting a spell that targets you critically fails a spell attack roll against your AC.
Requirements You have a shield raised.
You reflect the spell back against its caster. Make a ranged attack against the attacker using your highest proficiency with a ranged weapon. If you can cast spells, you can choose to make a spell attack roll instead. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success).
ARCHETYPE
Prerequisites Bastion Dedication
You are so used to wielding a shield that you can do so even while using the hand that’s holding it for other tasks that require the dexterity of a hand. The hand you use to wield a shield counts as a free hand for the purposes of the Interact action. You can also hold another object in this hand (but you still can’t use it to wield a weapon). This benefit doesn’t apply to tower shields, which are still too cumbersome.
Prerequisites Bastion Dedication
You are so used to wielding a shield that you can do so even while using the hand that’s holding it for other tasks that require the dexterity of a hand. The hand you use to wield a shield counts as a free hand for the purposes of the Interact action. You can also hold another object in this hand (but you still can’t use it to wield a weapon). This benefit doesn’t apply to tower shields, which are still too cumbersome.
ARCHETYPE
Archetype access Requires Bastion Dedication.
Prerequisites Shield Block
You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to Shield Block.
Archetype access Requires Bastion Dedication.
Prerequisites Shield Block
You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to Shield Block.
ARCHETYPE
Archetype access Requires Bastion Dedication.
You can use your shield to fend off explosions and the like. When you Raise your Shield, you gain your shield’s circumstance bonus to Reflex saves.
Special If you have the Shield Block reaction, damage you take as a result of a Reflex save can trigger that reaction, even if the damage isn’t physical damage.
Archetype access Requires Bastion Dedication.
You can use your shield to fend off explosions and the like. When you Raise your Shield, you gain your shield’s circumstance bonus to Reflex saves.
Special If you have the Shield Block reaction, damage you take as a result of a Reflex save can trigger that reaction, even if the damage isn’t physical damage.
ARCHETYPE
Prerequisites Bastion Dedication
You can save your shield from total destruction, even after a devastating attack. If a shield would be destroyed due to damage taken during your Shield Block, the shield remains intact at 1 Hit Point instead. Its construction is weakened until you take the time to repair it thoroughly, preventing you from using Shield Salvation to save the same shield until your next preparations.
Prerequisites Bastion Dedication
You can save your shield from total destruction, even after a devastating attack. If a shield would be destroyed due to damage taken during your Shield Block, the shield remains intact at 1 Hit Point instead. Its construction is weakened until you take the time to repair it thoroughly, preventing you from using Shield Salvation to save the same shield until your next preparations.
ARCHETYPE
Archetype access Requires Bastion Dedication.
Prerequisites Shield Block
When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.
Archetype access Requires Bastion Dedication.
Prerequisites Shield Block
When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.
ARCHETYPE
Archetype access Requires Bastion Dedication.
When your shield is up, your enemies’ blows can’t touch you. When you have your shield raised, you can Stride to move half your Speed without triggering reactions that are triggered by your movement (such as Reactive Strikes). You can use Shielded Stride while Flying or Swimming instead of Striding if you have the corresponding movement type.
Archetype access Requires Bastion Dedication.
When your shield is up, your enemies’ blows can’t touch you. When you have your shield raised, you can Stride to move half your Speed without triggering reactions that are triggered by your movement (such as Reactive Strikes). You can use Shielded Stride while Flying or Swimming instead of Striding if you have the corresponding movement type.
BEASTMASTER ANIMAL COMPANIONS
If you’re playing a beastmaster, you determine the statistics and abilities of your animal companions according to the animal companion rules. As a beastmaster, it’s possible for you to have more than one animal companion at one time—up to four companions—but only one of those companions, your “active companion,” follows you during exploration and in encounters; the rest are nearby, usually foraging or hunting for food. As soon as you gain a second animal companion from the Beastmaster archetype, you also gain Call Companion to switch your active companion. These rules apply to all your companions, regardless of whether you got the animal companion from the beastmaster archetype or from another source.
CALL COMPANION
Traits Exploration
You spend 1 minute calling for a different animal companion, switching your active companion for another of your animal companions.
If you’re playing a beastmaster, you determine the statistics and abilities of your animal companions according to the animal companion rules. As a beastmaster, it’s possible for you to have more than one animal companion at one time—up to four companions—but only one of those companions, your “active companion,” follows you during exploration and in encounters; the rest are nearby, usually foraging or hunting for food. As soon as you gain a second animal companion from the Beastmaster archetype, you also gain Call Companion to switch your active companion. These rules apply to all your companions, regardless of whether you got the animal companion from the beastmaster archetype or from another source.
CALL COMPANION
Traits Exploration
You spend 1 minute calling for a different animal companion, switching your active companion for another of your animal companions.
ARCHETYPE
Prerequisites Beastmaster Dedication
Another animal joins you in your travels. It is a young animal companion that has the minion trait. See Beastmaster Animal Companions for rules on how having multiple animal companions works.
Special You can select this feat more than once, gaining an additional animal companion each time, to a maximum of four total companions from all sources.
Prerequisites Beastmaster Dedication
Another animal joins you in your travels. It is a young animal companion that has the minion trait. See Beastmaster Animal Companions for rules on how having multiple animal companions works.
Special You can select this feat more than once, gaining an additional animal companion each time, to a maximum of four total companions from all sources.
ARCHETYPE
Archetype access Requires Beastmaster Dedication.
Spell selection enlarge companion only.
Warden spells granted by any of these feats are beastmaster focus spells for you.
Prerequisites Initiate Warden
You unlock more powerful primal spells.
You gain your choice of one warden spell from the advanced warden spells (or another you have access to).
Special You can take this feat multiple times, choosing a different advanced warden spell each time.
Archetype access Requires Beastmaster Dedication.
Spell selection enlarge companion only.
Warden spells granted by any of these feats are beastmaster focus spells for you.
Prerequisites Initiate Warden
You unlock more powerful primal spells.
You gain your choice of one warden spell from the advanced warden spells (or another you have access to).
Special You can take this feat multiple times, choosing a different advanced warden spell each time.
ARCHETYPE
Archetype access Requires Beastmaster Dedication.
You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.
Archetype access Requires Beastmaster Dedication.
You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.
ARCHETYPE MENTAL PRIMAL
Prerequisites Beastmaster Dedication
You can communicate telepathically with your animal companions within 100 feet. If you’re legendary in Nature, you can communicate telepathically with your animal companions anywhere on the planet.
Prerequisites Beastmaster Dedication
You can communicate telepathically with your animal companions within 100 feet. If you’re legendary in Nature, you can communicate telepathically with your animal companions anywhere on the planet.
ARCHETYPE DEDICATION
Prerequisites trained in Nature
You gain the service of a young animal companion that travels with you and obeys your commands. Contrary to the usual rules for animal companions, this feat can grant you a second animal companion. If you ever have more than one animal companion, you gain the Call Companion action. See the Beastmaster Animal Companions sidebar for details on this action.
Certain beastmaster feats give you focus spells. When you gain your first beastmaster focus spell, you become trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for beastmaster archetype spells is Charisma, and they are primal spells. You can Refocus by feeding, playing with, or otherwise tending to an animal companion.
Prerequisites trained in Nature
You gain the service of a young animal companion that travels with you and obeys your commands. Contrary to the usual rules for animal companions, this feat can grant you a second animal companion. If you ever have more than one animal companion, you gain the Call Companion action. See the Beastmaster Animal Companions sidebar for details on this action.
Certain beastmaster feats give you focus spells. When you gain your first beastmaster focus spell, you become trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for beastmaster archetype spells is Charisma, and they are primal spells. You can Refocus by feeding, playing with, or otherwise tending to an animal companion.
◆
ARCHETYPE AUDITORY CONCENTRATE PRIMAL
Prerequisites Beastmaster Dedication, Call Companion
Frequency once per turn
You quickly call in a primal projection of a non-active companion to provide the companion’s support benefit. The projection arrives in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears at the start of your next turn. The projection has the same AC and saving throw modifiers as the real companion, and if it would take any damage before your next turn, it disappears, and the support benefit ends immediately.
Prerequisites Beastmaster Dedication, Call Companion
Frequency once per turn
You quickly call in a primal projection of a non-active companion to provide the companion’s support benefit. The projection arrives in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears at the start of your next turn. The projection has the same AC and saving throw modifiers as the real companion, and if it would take any damage before your next turn, it disappears, and the support benefit ends immediately.
ARCHETYPE
Prerequisites Beastmaster Dedication
You can enter a trance that allows you to briefly inhabit the body of one of your animal companions and share its senses. You gain the focus spell beastmaster trance.
Prerequisites Beastmaster Dedication
You can enter a trance that allows you to briefly inhabit the body of one of your animal companions and share its senses. You gain the focus spell beastmaster trance.
ARCHETYPE
Archetype access Requires Beastmaster Dedication.
Prerequisites an animal companion
You can urge your companion to do its utmost. You can spend 2 actions to Command an Animal instead of 1 when commanding your animal companion. If you do, your animal companion uses an additional action.
Archetype access Requires Beastmaster Dedication.
Prerequisites an animal companion
You can urge your companion to do its utmost. You can spend 2 actions to Command an Animal instead of 1 when commanding your animal companion. If you do, your animal companion uses an additional action.
ARCHETYPE
Prerequisites Mature Beastmaster Companion
Your mature animal companions continue to grow and develop. Each of them becomes a nimble or savage animal companion, gaining additional capabilities determined by the type of companion. You choose nimble or savage individually for each companion, including any companion that becomes mature after you take this feat.
Prerequisites Mature Beastmaster Companion
Your mature animal companions continue to grow and develop. Each of them becomes a nimble or savage animal companion, gaining additional capabilities determined by the type of companion. You choose nimble or savage individually for each companion, including any companion that becomes mature after you take this feat.
ARCHETYPE
Archetype access Requires Beastmaster Dedication.
Spell selection heal companion and magic hide only.
Warden spells granted by any of these feats are beastmaster focus spells for you.
You’ve trained with one of the ranger sects known as wardens, who practice a specialized type of primal magic.
You gain your choice of one warden spell from the initial warden spells (or another you have access to).
Special You can take this feat multiple times, choosing a different initial warden spell each time.
Archetype access Requires Beastmaster Dedication.
Spell selection heal companion and magic hide only.
Warden spells granted by any of these feats are beastmaster focus spells for you.
You’ve trained with one of the ranger sects known as wardens, who practice a specialized type of primal magic.
You gain your choice of one warden spell from the initial warden spells (or another you have access to).
Special You can take this feat multiple times, choosing a different initial warden spell each time.
UNCOMMON ARCHETYPE
Prerequisites Mature Beastmaster Companion, you have multiple animal companions
You can have up to two animal companions active at once. However, when you do, it’s slightly more difficult to Command them. If you don’t Command either of your companions, one of the two (your choice) can still use 1 action on your turn to Stride or Strike, per Mature Beastmaster Companion, but not both. When you Command an Animal, either choose one of the companions to take 2 actions, as normal, or else each companion can take 1 action to Stride or Strike. Either way, you can’t Command an Animal to make either companion act again until your next turn.
Prerequisites Mature Beastmaster Companion, you have multiple animal companions
You can have up to two animal companions active at once. However, when you do, it’s slightly more difficult to Command them. If you don’t Command either of your companions, one of the two (your choice) can still use 1 action on your turn to Stride or Strike, per Mature Beastmaster Companion, but not both. When you Command an Animal, either choose one of the companions to take 2 actions, as normal, or else each companion can take 1 action to Stride or Strike. Either way, you can’t Command an Animal to make either companion act again until your next turn.
ARCHETYPE
Prerequisites Beastmaster Dedication
All of your animal companions grow up, becoming mature animal companions and gaining additional capabilities.
Your animal companion has greater independence.
During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Strike or Stride (or Burrow, Climb, Fly, or Swim if it has that Speed). It can do this at any point during your turn, as long as you aren’t currently taking an action. If it does, that’s all the actions it gets that round— you can’t Command it later.
Prerequisites Beastmaster Dedication
All of your animal companions grow up, becoming mature animal companions and gaining additional capabilities.
Your animal companion has greater independence.
During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Strike or Stride (or Burrow, Climb, Fly, or Swim if it has that Speed). It can do this at any point during your turn, as long as you aren’t currently taking an action. If it does, that’s all the actions it gets that round— you can’t Command it later.
ARCHETYPE
Archetype access Requires Beastmaster Dedication.
Prerequisites an animal companion
You and your animal companion fight in tandem. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions.
Archetype access Requires Beastmaster Dedication.
Prerequisites an animal companion
You and your animal companion fight in tandem. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions.
ARCHETYPE
Prerequisites Incredible Beastmaster Companion
Your nimble and savage animal companions become cunning enough to become specialized. Each companion gains one specialization of your choice. Choose the specialization separately for each companion, including any companion that becomes specialized after you take this feat.
Special You can select this feat more than once. Each time, add a different specialization to each of your nimble and savage companions. Your nimble and savage companions can have up to three specializations each.
Prerequisites Incredible Beastmaster Companion
Your nimble and savage animal companions become cunning enough to become specialized. Each companion gains one specialization of your choice. Choose the specialization separately for each companion, including any companion that becomes specialized after you take this feat.
Special You can select this feat more than once. Each time, add a different specialization to each of your nimble and savage companions. Your nimble and savage companions can have up to three specializations each.
◇
ARCHETYPE CONCENTRATE
Prerequisites Beastmaster Dedication, Call Companion
Trigger You roll initiative.
When danger appears, you quickly send away your active companion and call in a different animal ally. You use Call Companion. The new animal companion typically arrives in the same location as the one that departed, though the GM might adjust this depending on the circumstances and Speeds of the animals. If you have Lead the Pack, you can swap one of your two active companions for an inactive companion.
Prerequisites Beastmaster Dedication, Call Companion
Trigger You roll initiative.
When danger appears, you quickly send away your active companion and call in a different animal ally. You use Call Companion. The new animal companion typically arrives in the same location as the one that departed, though the GM might adjust this depending on the circumstances and Speeds of the animals. If you have Lead the Pack, you can swap one of your two active companions for an inactive companion.
ARCHETYPE
Archetype access Requires Blessed One Dedication.
Prerequisites Mercy
The divine grace that flows through you grants reprieve from an affliction. Add mercy of recuperation to the types of mercy you can provide, allowing you to counteract an affliction instead of an effect causing a condition (typically an affliction is a curse, disease, or poison).
Archetype access Requires Blessed One Dedication.
Prerequisites Mercy
The divine grace that flows through you grants reprieve from an affliction. Add mercy of recuperation to the types of mercy you can provide, allowing you to counteract an affliction instead of an effect causing a condition (typically an affliction is a curse, disease, or poison).
↺
ARCHETYPE
Prerequisites Blessed One Dedication
Trigger An ally within 30 feet would become frightened, drained, enfeebled, sickened, or stupefied.
You exude peace and protection, lessening a harmful condition as it falls upon an ally. Reduce the value of the condition your ally would take by 1 (to a minimum of 0). If the ally has more than one eligible condition at the same time, choose one to reduce.
Prerequisites Blessed One Dedication
Trigger An ally within 30 feet would become frightened, drained, enfeebled, sickened, or stupefied.
You exude peace and protection, lessening a harmful condition as it falls upon an ally. Reduce the value of the condition your ally would take by 1 (to a minimum of 0). If the ally has more than one eligible condition at the same time, choose one to reduce.
ARCHETYPE DEDICATION
You are touched by a deity and gifted with the ability to alleviate the suffering of others. You gain the lay on hands devotion spell. You can Refocus by meditating, whether you reflect on the deity granting the blessing or not, allowing your blessing to refill your focus pool. Your devotion spells from the blessed one archetype are divine spells. You become trained in spell attack modifier and spell DC. Your spellcasting attribute is Charisma.
You are touched by a deity and gifted with the ability to alleviate the suffering of others. You gain the lay on hands devotion spell. You can Refocus by meditating, whether you reflect on the deity granting the blessing or not, allowing your blessing to refill your focus pool. Your devotion spells from the blessed one archetype are divine spells. You become trained in spell attack modifier and spell DC. Your spellcasting attribute is Charisma.
ARCHETYPE
Prerequisites Blessed One Dedication
You gain the protector’s sacrifice domain spell as a devotion spell.
Prerequisites Blessed One Dedication
You gain the protector’s sacrifice domain spell as a devotion spell.
◆
ARCHETYPE CONCENTRATE SPELLSHAPE
Prerequisites Blessed One Dedication, ability to cast spells from spell slots, Mercy
Frequency once per 10 minutes
When you focus your magic on an ally, you can remove harmful conditions. If your next action is to Cast a Spell from a spell slot, and that spell targets only a single ally, you can also attempt to remove a harmful condition from that ally. The condition must be one that could be removed by your Mercy feat, including those granted by later feats such as Greater Mercy. Attempt a counteract check based on the spell’s DC and rank. This effect is in addition to the normal effects of your spell.
Prerequisites Blessed One Dedication, ability to cast spells from spell slots, Mercy
Frequency once per 10 minutes
When you focus your magic on an ally, you can remove harmful conditions. If your next action is to Cast a Spell from a spell slot, and that spell targets only a single ally, you can also attempt to remove a harmful condition from that ally. The condition must be one that could be removed by your Mercy feat, including those granted by later feats such as Greater Mercy. Attempt a counteract check based on the spell’s DC and rank. This effect is in addition to the normal effects of your spell.
ARCHETYPE
Archetype access Requires Blessed One Dedication.
Prerequisites Mercy
Your faith enhances your ability to remove conditions. Add the following options to the list of conditions you can counteract for any type of mercy you can grant. Mercy of the Body drained, slowed; if you’re 16th level, add stunned; Mercy of Grace immobilized, restrained, slowed; if you’re 12th level, add petrified; if you’re 16th level, add stunned; Mercy of the Mind confused, controlled, slowed; if you’re 16th level, add doomed and stunned.
Archetype access Requires Blessed One Dedication.
Prerequisites Mercy
Your faith enhances your ability to remove conditions. Add the following options to the list of conditions you can counteract for any type of mercy you can grant. Mercy of the Body drained, slowed; if you’re 16th level, add stunned; Mercy of Grace immobilized, restrained, slowed; if you’re 12th level, add petrified; if you’re 16th level, add stunned; Mercy of the Mind confused, controlled, slowed; if you’re 16th level, add doomed and stunned.
ARCHETYPE
Archetype access Requires Blessed One Dedication.
Prerequisites lay on hands
Your touch soothes the body or mind.
You can cast lay on hands targeting a living creature using 2 actions instead of 1. If you do, you can attempt to counteract one condition of your choice affecting the target. When you select this feat, choose one of the following options, which determines the conditions you can choose: Mercy of the Body blinded, dazzled, deafened, enfeebled, sickened; Mercy of Grace clumsy, grabbed, paralyzed;
Mercy of the Mind fleeing, frightened, stupefied.
Special You can select this feat up to three times. Each time, choose a different type of mercy and add its options to those you can choose when you cast a 2-action lay on hands.
Archetype access Requires Blessed One Dedication.
Prerequisites lay on hands
Your touch soothes the body or mind.
You can cast lay on hands targeting a living creature using 2 actions instead of 1. If you do, you can attempt to counteract one condition of your choice affecting the target. When you select this feat, choose one of the following options, which determines the conditions you can choose: Mercy of the Body blinded, dazzled, deafened, enfeebled, sickened; Mercy of Grace clumsy, grabbed, paralyzed;
Mercy of the Mind fleeing, frightened, stupefied.
Special You can select this feat up to three times. Each time, choose a different type of mercy and add its options to those you can choose when you cast a 2-action lay on hands.
ARCHETYPE
Archetype access Requires Blessed One Dedication.
Prerequisites lay on hands
Your healing energies linger after you cast, providing continual benefits. An ally that recovers Hit Points from your lay on hands gains 10 temporary Hit Points immediately and at the start of their turn during each of the next 10 rounds. These temporary HP last until the start of the creature’s next turn. This effect ends if the ally is knocked unconscious.
Archetype access Requires Blessed One Dedication.
Prerequisites lay on hands
Your healing energies linger after you cast, providing continual benefits. An ally that recovers Hit Points from your lay on hands gains 10 temporary Hit Points immediately and at the start of their turn during each of the next 10 rounds. These temporary HP last until the start of the creature’s next turn. This effect ends if the ally is knocked unconscious.
ARCHETYPE
Archetype access Requires Blessed One Dedication.
Prerequisites Mercy
Your mercy transcends the bounds of life and death. Add ultimate mercy to the types of mercy you can provide. When you use Mercy, you can target a creature that died since your last turn to return it to life. The target returns to life with 1 Hit Point and becomes wounded 1. You can’t return the target to life if it died from disintegrate or a death effect. The creature gains the other benefits of lay on hands after it returns to life.
Archetype access Requires Blessed One Dedication.
Prerequisites Mercy
Your mercy transcends the bounds of life and death. Add ultimate mercy to the types of mercy you can provide. When you use Mercy, you can target a creature that died since your last turn to return it to life. The target returns to life with 1 Hit Point and becomes wounded 1. You can’t return the target to life if it died from disintegrate or a death effect. The creature gains the other benefits of lay on hands after it returns to life.
ARCHETYPE DEDICATION
Prerequisites trained in Survival
When focused on finding your quarry, you’re relentless.
You gain the Hunt Prey action. You can use Hunt Prey to designate a creature that you’ve observed, heard about, or learned about through some other means, such as a bounty board or wanted poster. In addition to the other benefits of Hunt Prey, you can designate a target as your prey while Gathering Information about them, in addition to designating them as your prey when Tracking them as normal. If you have already identified your target and selected them as your prey, you gain a +2 circumstance bonus to checks to Gather Information about them.
If you already have Hunt Prey, you gain the Monster Hunter feat in addition to the other benefits of this feat.
Prerequisites trained in Survival
When focused on finding your quarry, you’re relentless.
You gain the Hunt Prey action. You can use Hunt Prey to designate a creature that you’ve observed, heard about, or learned about through some other means, such as a bounty board or wanted poster. In addition to the other benefits of Hunt Prey, you can designate a target as your prey while Gathering Information about them, in addition to designating them as your prey when Tracking them as normal. If you have already identified your target and selected them as your prey, you gain a +2 circumstance bonus to checks to Gather Information about them.
If you already have Hunt Prey, you gain the Monster Hunter feat in addition to the other benefits of this feat.
ARCHETYPE
Archetype access Requires Bounty Hunter Dedication.
You can focus on two foes at once, hunting both of them down. When you use the Hunt Prey action, you can pick two creatures as your prey.
Archetype access Requires Bounty Hunter Dedication.
You can focus on two foes at once, hunting both of them down. When you use the Hunt Prey action, you can pick two creatures as your prey.
↺
ARCHETYPE
Prerequisites Bounty Hunter Dedication
Trigger Your prey is within reach and attempts to move away from you.
Once you are upon your prey, they can’t escape. Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you’ve moved your full Speed. You can use Keep Pace to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.
Prerequisites Bounty Hunter Dedication
Trigger Your prey is within reach and attempts to move away from you.
Once you are upon your prey, they can’t escape. Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you’ve moved your full Speed. You can use Keep Pace to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.
ARCHETYPE
Archetype access Requires Bounty Hunter Dedication.
You quickly assess your prey and apply what you know. As part of the action used to Hunt your Prey, you can attempt a check to Recall Knowledge about your prey. When you critically succeed at identifying your hunted prey with Recall Knowledge, you note a weakness in the creature’s defenses in addition to any other benefits. You gain a +1 circumstance bonus to your next attack roll against that prey. Each ally you tell gets the same bonus to their own next attack roll against it. You can give bonuses from Monster Hunter only once per day against a particular creature.
Archetype access Requires Bounty Hunter Dedication.
You quickly assess your prey and apply what you know. As part of the action used to Hunt your Prey, you can attempt a check to Recall Knowledge about your prey. When you critically succeed at identifying your hunted prey with Recall Knowledge, you note a weakness in the creature’s defenses in addition to any other benefits. You gain a +1 circumstance bonus to your next attack roll against that prey. Each ally you tell gets the same bonus to their own next attack roll against it. You can give bonuses from Monster Hunter only once per day against a particular creature.
↺
ARCHETYPE
Prerequisites Bounty Hunter Dedication
Trigger Your prey critically fails on an attack roll against you with a melee Strike.
Requirements Your prey is within your reach, you have one free hand, and your target is no more than one size larger than you.
You use an opening to capture your prey. You attempt an Athletics check to Grapple your prey.
Prerequisites Bounty Hunter Dedication
Trigger Your prey critically fails on an attack roll against you with a melee Strike.
Requirements Your prey is within your reach, you have one free hand, and your target is no more than one size larger than you.
You use an opening to capture your prey. You attempt an Athletics check to Grapple your prey.
ARCHETYPE EXPLORATION
Prerequisites Bounty Hunter Dedication
Requirements You have designated prey with Hunt Prey.
By spending 1 minute giving guidance to help hunt down your prey, you instruct up to five willing creatures to assist you. They gain a +1 circumstance bonus to Seek your prey, to Track your prey, and to Gather Information about your prey. You and the creatures assisting you gain a +1 circumstance bonus to initiative rolls when entering combat with your prey.
These benefits lasts until you designate a new prey or your prey dies, whichever comes first. An individual creature assisting you loses this benefit if they’re out of your presence for too long to benefit from your instructions. This is usually 1 hour, but is determined by the GM.
Prerequisites Bounty Hunter Dedication
Requirements You have designated prey with Hunt Prey.
By spending 1 minute giving guidance to help hunt down your prey, you instruct up to five willing creatures to assist you. They gain a +1 circumstance bonus to Seek your prey, to Track your prey, and to Gather Information about your prey. You and the creatures assisting you gain a +1 circumstance bonus to initiative rolls when entering combat with your prey.
These benefits lasts until you designate a new prey or your prey dies, whichever comes first. An individual creature assisting you loses this benefit if they’re out of your presence for too long to benefit from your instructions. This is usually 1 hour, but is determined by the GM.
ARCHETYPE
Prerequisites Bounty Hunter Dedication
You’re well-versed in weapons that allow you to bring bounties back in one piece, or at least alive.
You have familiarity with the bola, sap, and whip; for the purposes of proficiency, you treat these weapons as simple weapons. You deal an additional 1d4 precision damage with these weapons when using them to make nonlethal Strikes against your prey while they’re off‑guard to you.
In addition, you take no penalty when making a nonlethal attack with a weapon without the nonlethal trait.
Prerequisites Bounty Hunter Dedication
You’re well-versed in weapons that allow you to bring bounties back in one piece, or at least alive.
You have familiarity with the bola, sap, and whip; for the purposes of proficiency, you treat these weapons as simple weapons. You deal an additional 1d4 precision damage with these weapons when using them to make nonlethal Strikes against your prey while they’re off‑guard to you.
In addition, you take no penalty when making a nonlethal attack with a weapon without the nonlethal trait.
CAVALIER PLEDGES
Many cavaliers pledge themselves in service to a specific organization or individual, such as a noble family or sovereign ruler, a knightly order or another organization, or particular ideal. A cavalier pledged to an order or ideal must uphold its edicts and is beholden to any anathema it has; for example, a cavalier pledged to the druid’s animal order would be tied to that anathema, while a cavalier pledged to the church of Abadar would be held to the same standards as a cleric of that god. If you pledge yourself to an entity or cause without a stated anathema, you should work with your GM to determine the edicts and anathema associated with your pledge. Cavaliers who have pledged themselves can gain access to certain abilities related to that pledge, such as Cavalier’s Banner. If you violate the anathema of your pledge, you lose access to those feats until you benefit from an atone ritual. Changing the subject of your pledge is equivalent to retraining a class feature.
Many cavaliers pledge themselves in service to a specific organization or individual, such as a noble family or sovereign ruler, a knightly order or another organization, or particular ideal. A cavalier pledged to an order or ideal must uphold its edicts and is beholden to any anathema it has; for example, a cavalier pledged to the druid’s animal order would be tied to that anathema, while a cavalier pledged to the church of Abadar would be held to the same standards as a cleric of that god. If you pledge yourself to an entity or cause without a stated anathema, you should work with your GM to determine the edicts and anathema associated with your pledge. Cavaliers who have pledged themselves can gain access to certain abilities related to that pledge, such as Cavalier’s Banner. If you violate the anathema of your pledge, you lose access to those feats until you benefit from an atone ritual. Changing the subject of your pledge is equivalent to retraining a class feature.
ARCHETYPE DEDICATION
Prerequisites trained in Nature or Society
You gain a young animal companion that serves as your mount. You can choose from animal companions with the mount special ability, as well as any additional options from your pledge (see Cavalier Pledges), as determined by your GM. You must choose an animal companion that’s at least one size larger than you, but if the animal usually starts as Small, you can begin with a Medium version of that animal (changing no statistics other than its size).
Special If you have pledged yourself to a cause, you can take a second dedication feat closely tied to that cause even if you haven’t taken two additional cavalier feats. For instance, if you pledged yourself to fight crime with a group of vigilantes, you could take the vigilante dedication without first completing the cavalier archetype. The GM determines what archetypes, if any, are valid choices.
Prerequisites trained in Nature or Society
You gain a young animal companion that serves as your mount. You can choose from animal companions with the mount special ability, as well as any additional options from your pledge (see Cavalier Pledges), as determined by your GM. You must choose an animal companion that’s at least one size larger than you, but if the animal usually starts as Small, you can begin with a Medium version of that animal (changing no statistics other than its size).
Special If you have pledged yourself to a cause, you can take a second dedication feat closely tied to that cause even if you haven’t taken two additional cavalier feats. For instance, if you pledged yourself to fight crime with a group of vigilantes, you could take the vigilante dedication without first completing the cavalier archetype. The GM determines what archetypes, if any, are valid choices.
UNCOMMON ARCHETYPE AURA EMOTION MENTAL VISUAL
Prerequisites Cavalier Dedication
Requirements You have pledged your service to a specific organization or ideal (see Cavalier Pledges).
You fly the banner of your pledge from your mount, raising your allies’ spirits. You and all allies in a 30-foot emanation from your mount gain a +1 circumstance bonus to Will saves and DCs against fear effects. If your banner is destroyed or removed, allies within 30 feet become frightened 1.
Prerequisites Cavalier Dedication
Requirements You have pledged your service to a specific organization or ideal (see Cavalier Pledges).
You fly the banner of your pledge from your mount, raising your allies’ spirits. You and all allies in a 30-foot emanation from your mount gain a +1 circumstance bonus to Will saves and DCs against fear effects. If your banner is destroyed or removed, allies within 30 feet become frightened 1.
◆◆
ARCHETYPE FLOURISH
Prerequisites Cavalier Dedication
Requirements You are riding your mount.
You Command an Animal to order your mount to Stride twice. At any point during this movement, you can Strike one enemy within reach or within the first range increment of a ranged weapon. You gain a +1 circumstance bonus to your attack roll.
Prerequisites Cavalier Dedication
Requirements You are riding your mount.
You Command an Animal to order your mount to Stride twice. At any point during this movement, you can Strike one enemy within reach or within the first range increment of a ranged weapon. You gain a +1 circumstance bonus to your attack roll.
↺
ARCHETYPE
Prerequisites Cavalier Dedication
Trigger An enemy makes a Strike or spell attack against your mount while you’re riding it.
You interpose yourself between an attacker and your mount, defending your mount from harm. Use your own defense against the triggering attack instead your mount’s defense. If the triggering attack hits, you take the effects of the attack instead of your mount.
Prerequisites Cavalier Dedication
Trigger An enemy makes a Strike or spell attack against your mount while you’re riding it.
You interpose yourself between an attacker and your mount, defending your mount from harm. Use your own defense against the triggering attack instead your mount’s defense. If the triggering attack hits, you take the effects of the attack instead of your mount.
ARCHETYPE
Prerequisites Cavalier Dedication
You’ve trained your mount to become a powerful force on the battlefield.
The mount you gained through the Cavalier Dedication feat becomes a mature animal companion, granting it additional capabilities.
Your mount has greater independence.
During an encounter, even if you don’t use the Command an Animal action, your mount can still use 1 action that round on your turn to Strike or Stride (or Burrow, Climb, Fly, or Swim if it has that Speed). It can do this at any point during your turn, as long as you aren’t currently taking an action. If it does, that’s all the actions it gets that round—you can’t Command it later.
Prerequisites Cavalier Dedication
You’ve trained your mount to become a powerful force on the battlefield.
The mount you gained through the Cavalier Dedication feat becomes a mature animal companion, granting it additional capabilities.
Your mount has greater independence.
During an encounter, even if you don’t use the Command an Animal action, your mount can still use 1 action that round on your turn to Strike or Stride (or Burrow, Climb, Fly, or Swim if it has that Speed). It can do this at any point during your turn, as long as you aren’t currently taking an action. If it does, that’s all the actions it gets that round—you can’t Command it later.
ARCHETYPE
Prerequisites Impressive Mount
Under your care and training, your mount has realized its innate potential. The mount you gained through the Cavalier Dedication feat becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion.
Prerequisites Impressive Mount
Under your care and training, your mount has realized its innate potential. The mount you gained through the Cavalier Dedication feat becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion.
ARCHETYPE
Prerequisites Cavalier Dedication
You and your mount move like one being, effortlessly reading each other’s signals and synchronizing even in the thick of battle. Whenever you’re riding your mount, you are quickened; you can use the extra action only to command your mount using the Command an Animal skill action.
Prerequisites Cavalier Dedication
You and your mount move like one being, effortlessly reading each other’s signals and synchronizing even in the thick of battle. Whenever you’re riding your mount, you are quickened; you can use the extra action only to command your mount using the Command an Animal skill action.
ARCHETYPE
Prerequisites Cavalier Dedication
You’ve trained with your shield to defend both yourself and your mount. When you Raise a Shield while mounted, both you and your mount gain the shield’s circumstance bonus to AC. If you have the Shield Block reaction, you can use it when your mount would take physical damage, as long as you’re riding your mount. If you do, the shield prevents your mount from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.
Prerequisites Cavalier Dedication
You’ve trained with your shield to defend both yourself and your mount. When you Raise a Shield while mounted, both you and your mount gain the shield’s circumstance bonus to AC. If you have the Shield Block reaction, you can use it when your mount would take physical damage, as long as you’re riding your mount. If you do, the shield prevents your mount from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.
◆
ARCHETYPE SKILL
Prerequisites Cavalier Dedication, expert in Nature
Requirements You are adjacent to a creature that is at least one size larger than you and is willing to be your mount.
You and your mount can spring into action at a moment’s notice. You Mount the creature and Command an Animal to issue it an order of your choice.
Prerequisites Cavalier Dedication, expert in Nature
Requirements You are adjacent to a creature that is at least one size larger than you and is willing to be your mount.
You and your mount can spring into action at a moment’s notice. You Mount the creature and Command an Animal to issue it an order of your choice.
ARCHETYPE
Prerequisites Incredible Mount
You’ve trained your mount to perform in unusual or even extreme circumstances, granting it abilities far beyond others of its kind. Your mount gains one specialization of your choice.
Special You can select this feat up to three times. Each time, add a different specialization to your mount. Your mount can’t have more than three specializations.
Prerequisites Incredible Mount
You’ve trained your mount to perform in unusual or even extreme circumstances, granting it abilities far beyond others of its kind. Your mount gains one specialization of your choice.
Special You can select this feat up to three times. Each time, add a different specialization to your mount. Your mount can’t have more than three specializations.
◆◆◆
ARCHETYPE FLOURISH
Prerequisites Cavalier Dedication
Requirements You are riding a mount that has a melee Strike using its legs (claw, talons, hoof, etc.).
You urge your mount to charge into the fray, trampling all enemies who stand in your path. You command your mount to Stride up to double its Speed (or to Burrow, Climb, Fly, or Swim, if it has the corresponding movement type), moving through the spaces of any foes in your path up to one size smaller than your mount. Your mount deals the damage of one of its melee Strikes to each creature whose space you move through, with a basic Reflex save against your mount’s Athletics DC. On a critical failure, the creature also becomes off-guard until the end of your next turn. Roll the damage only once. You can damage a given creature only once during this movement.
Prerequisites Cavalier Dedication
Requirements You are riding a mount that has a melee Strike using its legs (claw, talons, hoof, etc.).
You urge your mount to charge into the fray, trampling all enemies who stand in your path. You command your mount to Stride up to double its Speed (or to Burrow, Climb, Fly, or Swim, if it has the corresponding movement type), moving through the spaces of any foes in your path up to one size smaller than your mount. Your mount deals the damage of one of its melee Strikes to each creature whose space you move through, with a basic Reflex save against your mount’s Athletics DC. On a critical failure, the creature also becomes off-guard until the end of your next turn. Roll the damage only once. You can damage a given creature only once during this movement.
◆
ARCHETYPE
Prerequisites Cavalier Dedication
Requirements You are riding your mount and wielding a jousting weapon.
With a mighty blow from atop your companion, you attempt to knock an opponent off their mount. Make a melee Strike against a mounted creature. If your attack hits, attempt an Athletics check against the target’s Fortitude DC. If you succeed, the target is knocked off its mount into a space of its choice adjacent to its mount. If you critically succeed, the target also lands prone.
Prerequisites Cavalier Dedication
Requirements You are riding your mount and wielding a jousting weapon.
With a mighty blow from atop your companion, you attempt to knock an opponent off their mount. Make a melee Strike against a mounted creature. If your attack hits, attempt an Athletics check against the target’s Fortitude DC. If you succeed, the target is knocked off its mount into a space of its choice adjacent to its mount. If you critically succeed, the target also lands prone.
ARCHETYPE DEDICATION
The more people you have looking at you, the more content you are, and you take every opportunity to show up others when their performances are less than perfect.
You gain the Upstage reaction. In addition, when you Earn Income, if the level of the task is higher than your level, you gain a +1 circumstance bonus to your check to Earn Income.
Upstage ↺ Trigger An enemy attempts a skill check and doesn’t get a critical success; Effect After your foe has tried their best, you show everyone how it’s really done.
Attempt a check using the same skill that triggered this reaction. The DC is typically the same as the check the enemy attempted, though the GM can adjust this as usual.
Critical Success You gain a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks until the end of your next turn.
Success As critical success, except you gain the benefits only if the triggering creature failed their skill check.
The more people you have looking at you, the more content you are, and you take every opportunity to show up others when their performances are less than perfect.
You gain the Upstage reaction. In addition, when you Earn Income, if the level of the task is higher than your level, you gain a +1 circumstance bonus to your check to Earn Income.
Upstage ↺ Trigger An enemy attempts a skill check and doesn’t get a critical success; Effect After your foe has tried their best, you show everyone how it’s really done.
Attempt a check using the same skill that triggered this reaction. The DC is typically the same as the check the enemy attempted, though the GM can adjust this as usual.
Critical Success You gain a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks until the end of your next turn.
Success As critical success, except you gain the benefits only if the triggering creature failed their skill check.
◆
ARCHETYPE AUDITORY AURA CONCENTRATE EMOTION MENTAL VISUAL
Prerequisites Celebrity Dedication
You command the attention of all around you with style, ensuring their gaze falls only upon you until the end of your next turn. Whenever a creature in a 30-foot emanation around you attempts a saving throw against a different visual effect, it gets a result one degree of success better than it rolled. This is a fortune effect.
When an enemy within the aura attempts to use a visual effect that involves focusing its attention on a particular creature (such as a medusa’s Focus Gaze), it must succeed at a Will save against your class DC or spell DC, whichever is higher, in order to target any creature except you.
Allies in the aura can attempt to Hide even if they don’t have cover, as you are continually providing a distraction.
Prerequisites Celebrity Dedication
You command the attention of all around you with style, ensuring their gaze falls only upon you until the end of your next turn. Whenever a creature in a 30-foot emanation around you attempts a saving throw against a different visual effect, it gets a result one degree of success better than it rolled. This is a fortune effect.
When an enemy within the aura attempts to use a visual effect that involves focusing its attention on a particular creature (such as a medusa’s Focus Gaze), it must succeed at a Will save against your class DC or spell DC, whichever is higher, in order to target any creature except you.
Allies in the aura can attempt to Hide even if they don’t have cover, as you are continually providing a distraction.
◆◆
ARCHETYPE CONCENTRATE EMOTION MENTAL VISUAL
Prerequisites Celebrity Dedication
When you meet someone’s gaze, they’re unable to look away from you. Choose one target creature you can see and that can see you. That creature must succeed at a Will save or be fascinated with you until the end of your next turn; the DC is the higher of your class DC or spell DC. If the creature succeeds at its save or its fascination ends due to a hostile action, it becomes temporarily immune to your Mesmerizing Gaze for 1 day.
Prerequisites Celebrity Dedication
When you meet someone’s gaze, they’re unable to look away from you. Choose one target creature you can see and that can see you. That creature must succeed at a Will save or be fascinated with you until the end of your next turn; the DC is the higher of your class DC or spell DC. If the creature succeeds at its save or its fascination ends due to a hostile action, it becomes temporarily immune to your Mesmerizing Gaze for 1 day.
↺
ARCHETYPE
Prerequisites Celebrity Dedication
Trigger You would gain the fatigued condition.
Requirements You are observed by at least three creatures who aren’t enemies.
As long as you have an audience, you can continue to perform even when you are on the brink of collapse. Indeed, you must— you have an obligation to your fans! You delay the effects of the fatigued condition for 1 minute or until you are no longer observed by at least three creatures who aren’t enemies, whichever comes first. If the fatigued condition has a duration, the duration begins to elapse only after the delay. You can’t further delay or prevent the fatigued condition after this ability ends.
Prerequisites Celebrity Dedication
Trigger You would gain the fatigued condition.
Requirements You are observed by at least three creatures who aren’t enemies.
As long as you have an audience, you can continue to perform even when you are on the brink of collapse. Indeed, you must— you have an obligation to your fans! You delay the effects of the fatigued condition for 1 minute or until you are no longer observed by at least three creatures who aren’t enemies, whichever comes first. If the fatigued condition has a duration, the duration begins to elapse only after the delay. You can’t further delay or prevent the fatigued condition after this ability ends.
ARCHETYPE DEDICATION
Prerequisites trained in Diplomacy
You are a consummate student of dignity, etiquette, and fashion.
You become trained in Deception and Society; if you were already trained in either, you become an expert in it instead. You gain the Influence Rumor downtime activity.
Influence Rumor (downtime)
You spend at least 1 day of downtime attempting to manipulate the course, tone, or content of a rumor to your benefit. You need to succeed at a Diplomacy check to shift the rumor as you intend. The difficulty is determined by the GM based on the size of the community, the relative perceptiveness of the inhabitants, and the agency of other rumormongers, but it typically is no lower than DC 15 for a small village, DC 20 for a town, DC 30 for a city, or DC 40 for a metropolis.
Prerequisites trained in Diplomacy
You are a consummate student of dignity, etiquette, and fashion.
You become trained in Deception and Society; if you were already trained in either, you become an expert in it instead. You gain the Influence Rumor downtime activity.
Influence Rumor (downtime)
You spend at least 1 day of downtime attempting to manipulate the course, tone, or content of a rumor to your benefit. You need to succeed at a Diplomacy check to shift the rumor as you intend. The difficulty is determined by the GM based on the size of the community, the relative perceptiveness of the inhabitants, and the agency of other rumormongers, but it typically is no lower than DC 15 for a small village, DC 20 for a town, DC 30 for a city, or DC 40 for a metropolis.
↺
ARCHETYPE SKILL
Prerequisites Dandy Dedication, expert in Deception
Trigger You observe a target’s attitude toward yourself or your allies decrease as a result of an ally’s behavior.
You know how to maintain a good impression and manage your image, even while keeping uncouth company.
Make a Deception check against the target’s Will DC. Regardless of your result, the target is temporarily immune to your Distracting Flattery for 10 minutes.
Success The target’s attitude doesn’t decrease as a result of your ally’s social blunder.
Failure The target’s attitude decreases as normal.
Critical Failure Your attempt makes matters worse, decreasing the target’s attitude toward you by one step, in addition to any changes from the behavior that triggered this reaction.
Prerequisites Dandy Dedication, expert in Deception
Trigger You observe a target’s attitude toward yourself or your allies decrease as a result of an ally’s behavior.
You know how to maintain a good impression and manage your image, even while keeping uncouth company.
Make a Deception check against the target’s Will DC. Regardless of your result, the target is temporarily immune to your Distracting Flattery for 10 minutes.
Success The target’s attitude doesn’t decrease as a result of your ally’s social blunder.
Failure The target’s attitude decreases as normal.
Critical Failure Your attempt makes matters worse, decreasing the target’s attitude toward you by one step, in addition to any changes from the behavior that triggered this reaction.
ARCHETYPE SKILL
Prerequisites Dandy Dedication, master in Deception
You can lie about having taken an action so convincingly that you acquire all the tangible benefits of having successfully completed it. You can roll Deception in place of a different skill when attempting to Earn Income, Make an Impression, Request, or Subsist. You can use Fabricated Connections to Make an Impression or Request once per day, and you can also use it once per week to Earn Income or Subsist.
Prerequisites Dandy Dedication, master in Deception
You can lie about having taken an action so convincingly that you acquire all the tangible benefits of having successfully completed it. You can roll Deception in place of a different skill when attempting to Earn Income, Make an Impression, Request, or Subsist. You can use Fabricated Connections to Make an Impression or Request once per day, and you can also use it once per week to Earn Income or Subsist.
ARCHETYPE
Prerequisites Dandy Dedication
Your time gossiping in fashionable salons keeps you informed on every topic.
You are trained in Gossip Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you fail a check to Recall Knowledge with Gossip Lore, you get the effects of the Dubious Knowledge skill feat.
If you have legendary proficiency in Society, you gain expert proficiency in Gossip Lore, but you can’t increase your proficiency rank in Gossip Lore by any other means.
Prerequisites Dandy Dedication
Your time gossiping in fashionable salons keeps you informed on every topic.
You are trained in Gossip Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you fail a check to Recall Knowledge with Gossip Lore, you get the effects of the Dubious Knowledge skill feat.
If you have legendary proficiency in Society, you gain expert proficiency in Gossip Lore, but you can’t increase your proficiency rank in Gossip Lore by any other means.
ARCHETYPE SKILL
Prerequisites Dandy Dedication, master in Society
You attend all the fashionable society parties, no matter how exclusive they might be. Any time you encounter a social event you would ordinarily be denied access to, such as a coronation, royal gala, or other society function, you can spend 1d4 hours to secure entry without the need for a skill check. You find invitations, invitees looking for fashionable dates, temporary jobs with the caterers, event staff willing to look the other way, or some other mode of access for yourself and your allies. This ability doesn’t apply to secret events or other small private gatherings with no staff, dates, or outsiders involved.
Prerequisites Dandy Dedication, master in Society
You attend all the fashionable society parties, no matter how exclusive they might be. Any time you encounter a social event you would ordinarily be denied access to, such as a coronation, royal gala, or other society function, you can spend 1d4 hours to secure entry without the need for a skill check. You find invitations, invitees looking for fashionable dates, temporary jobs with the caterers, event staff willing to look the other way, or some other mode of access for yourself and your allies. This ability doesn’t apply to secret events or other small private gatherings with no staff, dates, or outsiders involved.
ARCHETYPE
Prerequisites Dual-Weapon Dedication
When you lash out with both weapons, you leave no room for the target to escape your attack. When you use Double Slice, if you miss with both Strikes, choose one of the two weapons and apply the effects of a hit with that weapon. You can’t choose a weapon if your attack roll with that weapon was a critical failure, meaning you still miss entirely if both attack rolls were critical failures.
Prerequisites Dual-Weapon Dedication
When you lash out with both weapons, you leave no room for the target to escape your attack. When you use Double Slice, if you miss with both Strikes, choose one of the two weapons and apply the effects of a hit with that weapon. You can’t choose a weapon if your attack roll with that weapon was a critical failure, meaning you still miss entirely if both attack rolls were critical failures.
ARCHETYPE
Prerequisites Dual-Weapon Warrior Dedication
You know how to throw two weapons as easily as strike with them. Whenever a feat you gained from the dual-weapon warrior archetype allows you to make a melee Strike, you can instead make a ranged Strike with a thrown weapon or a one-handed ranged weapon you are wielding (weapons that need “1+” hand, such as longbows, don’t qualify). Any effects from these feats that apply to one-handed melee weapons or melee Strikes also apply to one-handed ranged weapons and ranged Strikes.
Prerequisites Dual-Weapon Warrior Dedication
You know how to throw two weapons as easily as strike with them. Whenever a feat you gained from the dual-weapon warrior archetype allows you to make a melee Strike, you can instead make a ranged Strike with a thrown weapon or a one-handed ranged weapon you are wielding (weapons that need “1+” hand, such as longbows, don’t qualify). Any effects from these feats that apply to one-handed melee weapons or melee Strikes also apply to one-handed ranged weapons and ranged Strikes.
◆◆
ARCHETYPE
Prerequisites Dual-Weapon Warrior Dedication
Requirements You are wielding two one-handed melee weapons, each in a different hand.
You attack as you weave your way around the battlefield. Stride up to your Speed. During this movement, you can Strike once with each of the two one-handed melee weapons. Each of these Strikes can be made at any point during your movement.
Prerequisites Dual-Weapon Warrior Dedication
Requirements You are wielding two one-handed melee weapons, each in a different hand.
You attack as you weave your way around the battlefield. Stride up to your Speed. During this movement, you can Strike once with each of the two one-handed melee weapons. Each of these Strikes can be made at any point during your movement.
ARCHETYPE
Prerequisites Dual-Weapon Warrior Dedication
You carry your ammunition in a way that allows you to reload while holding two weapons. While you’re wielding two one-handed weapons, each in a different hand, you don’t need a free hand to reload a one-handed ranged weapon you’re wielding.
Prerequisites Dual-Weapon Warrior Dedication
You carry your ammunition in a way that allows you to reload while holding two weapons. While you’re wielding two one-handed weapons, each in a different hand, you don’t need a free hand to reload a one-handed ranged weapon you’re wielding.
ARCHETYPE DEDICATION
You’re exceptional in your use of two weapons. You gain the Double Slice fighter feat.
You’re exceptional in your use of two weapons. You gain the Double Slice fighter feat.
◆
ARCHETYPE
Prerequisites Dual-Weapon Warrior Dedication
Requirements Your last action was a Double Slice, and both attacks hit the target.
When you hit with both attacks with Double Slice, you flense the target, making it bleed and creating a weak spot. The target takes 1d8 persistent bleed damage per weapon damage die of whichever of the weapons you used that has the most weapon damage dice (maximum 4d8 for a major striking weapon). In addition, until the start of your next turn the target is off-guard, and its resistances to any physical damage types are reduced by 5.
Prerequisites Dual-Weapon Warrior Dedication
Requirements Your last action was a Double Slice, and both attacks hit the target.
When you hit with both attacks with Double Slice, you flense the target, making it bleed and creating a weak spot. The target takes 1d8 persistent bleed damage per weapon damage die of whichever of the weapons you used that has the most weapon damage dice (maximum 4d8 for a major striking weapon). In addition, until the start of your next turn the target is off-guard, and its resistances to any physical damage types are reduced by 5.
ARCHETYPE
Archetype access Requires Dual-Weapon Warrior Dedication.
Prerequisites Twin Riposte
Your weapons are a blur, blocking and biting at your foes. You can use Twin Riposte even if you aren’t benefiting from Twin Parry, provided you wield two melee weapons, one in each hand. At the start of each of your turns, you gain an additional reaction that you can use only to make a Twin Riposte.
Archetype access Requires Dual-Weapon Warrior Dedication.
Prerequisites Twin Riposte
Your weapons are a blur, blocking and biting at your foes. You can use Twin Riposte even if you aren’t benefiting from Twin Parry, provided you wield two melee weapons, one in each hand. At the start of each of your turns, you gain an additional reaction that you can use only to make a Twin Riposte.
◆
ARCHETYPE
Archetype access Requires Dual-Weapon Warrior Dedication.
You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.
Archetype access Requires Dual-Weapon Warrior Dedication.
You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.
◆
ARCHETYPE
Archetype access Requires Dual-Weapon Warrior Dedication.
Requirements You are wielding two melee weapons, one in each hand.
You use your two weapons to parry attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat’s requirement.
Archetype access Requires Dual-Weapon Warrior Dedication.
Requirements You are wielding two melee weapons, one in each hand.
You use your two weapons to parry attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat’s requirement.
↺
ARCHETYPE
Archetype access Requires Dual-Weapon Warrior Dedication.
Trigger A creature within your reach critically fails to Strike you.
Requirements You are benefiting from Twin Parry.
A clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee Strike or Disarm action against the triggering opponent.
Archetype access Requires Dual-Weapon Warrior Dedication.
Trigger A creature within your reach critically fails to Strike you.
Requirements You are benefiting from Twin Parry.
A clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee Strike or Disarm action against the triggering opponent.
◆
ARCHETYPE STANCE
Archetype access Requires Dual-Weapon Warrior Dedication.
Prerequisites Twin Parry
Requirements You are wielding two melee weapons, one in each hand.
You’re always ready to use your off-hand weapon to interfere with attacks against you. While you are in this stance, you constantly gain the benefits of the Twin Parry action.
Archetype access Requires Dual-Weapon Warrior Dedication.
Prerequisites Twin Parry
Requirements You are wielding two melee weapons, one in each hand.
You’re always ready to use your off-hand weapon to interfere with attacks against you. While you are in this stance, you constantly gain the benefits of the Twin Parry action.
◆
ARCHETYPE FLOURISH PRESS
Archetype access Requires Dual-Weapon Warrior Dedication.
Requirements You are wielding two weapons, each in a different hand.
Using the momentum of your prior attack, you lash out with both your weapons in a sudden frenzy. Strike twice, once with each weapon.
Archetype access Requires Dual-Weapon Warrior Dedication.
Requirements You are wielding two weapons, each in a different hand.
Using the momentum of your prior attack, you lash out with both your weapons in a sudden frenzy. Strike twice, once with each weapon.
◆
ARCHETYPE STANCE
Archetype access Requires Duelist Dedication.
Prerequisites trained in Athletics
Requirements You are wielding a single one-handed melee weapon and hold nothing else in your hands.
You adopt a fencing stance that improves your control over your weapon. While you are in this stance, you gain a +1 circumstance bonus to Athletics checks to Disarm and a +2 circumstance bonus to your Reflex DC when defending against checks to Disarm you. In addition, you can attempt to Disarm creatures up to two sizes larger than you.
Archetype access Requires Duelist Dedication.
Prerequisites trained in Athletics
Requirements You are wielding a single one-handed melee weapon and hold nothing else in your hands.
You adopt a fencing stance that improves your control over your weapon. While you are in this stance, you gain a +1 circumstance bonus to Athletics checks to Disarm and a +2 circumstance bonus to your Reflex DC when defending against checks to Disarm you. In addition, you can attempt to Disarm creatures up to two sizes larger than you.
◆
ARCHETYPE PRESS
Archetype access Requires Duelist Dedication.
Prerequisites trained in Athletics
Requirements You are wielding a single one-handed melee weapon and hold nothing else in your hands.
After your initial attack redirects your foe’s defenses, your follow-up wrests their weapon from their grasp.
Make a melee Strike with a one-handed melee weapon. In addition to its other effects, this Strike gains the success and critical success effects of the Disarm action. The Strike also has the following failure effect.
Failure The target is off-guard until the end of your current turn.
Special If you’re in Disarming Stance, you gain a +1 circumstance bonus to the attack roll.
Archetype access Requires Duelist Dedication.
Prerequisites trained in Athletics
Requirements You are wielding a single one-handed melee weapon and hold nothing else in your hands.
After your initial attack redirects your foe’s defenses, your follow-up wrests their weapon from their grasp.
Make a melee Strike with a one-handed melee weapon. In addition to its other effects, this Strike gains the success and critical success effects of the Disarm action. The Strike also has the following failure effect.
Failure The target is off-guard until the end of your current turn.
Special If you’re in Disarming Stance, you gain a +1 circumstance bonus to the attack roll.
◆
ARCHETYPE STANCE
Archetype access Requires Duelist Dedication.
Prerequisites Dueling Parry
Requirements You are wielding a single one-handed melee weapon and hold nothing else in your hands.
Using a free hand as pivot and balance, you both attack and defend with your weapon. While you are in this stance, you constantly have the benefits of Dueling Parry.
Archetype access Requires Duelist Dedication.
Prerequisites Dueling Parry
Requirements You are wielding a single one-handed melee weapon and hold nothing else in your hands.
Using a free hand as pivot and balance, you both attack and defend with your weapon. While you are in this stance, you constantly have the benefits of Dueling Parry.
◆
ARCHETYPE
Archetype access Requires Duelist Dedication.
Requirements You are wielding a single one-handed melee weapon and hold nothing else in your hands.
You can parry attacks against you with your one-handed weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements.
Archetype access Requires Duelist Dedication.
Requirements You are wielding a single one-handed melee weapon and hold nothing else in your hands.
You can parry attacks against you with your one-handed weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements.
↺
ARCHETYPE
Archetype access Requires Duelist Dedication.
Prerequisites Dueling Parry
Trigger A creature within your reach critically fails a Strike against you.
Requirements You are benefiting from Dueling Parry.
You elegantly counterattack against your flailing enemy. Make a melee Strike against or attempt to Disarm the triggering creature.
Archetype access Requires Duelist Dedication.
Prerequisites Dueling Parry
Trigger A creature within your reach critically fails a Strike against you.
Requirements You are benefiting from Dueling Parry.
You elegantly counterattack against your flailing enemy. Make a melee Strike against or attempt to Disarm the triggering creature.
ARCHETYPE DEDICATION
Prerequisites trained in light armor and simple weapons
You are always ready to draw your weapon and begin a duel, no matter the circumstances. You gain the Quick Draw feat, enabling you to both draw and attack with a weapon as 1 action.
Prerequisites trained in light armor and simple weapons
You are always ready to draw your weapon and begin a duel, no matter the circumstances. You gain the Quick Draw feat, enabling you to both draw and attack with a weapon as 1 action.
◆
ARCHETYPE
Prerequisites Duelist Dedication
Select one enemy you can see and proclaim a challenge against it. That enemy is your dueling opponent until it’s defeated, it flees from the encounter, or the encounter ends. Any time you hit that enemy using a single one-handed melee weapon while your other hand or hands are free, you gain a circumstance bonus to the Strike’s damage equal to the number of damage dice your weapon deals.
If you attack a creature other than your dueling opponent, you take a circumstance penalty to damage equal to the number of damage dice your weapon deals.
Prerequisites Duelist Dedication
Select one enemy you can see and proclaim a challenge against it. That enemy is your dueling opponent until it’s defeated, it flees from the encounter, or the encounter ends. Any time you hit that enemy using a single one-handed melee weapon while your other hand or hands are free, you gain a circumstance bonus to the Strike’s damage equal to the number of damage dice your weapon deals.
If you attack a creature other than your dueling opponent, you take a circumstance penalty to damage equal to the number of damage dice your weapon deals.
ARCHETYPE
Archetype access Requires Duelist Dedication.
Prerequisites Dueling Riposte
By shifting your weight and angling your weapon, you guide your opponent to a more favorable position. When you use Dueling Riposte to Strike and you hit, you can Reposition up to 10 feet.
Archetype access Requires Duelist Dedication.
Prerequisites Dueling Riposte
By shifting your weight and angling your weapon, you guide your opponent to a more favorable position. When you use Dueling Riposte to Strike and you hit, you can Reposition up to 10 feet.
ARCHETYPE
Archetype access Requires Duelist Dedication.
Prerequisites Dueling Riposte
Your weapon whirls and darts, striking foes whenever the slightest opening or moment of weakness presents itself. You can use Dueling Riposte even if you aren’t benefiting from Dueling Parry, provided you wield a single one-handed weapon and nothing else. At the start of each of your turns, you gain an additional reaction that you can use only to make a Dueling Riposte.
Archetype access Requires Duelist Dedication.
Prerequisites Dueling Riposte
Your weapon whirls and darts, striking foes whenever the slightest opening or moment of weakness presents itself. You can use Dueling Riposte even if you aren’t benefiting from Dueling Parry, provided you wield a single one-handed weapon and nothing else. At the start of each of your turns, you gain an additional reaction that you can use only to make a Dueling Riposte.
ARCHETYPE
Prerequisites Duelist Dedication, Dueling Parry
You protect those near to you with a flash of steel and a stroke of good luck. When you’re benefiting from Dueling Parry, allies adjacent to you gain a +1 circumstance bonus to AC. If you have Dueling Riposte, you can use it when an enemy within your reach critically fails a Strike against an ally adjacent to you, not just against yourself.
Prerequisites Duelist Dedication, Dueling Parry
You protect those near to you with a flash of steel and a stroke of good luck. When you’re benefiting from Dueling Parry, allies adjacent to you gain a +1 circumstance bonus to AC. If you have Dueling Riposte, you can use it when an enemy within your reach critically fails a Strike against an ally adjacent to you, not just against yourself.
ARCHETYPE
Prerequisites Duelist Dedication
Dueling is your art, and your weapon is your instrument. You have studied and evaluated a great many combat techniques, which you can review each day without fail to ensure you are prepared for any and every situation that may occur.
During your daily preparations, you can swap out any number of your duelist archetype feats for other duelist archetype feats of the appropriate level for which you are qualified. You can’t swap out Duelist Dedication or Student of the Dueling Arts in this way.
In addition, you can enter a stance from a duelist archetype feat you don’t have (such as one listed under Additional Feats) by increasing the number of actions it takes to enter the stance by 1 (typically to 2 actions). You must still meet the stance feat’s prerequisites.
Prerequisites Duelist Dedication
Dueling is your art, and your weapon is your instrument. You have studied and evaluated a great many combat techniques, which you can review each day without fail to ensure you are prepared for any and every situation that may occur.
During your daily preparations, you can swap out any number of your duelist archetype feats for other duelist archetype feats of the appropriate level for which you are qualified. You can’t swap out Duelist Dedication or Student of the Dueling Arts in this way.
In addition, you can enter a stance from a duelist archetype feat you don’t have (such as one listed under Additional Feats) by increasing the number of actions it takes to enter the stance by 1 (typically to 2 actions). You must still meet the stance feat’s prerequisites.
ARCHETYPE
Prerequisites Eldritch Archer Dedication
You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell rank to your repertoire, either a common spell of your chosen tradition or another spell of that tradition you have learned or discovered.
Prerequisites Eldritch Archer Dedication
You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell rank to your repertoire, either a common spell of your chosen tradition or another spell of that tradition you have learned or discovered.
ARCHETYPE DEDICATION MAGICAL
Prerequisites expert in at least one weapon from the bow or crossbow weapon group
You channel powerful magic with your archery, allowing you to deliver potent spells through the tip of an arrow rather than the more mundane flick of the wrist or whatever other gestures are usually used.
If you don’t already cast spells from spell slots, you learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from a tradition of your choice. You choose a common cantrip or other cantrip to which you have access. This cantrip must require a spell attack roll and come from your chosen tradition. You’re trained in spell attack modifier and spell DC. Your key spellcasting attribute for these spells is Charisma.
Regardless of whether you can already cast spells or gained the ability from this dedication, you gain the Eldritch Shot activity.
Eldritch Shot ◆◆◆ Requirements You are wielding a bow or a loaded crossbow;
Effect You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the bow you’re wielding. Make a Strike with that bow. Your spell flies with the ammunition, using your attack roll result to determine the effects of both the Strike and the spell. Combine their damage when applying resistances and weaknesses. This counts as two attacks for your multiple attack penalty, but you don’t apply the penalty until after you’ve completed the Eldritch Shot.
Prerequisites expert in at least one weapon from the bow or crossbow weapon group
You channel powerful magic with your archery, allowing you to deliver potent spells through the tip of an arrow rather than the more mundane flick of the wrist or whatever other gestures are usually used.
If you don’t already cast spells from spell slots, you learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from a tradition of your choice. You choose a common cantrip or other cantrip to which you have access. This cantrip must require a spell attack roll and come from your chosen tradition. You’re trained in spell attack modifier and spell DC. Your key spellcasting attribute for these spells is Charisma.
Regardless of whether you can already cast spells or gained the ability from this dedication, you gain the Eldritch Shot activity.
Eldritch Shot ◆◆◆ Requirements You are wielding a bow or a loaded crossbow;
Effect You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the bow you’re wielding. Make a Strike with that bow. Your spell flies with the ammunition, using your attack roll result to determine the effects of both the Strike and the spell. Combine their damage when applying resistances and weaknesses. This counts as two attacks for your multiple attack penalty, but you don’t apply the penalty until after you’ve completed the Eldritch Shot.
◇
ARCHETYPE
Prerequisites Eldritch Archer Dedication
Requirements Your last action this turn was to make an Eldritch Shot, Cast a Spell from a spell slot, or activate a piece of magical ammunition; this can’t have been a free action or reaction.
You integrate your talent for magic into your use of reloading weapons. You Interact to reload a weapon you are wielding.
Prerequisites Eldritch Archer Dedication
Requirements Your last action this turn was to make an Eldritch Shot, Cast a Spell from a spell slot, or activate a piece of magical ammunition; this can’t have been a free action or reaction.
You integrate your talent for magic into your use of reloading weapons. You Interact to reload a weapon you are wielding.
◆◆
ARCHETYPE EMOTION MAGICAL MENTAL
Prerequisites Eldritch Archer Dedication
With a single whisper carried on the wind, you enchant your ammunition to make a foe more vulnerable to your attacks. Make a bow or crossbow Strike. On a hit, the target takes an additional 2d6 mental damage. On a critical hit, the target also becomes stunned 1. The mental damage increases to 3d6 if your weapon has a greater striking rune, or to 4d6 if your weapon has a major striking rune.
Prerequisites Eldritch Archer Dedication
With a single whisper carried on the wind, you enchant your ammunition to make a foe more vulnerable to your attacks. Make a bow or crossbow Strike. On a hit, the target takes an additional 2d6 mental damage. On a critical hit, the target also becomes stunned 1. The mental damage increases to 3d6 if your weapon has a greater striking rune, or to 4d6 if your weapon has a major striking rune.
ARCHETYPE
Prerequisites Basic Eldritch Archer Spellcasting
You learn additional eldritch archer magic. You gain the expert spellcasting benefits.
Prerequisites Basic Eldritch Archer Spellcasting
You learn additional eldritch archer magic. You gain the expert spellcasting benefits.
◆◆◆
ARCHETYPE MAGICAL
Prerequisites Eldritch Archer Dedication
Frequency once per day
You modify an arrow or bolt to bring death to your target in a single potent hit. Make a bow or crossbow Strike. On a hit, you deal an additional 10d10 precision damage. On a critical hit, the target must also succeed at a Fortitude saving throw against the higher of your class DC or spell DC or be immediately slain; this save has the death and incapacitation traits.
Prerequisites Eldritch Archer Dedication
Frequency once per day
You modify an arrow or bolt to bring death to your target in a single potent hit. Make a bow or crossbow Strike. On a hit, you deal an additional 10d10 precision damage. On a critical hit, the target must also succeed at a Fortitude saving throw against the higher of your class DC or spell DC or be immediately slain; this save has the death and incapacitation traits.
◆
ARCHETYPE MAGICAL
Prerequisites Eldritch Archer Dedication
Your shots zip around corners and fly at impossible angles to reach your target. Make a bow or crossbow Strike against a foe you can see; the ammunition travels to your target, even going around corners. You ignore the target’s concealed condition and all cover.
Prerequisites Eldritch Archer Dedication
Your shots zip around corners and fly at impossible angles to reach your target. Make a bow or crossbow Strike against a foe you can see; the ammunition travels to your target, even going around corners. You ignore the target’s concealed condition and all cover.
◆◆◆
ARCHETYPE FLOURISH
Archetype access Requires Eldritch Archer Dedication.
Requirements You are wielding a ranged weapon with the volley trait and reload 0.
You fire a volley at all foes in an area. Make one Strike with a –2 penalty against each enemy within a 10-foot-radius burst centered at or beyond your weapon’s volley range. Roll the damage only once for all targets. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.
Archetype access Requires Eldritch Archer Dedication.
Requirements You are wielding a ranged weapon with the volley trait and reload 0.
You fire a volley at all foes in an area. Make one Strike with a –2 penalty against each enemy within a 10-foot-radius burst centered at or beyond your weapon’s volley range. Roll the damage only once for all targets. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.
◆
ARCHETYPE MAGICAL
Prerequisites Eldritch Archer Dedication
Frequency once per day
You can concentrate an immense amount of magic to create a piece of ammunition that phases through everything but your target. Make a bow or crossbow Strike against a foe who is observed or hidden to you (but not undetected). The ammunition travels to your target in a straight line, passing through any non-magical barriers or walls in its way, though magical barriers stop the arrow. The shot ignores all cover, the concealed condition, the hidden condition, and circumstance bonuses to AC from shields. It has a +4 status bonus to hit creatures wearing any type of armor. The Strike’s damage can’t be reduced with a Shield Block reaction using a non-magical shield.
Prerequisites Eldritch Archer Dedication
Frequency once per day
You can concentrate an immense amount of magic to create a piece of ammunition that phases through everything but your target. Make a bow or crossbow Strike against a foe who is observed or hidden to you (but not undetected). The ammunition travels to your target in a straight line, passing through any non-magical barriers or walls in its way, though magical barriers stop the arrow. The shot ignores all cover, the concealed condition, the hidden condition, and circumstance bonuses to AC from shields. It has a +4 status bonus to hit creatures wearing any type of armor. The Strike’s damage can’t be reduced with a Shield Block reaction using a non-magical shield.
ARCHETYPE MAGICAL
Prerequisites Eldritch Archer Dedication
You imbue your ammunition with raw and potent magic, transforming it to suit your needs in any situation.
When you select this feat, choose three types of common magical ammunition of 4th level or lower from GM Core or Player Core 2. Your GM might allow you to choose from other types of magical ammunition of an appropriate level, such as uncommon ammunition, or ammunition from other books. You gain the Transform Ammunition action.
Transform Ammunition ◇ (magical) Frequency once per round;
Effect You transform a non-magical arrow or bolt on your person into a piece of magical ammunition of one type you chose for the Magic Ammunition feat. You must shoot the ammunition before the end of your turn or the magic dissipates. If the ammunition has an Activate entry, you still need to spend the required actions to activate the ammunition before shooting it. You can choose a type of magical ammunition that is typically not available to the type of ammunition you’re using—for example, you can use climbing bolt on an arrow, even though that magical ammunition is normally only found on bolts.
Special You can select this feat multiple times. Each time you do, select three additional types of magical ammunition as described above.
Prerequisites Eldritch Archer Dedication
You imbue your ammunition with raw and potent magic, transforming it to suit your needs in any situation.
When you select this feat, choose three types of common magical ammunition of 4th level or lower from GM Core or Player Core 2. Your GM might allow you to choose from other types of magical ammunition of an appropriate level, such as uncommon ammunition, or ammunition from other books. You gain the Transform Ammunition action.
Transform Ammunition ◇ (magical) Frequency once per round;
Effect You transform a non-magical arrow or bolt on your person into a piece of magical ammunition of one type you chose for the Magic Ammunition feat. You must shoot the ammunition before the end of your turn or the magic dissipates. If the ammunition has an Activate entry, you still need to spend the required actions to activate the ammunition before shooting it. You can choose a type of magical ammunition that is typically not available to the type of ammunition you’re using—for example, you can use climbing bolt on an arrow, even though that magical ammunition is normally only found on bolts.
Special You can select this feat multiple times. Each time you do, select three additional types of magical ammunition as described above.
ARCHETYPE
Prerequisites Expert Eldritch Archer Spellcasting
You gain the master spellcasting benefits.
Prerequisites Expert Eldritch Archer Spellcasting
You gain the master spellcasting benefits.
◆
ARCHETYPE MAGICAL
Prerequisites Eldritch Archer Dedication
You have learned to mimic the power that lies between magic and material. You enchant a piece of ammunition on your person with the magical essence of a precious material, allowing you to leverage certain creatures’ weaknesses. Choose cold iron or silver; if you shoot the arrow or bolt before the end of your turn, it counts as that material. At 14th level, add adamantine to the list of materials you can choose from.
Prerequisites Eldritch Archer Dedication
You have learned to mimic the power that lies between magic and material. You enchant a piece of ammunition on your person with the magical essence of a precious material, allowing you to leverage certain creatures’ weaknesses. Choose cold iron or silver; if you shoot the arrow or bolt before the end of your turn, it counts as that material. At 14th level, add adamantine to the list of materials you can choose from.
◆
ARCHETYPE
Archetype access Requires Eldritch Archer Dedication.
You can reload your weapon on the move. You Stride, Step, or Sneak, then Interact to reload.
Archetype access Requires Eldritch Archer Dedication.
You can reload your weapon on the move. You Stride, Step, or Sneak, then Interact to reload.
ARCHETYPE
Archetype access Requires Familiar Master Dedication.
Prerequisites a familiar
You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two.
Archetype access Requires Familiar Master Dedication.
Prerequisites a familiar
You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two.
◆
ARCHETYPE CONCENTRATE SPELLSHAPE
Prerequisites Familiar Master Dedication, able to cast spells
Requirements You have line of effect to your familiar.
Under your tutelage, your familiar has grown attuned to the hidden currents of the world and can serve as a conduit for your magic. If the next action you use is to Cast a Spell that has a range, the spell uses the familiar as its origin point.
Prerequisites Familiar Master Dedication, able to cast spells
Requirements You have line of effect to your familiar.
Under your tutelage, your familiar has grown attuned to the hidden currents of the world and can serve as a conduit for your magic. If the next action you use is to Cast a Spell that has a range, the spell uses the familiar as its origin point.
ARCHETYPE
Prerequisites Familiar Master Dedication
When selecting master abilities, you can choose an ally to benefit from any specific master ability. Each master ability can benefit only a single character, and you can select a specific master ability only once unless the ability says otherwise.
Prerequisites Familiar Master Dedication
When selecting master abilities, you can choose an ally to benefit from any specific master ability. Each master ability can benefit only a single character, and you can select a specific master ability only once unless the ability says otherwise.
ARCHETYPE DEDICATION
You have forged a mystical bond with a creature. This might have involved complex rituals and invocations, such as meditating under the moon until something crept out of the forest. Or maybe you just did each other a good turn, such as rescuing the beast from a trap or a foe, and then being rescued in turn. Whatever the details, you are now comrades until the end. You gain a familiar. If you already have a familiar, you gain the Enhanced Familiar feat.
You have forged a mystical bond with a creature. This might have involved complex rituals and invocations, such as meditating under the moon until something crept out of the forest. Or maybe you just did each other a good turn, such as rescuing the beast from a trap or a foe, and then being rescued in turn. Whatever the details, you are now comrades until the end. You gain a familiar. If you already have a familiar, you gain the Enhanced Familiar feat.
ARCHETYPE
Prerequisites Familiar Master Dedication
You find it easy to attract a powerful and unusual familiar to your side. The number of abilities required to make your familiar a specific familiar is two lower than normal.
Prerequisites Familiar Master Dedication
You find it easy to attract a powerful and unusual familiar to your side. The number of abilities required to make your familiar a specific familiar is two lower than normal.
ARCHETYPE
Prerequisites Enhanced Familiar
Your familiar is infused with even more magic than other familiars. You can select six familiar or master abilities each day, instead of four.
Prerequisites Enhanced Familiar
Your familiar is infused with even more magic than other familiars. You can select six familiar or master abilities each day, instead of four.
ARCHETYPE
Prerequisites Familiar Master Dedication
Your familiar’s supernatural spirit has outgrown its corporeal body. You can conduct a special 10-minute exploration activity to reselect certain familiar abilities, switching one or more of the following abilities for other abilities on this list: amphibious, burrower, climber, darkvision, fast movement, manual dexterity, resistance, and scent. You can reselect only familiar abilities you would normally be able to reselect each day, not required familiar abilities for your familiar. You can’t remove an ability that is required for another ability your familiar has (for instance, you can’t remove manual dexterity if the familiar has item delivery).
Prerequisites Familiar Master Dedication
Your familiar’s supernatural spirit has outgrown its corporeal body. You can conduct a special 10-minute exploration activity to reselect certain familiar abilities, switching one or more of the following abilities for other abilities on this list: amphibious, burrower, climber, darkvision, fast movement, manual dexterity, resistance, and scent. You can reselect only familiar abilities you would normally be able to reselect each day, not required familiar abilities for your familiar. You can’t remove an ability that is required for another ability your familiar has (for instance, you can’t remove manual dexterity if the familiar has item delivery).
ARCHETYPE
Prerequisites Play to the Crowd
When you successfully Play to the Crowd, add the following to the list of benefits you can choose from:
Prerequisites Play to the Crowd
When you successfully Play to the Crowd, add the following to the list of benefits you can choose from:
- A creature you can see within 30 feet becomes frightened 2. This effect has the emotion, fear, mental, and visual traits.
ARCHETYPE SKILL
Prerequisites Gladiator Dedication, expert in Performance
You show off your fighting style to discourage your foes. You can use Performance to Demoralize.
Prerequisites Gladiator Dedication, expert in Performance
You show off your fighting style to discourage your foes. You can use Performance to Demoralize.
ARCHETYPE DEDICATION
Prerequisites Impressive Performance
You know how to turn combat into a form of entertainment.
You gain the Additional Lore general feat for Gladiatorial Lore. If you were already trained in Gladiatorial Lore, you also become trained in a Lore skill of your choice.
At the start of a combat encounter, if you have spectators, you gain a number of temporary HP equal to your character level for 1 minute and you can roll Performance for your initiative. If there are sapient creatures observing a combat encounter, and these onlookers are neither engaged in the combat themselves nor directly assisting any participants, the combatants have spectators. The GM is the final arbiter of whether or not a combat has spectators.
Prerequisites Impressive Performance
You know how to turn combat into a form of entertainment.
You gain the Additional Lore general feat for Gladiatorial Lore. If you were already trained in Gladiatorial Lore, you also become trained in a Lore skill of your choice.
At the start of a combat encounter, if you have spectators, you gain a number of temporary HP equal to your character level for 1 minute and you can roll Performance for your initiative. If there are sapient creatures observing a combat encounter, and these onlookers are neither engaged in the combat themselves nor directly assisting any participants, the combatants have spectators. The GM is the final arbiter of whether or not a combat has spectators.
ARCHETYPE
Prerequisites Gladiator Dedication
You’re skilled with flashy weapons and can use them to great effect.
You have familiarity with the bo staff, dueling cape, spiked chain, sword cane, trident, war flail, and whip. For the purposes of proficiency, you treat these as simple weapons. The GM may add other martial weapons to this list as appropriate for the world or region you are playing in.
Whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
Prerequisites Gladiator Dedication
You’re skilled with flashy weapons and can use them to great effect.
You have familiarity with the bo staff, dueling cape, spiked chain, sword cane, trident, war flail, and whip. For the purposes of proficiency, you treat these as simple weapons. The GM may add other martial weapons to this list as appropriate for the world or region you are playing in.
Whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
↺
ARCHETYPE CONCENTRATE
Prerequisites Gladiator Dedication
Trigger You reduce an enemy to 0 Hit Points during a combat encounter with spectators.
You show off for the crowd.
Attempt a Performance check; the DC is determined by the GM but is typically the standard DC for your level or the DC to Make an Impression on the spectators, whichever is higher. On a success, choose one of the following benefits to gain; on a critical success, choose two benefits:
Prerequisites Gladiator Dedication
Trigger You reduce an enemy to 0 Hit Points during a combat encounter with spectators.
You show off for the crowd.
Attempt a Performance check; the DC is determined by the GM but is typically the standard DC for your level or the DC to Make an Impression on the spectators, whichever is higher. On a success, choose one of the following benefits to gain; on a critical success, choose two benefits:
- A number of temporary Hit Points equal to your character level. These last for 1 minute.
- A +1 circumstance bonus to AC until the end of your next turn.
- A +1 circumstance bonus to your next attack roll before the end of your next turn.
ARCHETYPE
Prerequisites Gladiator Dedication
You pull punches to give a better show. You don’t take the usual –2 circumstance penalty when making a nonlethal attack with a weapon or unarmed attack that doesn’t have the nonlethal trait.
Prerequisites Gladiator Dedication
You pull punches to give a better show. You don’t take the usual –2 circumstance penalty when making a nonlethal attack with a weapon or unarmed attack that doesn’t have the nonlethal trait.
ARCHETYPE
Prerequisites Herbalist Dedication, expert in Nature
Your herbalist talents continue to grow with use and you have become potent at making even more remedies from less. You can create up to 6 herbal items per day with advanced alchemy.
Special You can select this feat a second time to increase the number to 8.
Prerequisites Herbalist Dedication, expert in Nature
Your herbalist talents continue to grow with use and you have become potent at making even more remedies from less. You can create up to 6 herbal items per day with advanced alchemy.
Special You can select this feat a second time to increase the number to 8.
ADDITIVE ARCHETYPE
Prerequisites Herbalist Dedication, trained in Survival
The herbal items you create use medicinal plants endemic to your location.
When a creature consumes one of your herbal items, that creature gains the benefit matching the location where you created that item. If the benefit is not immediate, it lasts for 1 minute unless otherwise stated.
Prerequisites Herbalist Dedication, trained in Survival
The herbal items you create use medicinal plants endemic to your location.
When a creature consumes one of your herbal items, that creature gains the benefit matching the location where you created that item. If the benefit is not immediate, it lasts for 1 minute unless otherwise stated.
- Aquatic Gain a +1 circumstance bonus to Fortitude saves.
- Arctic For 1 hour, treat environmental cold effects as if they were one step less severe.
- Desert For 1 hour, treat environmental heat effects as if they were one step less severe.
- Forest Gain a +2 circumstance bonus to saves against disease and poison effects.
- Mountain Gain a +1 circumstance bonus to Reflex saves.
- Plains Gain a +1 circumstance bonus to Will saves.
- Swamp Remove one source of persistent bleed damage.
- Underground Gain a +1 circumstance bonus to Perception.
ARCHETYPE SKILL
Prerequisites Herbalist Dedication
It is amazing the difference fresh herbs can make. When using Natural Medicine to Treat Wounds, you gain the +2 circumstance bonus from having fresh ingredients, even if not in wilderness. If you do this in the wilderness, you gain a +4 circumstance bonus instead.
Prerequisites Herbalist Dedication
It is amazing the difference fresh herbs can make. When using Natural Medicine to Treat Wounds, you gain the +2 circumstance bonus from having fresh ingredients, even if not in wilderness. If you do this in the wilderness, you gain a +4 circumstance bonus instead.
ARCHETYPE DEDICATION
Prerequisites trained in Nature, Natural Medicine
You can create natural remedies. You gain the advanced alchemy benefits. You can use advanced alchemy to create 4 alchemical consumables with the healing trait, though the number is reduced by 2 if you didn’t make your daily preparations in the wilderness. These consumables are called your herbal items. You remember herbal item formulas and don’t need a formula book for them. You become an expert in Nature and can use Nature instead of Crafting to Craft alchemical consumables with the healing trait. You don’t need to be trained in Crafting to do so, and you can use healer’s tools instead of alchemist’s tools.
Prerequisites trained in Nature, Natural Medicine
You can create natural remedies. You gain the advanced alchemy benefits. You can use advanced alchemy to create 4 alchemical consumables with the healing trait, though the number is reduced by 2 if you didn’t make your daily preparations in the wilderness. These consumables are called your herbal items. You remember herbal item formulas and don’t need a formula book for them. You become an expert in Nature and can use Nature instead of Crafting to Craft alchemical consumables with the healing trait. You don’t need to be trained in Crafting to do so, and you can use healer’s tools instead of alchemist’s tools.
ARCHETYPE
Prerequisites Herbalist Dedication
When you create an elixir as an herbal item, you can prepare it as a poultice instead. A poultice gains the oil trait (but remains alchemical, not magical) and loses the elixir trait. You can apply a poultice by Interacting with one hand. When you apply a poultice, in addition to the item’s normal effects, the recipient can attempt an immediate flat check to recover from a single source of persistent acid, bleed, or fire damage, with the DC reduction from appropriate assistance.
Prerequisites Herbalist Dedication
When you create an elixir as an herbal item, you can prepare it as a poultice instead. A poultice gains the oil trait (but remains alchemical, not magical) and loses the elixir trait. You can apply a poultice by Interacting with one hand. When you apply a poultice, in addition to the item’s normal effects, the recipient can attempt an immediate flat check to recover from a single source of persistent acid, bleed, or fire damage, with the DC reduction from appropriate assistance.
ARCHETYPE SKILL
Prerequisites Linguist Dedication, expert in Deception and Society
You break down a specific individual’s idiolect, memorizing their speech mannerisms and habits. If you interact with someone for at least 10 minutes, when you later attempt to Impersonate that individual, you gain a +4 circumstance bonus to your Deception checks and DCs. Due to the intense character study required, if you Analyze Idiolect again, it replaces any previous idiolect you memorized.
Prerequisites Linguist Dedication, expert in Deception and Society
You break down a specific individual’s idiolect, memorizing their speech mannerisms and habits. If you interact with someone for at least 10 minutes, when you later attempt to Impersonate that individual, you gain a +4 circumstance bonus to your Deception checks and DCs. Due to the intense character study required, if you Analyze Idiolect again, it replaces any previous idiolect you memorized.
ARCHETYPE
Prerequisites Linguist Dedication
Even if you don’t speak a creature’s language, you can rely on inflection, root words, and body language to infer rudimentary meaning. If you interact with a creature for at least 10 minutes and that creature can speak a language, the GM rolls a secret Society check for you, with a DC appropriate for the language’s rarity. On a success, you understand the gist of the meaning and can communicate basic concepts back to the creature; on a failure, you are mistaken or communicate incorrect concepts. If you’re legendary in Society, you can communicate instantly without needing to attempt a Society check; even if you didn’t know the medium of communication the creature uses (speech, sign language, and so on), you intuit this information as soon as they try to communicate.
Prerequisites Linguist Dedication
Even if you don’t speak a creature’s language, you can rely on inflection, root words, and body language to infer rudimentary meaning. If you interact with a creature for at least 10 minutes and that creature can speak a language, the GM rolls a secret Society check for you, with a DC appropriate for the language’s rarity. On a success, you understand the gist of the meaning and can communicate basic concepts back to the creature; on a failure, you are mistaken or communicate incorrect concepts. If you’re legendary in Society, you can communicate instantly without needing to attempt a Society check; even if you didn’t know the medium of communication the creature uses (speech, sign language, and so on), you intuit this information as soon as they try to communicate.
ARCHETYPE DEDICATION
Prerequisites You speak at least three languages.
You have studied languages and their development. You become trained in Society; if you were already trained in Society, you instead become an expert in Society. You gain the Multilingual skill feat twice.
Prerequisites You speak at least three languages.
You have studied languages and their development. You become trained in Society; if you were already trained in Society, you instead become an expert in Society. You gain the Multilingual skill feat twice.
ARCHETYPE SKILL
Prerequisites Linguist Dedication, expert in Society
You use multiple languages to create and break codes. You gain a +1 circumstance bonus to Decipher Writing. If another creature attempts to Decipher Writing you encoded, they take a –2 circumstance penalty unless they speak all the languages you used when you created the writing.
Prerequisites Linguist Dedication, expert in Society
You use multiple languages to create and break codes. You gain a +1 circumstance bonus to Decipher Writing. If another creature attempts to Decipher Writing you encoded, they take a –2 circumstance penalty unless they speak all the languages you used when you created the writing.
ARCHETYPE SKILL
Prerequisites Linguist Dedication, expert in Society
You can pronounce and repeat words with near-perfect accuracy even if you don’t understand their meaning, and you can write them down in a phonetic script that allows you or another creature with Phonetic Training to read it later. Even if the words are in a language with sounds you can’t pronounce, you can faithfully transcribe them. Memorizing long sequences of words remains just as difficult as it is normally.
Prerequisites Linguist Dedication, expert in Society
You can pronounce and repeat words with near-perfect accuracy even if you don’t understand their meaning, and you can write them down in a phonetic script that allows you or another creature with Phonetic Training to read it later. Even if the words are in a language with sounds you can’t pronounce, you can faithfully transcribe them. Memorizing long sequences of words remains just as difficult as it is normally.
ARCHETYPE LINGUISTIC SKILL
Prerequisites Linguist Dedication, master in Society
All communication is filled with slight tells and signals.
If you interact with someone for at least 10 minutes, their regional words, pronunciation changes, and nonverbal cues provide you with a minor fact about their social environment, such as their hometown or certain groups they might belong to. If a target of this ability is being deceptive about their social environment, such as a commoner pretending to be a noble, they secretly attempt a Deception, Society, or appropriate Lore check against your Society DC, providing you a false minor fact consistent with their assumed identity on a success.
Once you’ve gleaned one or more true minor facts about a person, you can then incorporate these mannerisms into your speech to present yourself in a way that they find familiar. This grants you a +1 circumstance bonus to your Diplomacy and Deception checks with them.
Prerequisites Linguist Dedication, master in Society
All communication is filled with slight tells and signals.
If you interact with someone for at least 10 minutes, their regional words, pronunciation changes, and nonverbal cues provide you with a minor fact about their social environment, such as their hometown or certain groups they might belong to. If a target of this ability is being deceptive about their social environment, such as a commoner pretending to be a noble, they secretly attempt a Deception, Society, or appropriate Lore check against your Society DC, providing you a false minor fact consistent with their assumed identity on a success.
Once you’ve gleaned one or more true minor facts about a person, you can then incorporate these mannerisms into your speech to present yourself in a way that they find familiar. This grants you a +1 circumstance bonus to your Diplomacy and Deception checks with them.
↺
ARCHETYPE AUDITORY LINGUISTIC
Prerequisites Linguist Dedication
Trigger Another creature within 60 feet uses a linguistic effect in a language you understand.
You bridge a language gap, repeating the message in a different language that you know. Choose a language you understand to repeat the message in. The linguistic effect counts as both languages, rather than only the language the triggering creature is using, potentially allowing it to affect a wider range of creatures. As normal, you can translate normal speech without Spot Translate and without using a reaction, but this reaction allows you to apply the benefits of translation to spells and actions such as command or Demoralize.
Prerequisites Linguist Dedication
Trigger Another creature within 60 feet uses a linguistic effect in a language you understand.
You bridge a language gap, repeating the message in a different language that you know. Choose a language you understand to repeat the message in. The linguistic effect counts as both languages, rather than only the language the triggering creature is using, potentially allowing it to affect a wider range of creatures. As normal, you can translate normal speech without Spot Translate and without using a reaction, but this reaction allows you to apply the benefits of translation to spells and actions such as command or Demoralize.
ARCHETYPE
Prerequisites Marshal Dedication
You excel at watching your allies’ backs and helping them watch yours. Any ally adjacent to you can’t be off-guard due to flanking unless you’re also flanked. Similarly, while you’re adjacent to at least one ally, you can’t be off-guard due to flanking unless at least one ally you’re adjacent to is flanked as well.
Prerequisites Marshal Dedication
You excel at watching your allies’ backs and helping them watch yours. Any ally adjacent to you can’t be off-guard due to flanking unless you’re also flanked. Similarly, while you’re adjacent to at least one ally, you can’t be off-guard due to flanking unless at least one ally you’re adjacent to is flanked as well.
◆
ARCHETYPE AUDITORY FLOURISH
Prerequisites Marshal Dedication
Frequency once per minute
You call out a quick cadence, guiding your allies into a more efficient rhythm. Each willing ally in your marshal’s aura is quickened until the end of their next turn, and they can use the extra action only to Stride. If an ally uses this extra action, at the end of its turn that ally becomes slowed 1 until the end of its following turn.
Prerequisites Marshal Dedication
Frequency once per minute
You call out a quick cadence, guiding your allies into a more efficient rhythm. Each willing ally in your marshal’s aura is quickened until the end of their next turn, and they can use the extra action only to Stride. If an ally uses this extra action, at the end of its turn that ally becomes slowed 1 until the end of its following turn.
◆◆
ARCHETYPE FLOURISH VISUAL
Prerequisites Marshal Dedication
You heroically dash into the fray, inspiring your allies to follow. You Stride up to your Speed and make a melee Strike. If your Strike hits and damages an enemy, each ally within 60 feet who saw you hit can use a reaction to Stride, but they each must end their Stride closer to the creature you hit than where they started.
Prerequisites Marshal Dedication
You heroically dash into the fray, inspiring your allies to follow. You Stride up to your Speed and make a melee Strike. If your Strike hits and damages an enemy, each ally within 60 feet who saw you hit can use a reaction to Stride, but they each must end their Stride closer to the creature you hit than where they started.
◆
ARCHETYPE STANCE
Prerequisites Marshal Dedication, trained in Intimidation
Putting on a grim face for the battle ahead, you encourage your allies to strike fear into their foes with vicious attacks.
When you use this action, attempt an Intimidation check. The DC is usually an easy DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.
Success Your marshal’s aura grants you and your allies in the aura a +1 status bonus to damage rolls. When you or an ally in the aura critically hit an enemy with a Strike, that enemy is frightened 1. If you’re wielding a weapon that has more than one damage die (typically due to a striking rune), you can have the status bonus equal the weapon’s number of damage dice instead of +1.
Failure You fail to enter the stance.
Critical Failure You fail to enter the stance and can’t take this action again for 1 minute.
Prerequisites Marshal Dedication, trained in Intimidation
Putting on a grim face for the battle ahead, you encourage your allies to strike fear into their foes with vicious attacks.
When you use this action, attempt an Intimidation check. The DC is usually an easy DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.
Success Your marshal’s aura grants you and your allies in the aura a +1 status bonus to damage rolls. When you or an ally in the aura critically hit an enemy with a Strike, that enemy is frightened 1. If you’re wielding a weapon that has more than one damage die (typically due to a striking rune), you can have the status bonus equal the weapon’s number of damage dice instead of +1.
Failure You fail to enter the stance.
Critical Failure You fail to enter the stance and can’t take this action again for 1 minute.
◆
ARCHETYPE STANCE
Prerequisites Marshal Dedication, trained in Diplomacy
You become a brilliant example of dedication and poise in battle, encouraging your allies to follow suit.
When you spend this action, attempt a Diplomacy check. The DC is usually an easy DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.
Success Your marshal’s aura grants you and allies a +1 status bonus to attack rolls and saves against mental effects.
Failure You fail to enter the stance.
Critical Failure You fail to enter the stance and can’t take this action again for 1 minute.
Prerequisites Marshal Dedication, trained in Diplomacy
You become a brilliant example of dedication and poise in battle, encouraging your allies to follow suit.
When you spend this action, attempt a Diplomacy check. The DC is usually an easy DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.
Success Your marshal’s aura grants you and allies a +1 status bonus to attack rolls and saves against mental effects.
Failure You fail to enter the stance.
Critical Failure You fail to enter the stance and can’t take this action again for 1 minute.
ARCHETYPE DEDICATION
Prerequisites trained in martial weapons and either Diplomacy or Intimidation
You’ve combined your social skills and combat training to become a talented combat leader.
Choose Diplomacy or Intimidation. You become trained in that skill or become an expert if you were already trained in it.
In addition, while you’re conscious, you’re surrounded by a marshal’s aura in a 15-foot emanation. Your aura has the emotion, mental, and visual traits and grants you and allies in the aura a +1 status bonus to saving throws against fear.
Prerequisites trained in martial weapons and either Diplomacy or Intimidation
You’ve combined your social skills and combat training to become a talented combat leader.
Choose Diplomacy or Intimidation. You become trained in that skill or become an expert if you were already trained in it.
In addition, while you’re conscious, you’re surrounded by a marshal’s aura in a 15-foot emanation. Your aura has the emotion, mental, and visual traits and grants you and allies in the aura a +1 status bonus to saving throws against fear.
◆◆
ARCHETYPE VISUAL
Prerequisites Marshal Dedication
Your fearless charge into battle reinvigorates your allies to carry on the fight. You Stride up to your Speed and make a melee Strike. If your Strike hits and damages an enemy, each ally within 60 feet who saw you hit gains temporary Hit Points equal to your Charisma modifier. These temporary Hit Points last until the start of your next turn.
Prerequisites Marshal Dedication
Your fearless charge into battle reinvigorates your allies to carry on the fight. You Stride up to your Speed and make a melee Strike. If your Strike hits and damages an enemy, each ally within 60 feet who saw you hit gains temporary Hit Points equal to your Charisma modifier. These temporary Hit Points last until the start of your next turn.
↺
ARCHETYPE
Archetype access Requires Marshal Dedication.
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
Archetype access Requires Marshal Dedication.
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
◆
ARCHETYPE AUDITORY EMOTION MENTAL
Prerequisites Marshal Dedication
You give a quick shout, hoping to shake the fog clouding your ally’s thoughts. Choose one target ally in your marshal’s aura who is affected by a mental effect that allowed a Will save and has a duration of no longer than 1 minute. That ally can immediately attempt a Will save with a +1 circumstance bonus against the effect’s DC, ending the effect on a success. This can’t end the effect for any creatures other than your target ally. Regardless of the result of the save, your ally is temporarily immune to Snap Out of It! for 10 minutes.
Prerequisites Marshal Dedication
You give a quick shout, hoping to shake the fog clouding your ally’s thoughts. Choose one target ally in your marshal’s aura who is affected by a mental effect that allowed a Will save and has a duration of no longer than 1 minute. That ally can immediately attempt a Will save with a +1 circumstance bonus against the effect’s DC, ending the effect on a success. This can’t end the effect for any creatures other than your target ally. Regardless of the result of the save, your ally is temporarily immune to Snap Out of It! for 10 minutes.
◆
ARCHETYPE AUDITORY EMOTION MENTAL
Prerequisites Marshal Dedication
You encourage an ally to toughen up, giving them a fighting chance. Choose one ally in your marshal’s aura. The ally gains temporary Hit Points equal to your Charisma modifier and a +2 circumstance bonus to Fortitude saves. Both benefits last until the start of your next turn.
Prerequisites Marshal Dedication
You encourage an ally to toughen up, giving them a fighting chance. Choose one ally in your marshal’s aura. The ally gains temporary Hit Points equal to your Charisma modifier and a +2 circumstance bonus to Fortitude saves. Both benefits last until the start of your next turn.
ARCHETYPE
Prerequisites Cadence Call
Your remarkable breath control and concise instructions allow you to coordinate your allies more effectively, even in desperate situations. When you grant allies the quickened condition using Cadence Call, they can use the extra action to either Stride or Strike, and they aren’t slowed 1 on their following turn if they use the extra action.
Prerequisites Cadence Call
Your remarkable breath control and concise instructions allow you to coordinate your allies more effectively, even in desperate situations. When you grant allies the quickened condition using Cadence Call, they can use the extra action to either Stride or Strike, and they aren’t slowed 1 on their following turn if they use the extra action.
↺
ARCHETYPE MANIPULATE
Prerequisites Marshal Dedication
Trigger An ally succeeds at a ranged Strike against an opponent in your weapon’s first range increment.
Requirements You have a ranged or thrown weapon in hand.
You capitalize on your ally’s attack and use the opportunity to secure a blow of your own, adding to the oncoming barrage. Make a ranged Strike with a –2 penalty against the opponent targeted by the triggering attack. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike. If this Strike is successful, combine the damage from the attack with the damage from your ally’s attack for the purpose of resistances and weaknesses.
Prerequisites Marshal Dedication
Trigger An ally succeeds at a ranged Strike against an opponent in your weapon’s first range increment.
Requirements You have a ranged or thrown weapon in hand.
You capitalize on your ally’s attack and use the opportunity to secure a blow of your own, adding to the oncoming barrage. Make a ranged Strike with a –2 penalty against the opponent targeted by the triggering attack. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike. If this Strike is successful, combine the damage from the attack with the damage from your ally’s attack for the purpose of resistances and weaknesses.
◆ OR ◆◆
ARCHETYPE AUDITORY FLOURISH
Prerequisites Marshal Dedication
With a resounding cry, you rally your ally to take the offensive. Choose one ally in your marshal’s aura who has a reaction available. If you spend 1 action, that ally can use their reaction to immediately Stride. If you spend 2 actions, that ally can use their reaction to immediately Strike.
Prerequisites Marshal Dedication
With a resounding cry, you rally your ally to take the offensive. Choose one ally in your marshal’s aura who has a reaction available. If you spend 1 action, that ally can use their reaction to immediately Stride. If you spend 2 actions, that ally can use their reaction to immediately Strike.
↺
ARCHETYPE
Prerequisites Marshal Dedication, trained in Athletics
Trigger An ally succeeds at a melee Strike against an enemy you are both adjacent to.
You take advantage of the opening created by your ally to tip your foe off their feet. Attempt an Athletics check to Trip the target of the triggering attack.
Prerequisites Marshal Dedication, trained in Athletics
Trigger An ally succeeds at a melee Strike against an enemy you are both adjacent to.
You take advantage of the opening created by your ally to tip your foe off their feet. Attempt an Athletics check to Trip the target of the triggering attack.
↺
ARCHETYPE
Archetype access Requires Martial Artist Dedication.
Prerequisites Crane Stance
Trigger You are targeted with an attack by an observed attacker.
Requirements You are in Crane Stance.
You interpose your arm between yourself and your opponent. Your circumstance bonus to AC from Crane Stance increases to +3 against the triggering attack. If the attack misses you and the attacker is within your reach, you can immediately make a crane wing Strike against the attacker at a –2 penalty.
Archetype access Requires Martial Artist Dedication.
Prerequisites Crane Stance
Trigger You are targeted with an attack by an observed attacker.
Requirements You are in Crane Stance.
You interpose your arm between yourself and your opponent. Your circumstance bonus to AC from Crane Stance increases to +3 against the triggering attack. If the attack misses you and the attacker is within your reach, you can immediately make a crane wing Strike against the attacker at a –2 penalty.
◆
ARCHETYPE STANCE
Archetype access Requires Martial Artist Dedication.
Requirements You are unarmored.
Your arms flutter like a crane’s wings. You gain a +1 circumstance bonus to AC, but the only Strikes you can make are crane wing attacks. These deal 1d6 bludgeoning damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. While in Crane Stance, reduce the DC for High Jump and Long Jump by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet vertically.
Archetype access Requires Martial Artist Dedication.
Requirements You are unarmored.
Your arms flutter like a crane’s wings. You gain a +1 circumstance bonus to AC, but the only Strikes you can make are crane wing attacks. These deal 1d6 bludgeoning damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. While in Crane Stance, reduce the DC for High Jump and Long Jump by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet vertically.
◆
ARCHETYPE AUDITORY EMOTION FEAR MENTAL
Archetype access Requires Martial Artist Dedication.
Prerequisites Dragon Stance
Requirements You are in Dragon Stance.
You bellow, instilling fear in your enemies.
Enemies within a 15-foot emanation must succeed at a Will save against your Intimidation DC or be frightened 1 (frightened 2 on a critical failure). When a creature frightened by the roar begins its turn adjacent to you, it can’t reduce its frightened value below 1 on that turn. Your first attack that hits a frightened creature after you roar and before the end of your next turn gains a +4 circumstance bonus to damage.
After you use Dragon Roar, you can’t use it again for 1d4 rounds. Its effects end immediately if you leave Dragon Stance. Creatures in the area are then temporarily immune for 1 minute.
Archetype access Requires Martial Artist Dedication.
Prerequisites Dragon Stance
Requirements You are in Dragon Stance.
You bellow, instilling fear in your enemies.
Enemies within a 15-foot emanation must succeed at a Will save against your Intimidation DC or be frightened 1 (frightened 2 on a critical failure). When a creature frightened by the roar begins its turn adjacent to you, it can’t reduce its frightened value below 1 on that turn. Your first attack that hits a frightened creature after you roar and before the end of your next turn gains a +4 circumstance bonus to damage.
After you use Dragon Roar, you can’t use it again for 1d4 rounds. Its effects end immediately if you leave Dragon Stance. Creatures in the area are then temporarily immune for 1 minute.
◆
ARCHETYPE STANCE
Archetype access Requires Martial Artist Dedication.
Requirements You are unarmored.
You enter the stance of a dragon and make powerful leg strikes like a lashing dragon’s tail. You can make dragon tail attacks that deal 1d10 bludgeoning damage. They are in the brawling group and have the backswing, nonlethal, and unarmed traits.
While in Dragon Stance, you can ignore the first square of difficult terrain while Striding.
Archetype access Requires Martial Artist Dedication.
Requirements You are unarmored.
You enter the stance of a dragon and make powerful leg strikes like a lashing dragon’s tail. You can make dragon tail attacks that deal 1d10 bludgeoning damage. They are in the brawling group and have the backswing, nonlethal, and unarmed traits.
While in Dragon Stance, you can ignore the first square of difficult terrain while Striding.
◆
ARCHETYPE FLOURISH
Prerequisites Martial Artist Dedication
Requirements Your last action was a missed Strike with a melee unarmed attack.
You have trained rigorously to use all parts of your body as a weapon, and when you miss with an attack, you can usually continue the attack with a different body part and still deal damage. Make another Strike with a melee unarmed attack, using the same multiple attack penalty as the missed Strike, if any.
Prerequisites Martial Artist Dedication
Requirements Your last action was a missed Strike with a melee unarmed attack.
You have trained rigorously to use all parts of your body as a weapon, and when you miss with an attack, you can usually continue the attack with a different body part and still deal damage. Make another Strike with a melee unarmed attack, using the same multiple attack penalty as the missed Strike, if any.
◆◆
ARCHETYPE FLOURISH
Prerequisites Martial Artist Dedication
You know how to deliver focused, powerful blows that bypass your enemies’ resistances.
Make an unarmed melee Strike. If this Strike hits, it deals two additional weapon damage dice and ignores an amount of resistance to physical damage (or to a specific physical damage type) equal to your level. This Strike counts as two attacks when calculating your multiple attack penalty.
If you are at least 18th level, increase the additional damage to three weapon damage dice.
Prerequisites Martial Artist Dedication
You know how to deliver focused, powerful blows that bypass your enemies’ resistances.
Make an unarmed melee Strike. If this Strike hits, it deals two additional weapon damage dice and ignores an amount of resistance to physical damage (or to a specific physical damage type) equal to your level. This Strike counts as two attacks when calculating your multiple attack penalty.
If you are at least 18th level, increase the additional damage to three weapon damage dice.
ARCHETYPE DEDICATION
You have trained to use your fists as deadly weapons and can deliver devastatingly powerful blows with them. The damage die for your fist unarmed attacks becomes 1d6 instead of 1d4. You don’t take the –2 circumstance penalty for making a lethal attack with your nonlethal unarmed attacks.
You have trained to use your fists as deadly weapons and can deliver devastatingly powerful blows with them. The damage die for your fist unarmed attacks becomes 1d6 instead of 1d4. You don’t take the –2 circumstance penalty for making a lethal attack with your nonlethal unarmed attacks.
◆
ARCHETYPE
Archetype access Requires Martial Artist Dedication.
Prerequisites Mountain Stronghold
Requirements You are in Mountain Stance.
You stomp, shaking the earth beneath you. Creatures on the ground within a 20-foot emanation take damage equal to your Strength modifier (minimum 0), with a basic Fortitude save against your class DC. On a failure, they also fall prone. After you use this action, you can’t use it again for 1d4 rounds.
Special If you have this feat, the Dexterity modifier cap to your AC while using Mountain Stance increases from +1 to +2.
Archetype access Requires Martial Artist Dedication.
Prerequisites Mountain Stronghold
Requirements You are in Mountain Stance.
You stomp, shaking the earth beneath you. Creatures on the ground within a 20-foot emanation take damage equal to your Strength modifier (minimum 0), with a basic Fortitude save against your class DC. On a failure, they also fall prone. After you use this action, you can’t use it again for 1d4 rounds.
Special If you have this feat, the Dexterity modifier cap to your AC while using Mountain Stance increases from +1 to +2.
◆
ARCHETYPE STANCE
Archetype access Requires Martial Artist Dedication.
Requirements You are unarmored and touching the ground.
You enter the stance of an implacable mountain—a technique created by dwarven monks—allowing you to strike with the weight of an avalanche and block blows with your garments.
The only Strikes you can make are falling stone unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the forceful, nonlethal, and unarmed traits.
While in Mountain Stance, you gain a +4 item bonus to AC and a +2 circumstance bonus to any defenses against Reposition, Shove, Trip, and other forced movement effects. You have a Dexterity modifier cap to your AC of +0, meaning you don’t add your Dexterity to your AC, and your Speeds are all reduced by 5 feet. The item bonus to AC from Mountain Stance is cumulative with armor potency runes on your explorer’s clothing, mystic armor, and bands of force.
Archetype access Requires Martial Artist Dedication.
Requirements You are unarmored and touching the ground.
You enter the stance of an implacable mountain—a technique created by dwarven monks—allowing you to strike with the weight of an avalanche and block blows with your garments.
The only Strikes you can make are falling stone unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the forceful, nonlethal, and unarmed traits.
While in Mountain Stance, you gain a +4 item bonus to AC and a +2 circumstance bonus to any defenses against Reposition, Shove, Trip, and other forced movement effects. You have a Dexterity modifier cap to your AC of +0, meaning you don’t add your Dexterity to your AC, and your Speeds are all reduced by 5 feet. The item bonus to AC from Mountain Stance is cumulative with armor potency runes on your explorer’s clothing, mystic armor, and bands of force.
◆
ARCHETYPE
Archetype access Requires Martial Artist Dedication.
Prerequisites Mountain Stance
Requirements You are in Mountain Stance.
You focus on your connection to the earth and call upon the mountain to block attacks against you. You gain a +2 circumstance bonus to AC until the beginning of your next turn.
Special If you have this feat, the Dexterity modifier cap to your AC while you’re in Mountain Stance increases from +0 to +1.
Archetype access Requires Martial Artist Dedication.
Prerequisites Mountain Stance
Requirements You are in Mountain Stance.
You focus on your connection to the earth and call upon the mountain to block attacks against you. You gain a +2 circumstance bonus to AC until the beginning of your next turn.
Special If you have this feat, the Dexterity modifier cap to your AC while you’re in Mountain Stance increases from +0 to +1.
◆◆◆
ARCHETYPE FLOURISH
Prerequisites Martial Artist Dedication
Frequency once per minute
With a burst of effort and speed, you weave a nimble path through your many enemies, striking each in turn as you move past them. You Stride; this movement doesn’t trigger reactions. You can attempt a melee Strike up to three times at any point during your movement, each against a different enemy. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn’t increase until you have made all your attacks.
Prerequisites Martial Artist Dedication
Frequency once per minute
With a burst of effort and speed, you weave a nimble path through your many enemies, striking each in turn as you move past them. You Stride; this movement doesn’t trigger reactions. You can attempt a melee Strike up to three times at any point during your movement, each against a different enemy. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn’t increase until you have made all your attacks.
◆
ARCHETYPE STANCE
Archetype access Requires Martial Artist Dedication.
Prerequisite trained in Deception
You enter a seemingly unfocused stance that mimics the movements of the inebriated—bobbing, weaving, leaving false openings, and distracting your enemies from your true movements. While in this stance, you gain a +1 circumstance bonus to Deception checks to Feint. The only Strikes you can make are stumbling swing unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits. If an enemy hits you with a melee Strike while in this stance, it becomes off-guard against the next stumbling swing Strike you make against it before the end of your next turn.
Archetype access Requires Martial Artist Dedication.
Prerequisite trained in Deception
You enter a seemingly unfocused stance that mimics the movements of the inebriated—bobbing, weaving, leaving false openings, and distracting your enemies from your true movements. While in this stance, you gain a +1 circumstance bonus to Deception checks to Feint. The only Strikes you can make are stumbling swing unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits. If an enemy hits you with a melee Strike while in this stance, it becomes off-guard against the next stumbling swing Strike you make against it before the end of your next turn.
◆◆
ARCHETYPE
Archetype access Requires Martial Artist Dedication.
Prerequisites Tiger Stance
Requirements You are in Tiger Stance.
You make a fierce swipe with both hands. Make a tiger claw Strike. It deals two extra weapon damage dice (three extra dice if you’re 14th level or higher), and you can push the target 5 feet away as if you had successfully Shoved them. If the attack is a critical success and deals damage, add your Strength modifier to the persistent bleed damage from your tiger claw.
Archetype access Requires Martial Artist Dedication.
Prerequisites Tiger Stance
Requirements You are in Tiger Stance.
You make a fierce swipe with both hands. Make a tiger claw Strike. It deals two extra weapon damage dice (three extra dice if you’re 14th level or higher), and you can push the target 5 feet away as if you had successfully Shoved them. If the attack is a critical success and deals damage, add your Strength modifier to the persistent bleed damage from your tiger claw.
◆
ARCHETYPE STANCE
Archetype access Requires Martial Artist Dedication.
Requirements You are unarmored.
You enter the stance of a tiger and can make tiger claw attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. On a critical success with your tiger claws, if you deal damage, the target takes 1d4 persistent bleed damage.
As long as your Speed is at least 20 feet while in Tiger Stance, you can Step 10 feet.
Archetype access Requires Martial Artist Dedication.
Requirements You are unarmored.
You enter the stance of a tiger and can make tiger claw attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. On a critical success with your tiger claws, if you deal damage, the target takes 1d4 persistent bleed damage.
As long as your Speed is at least 20 feet while in Tiger Stance, you can Step 10 feet.
◆◆
ARCHETYPE
Archetype access Requires Martial Artist Dedication.
Prerequisites Wolf Stance
Requirements You are in Wolf Stance.
You rip your enemy off their feet. Make a wolf jaw Strike. Your wolf jaw gains the fatal d12 trait for this Strike, and if the attack succeeds, you knock the target prone.
Archetype access Requires Martial Artist Dedication.
Prerequisites Wolf Stance
Requirements You are in Wolf Stance.
You rip your enemy off their feet. Make a wolf jaw Strike. Your wolf jaw gains the fatal d12 trait for this Strike, and if the attack succeeds, you knock the target prone.
◆
ARCHETYPE STANCE
Archetype access Requires Martial Artist Dedication.
Requirements You are unarmored.
You enter the stance of a wolf, low to the ground with your hands held like fangs. You can make wolf jaw unarmed attacks. These deal 1d8 piercing damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits.
If you’re flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the trip trait.
Archetype access Requires Martial Artist Dedication.
Requirements You are unarmored.
You enter the stance of a wolf, low to the ground with your hands held like fangs. You can make wolf jaw unarmed attacks. These deal 1d8 piercing damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits.
If you’re flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the trip trait.
◆◆◆
ARCHETYPE FLOURISH
Prerequisites Mauler Dedication
Requirements You are wielding a melee weapon in two hands.
You attack all nearby adversaries. Make a melee Strike with your two-handed weapon against each enemy within its melee reach. Each attack counts toward your multiple attack penalty, but don’t increase your penalty until you have made all your attacks.
Prerequisites Mauler Dedication
Requirements You are wielding a melee weapon in two hands.
You attack all nearby adversaries. Make a melee Strike with your two-handed weapon against each enemy within its melee reach. Each attack counts toward your multiple attack penalty, but don’t increase your penalty until you have made all your attacks.
◆
ARCHETYPE PRESS
Archetype access Requires Mauler Dedication.
Requirements You are wielding a melee weapon in two hands.
Your final blow can make an impact even if it rebounds off a foe’s defenses.
Make a Strike with a melee weapon you’re wielding in two hands. After the Strike, your turn ends. The Strike deals one additional weapon damage die, or two additional weapon damage dice if you’re at least 18th level. The Strike also gains the following failure effect.
Failure You deal damage equal to one weapon damage die of the required weapon. Increase this to two dice if you’re at least 18th level.
Archetype access Requires Mauler Dedication.
Requirements You are wielding a melee weapon in two hands.
Your final blow can make an impact even if it rebounds off a foe’s defenses.
Make a Strike with a melee weapon you’re wielding in two hands. After the Strike, your turn ends. The Strike deals one additional weapon damage die, or two additional weapon damage dice if you’re at least 18th level. The Strike also gains the following failure effect.
Failure You deal damage equal to one weapon damage die of the required weapon. Increase this to two dice if you’re at least 18th level.
◆◆
ARCHETYPE
Prerequisites Mauler Dedication
Requirements You’re wielding a melee weapon in two hands.
You put your body behind your massive weapon and swing, shoving enemies to clear a wide path. You attempt to Shove up to five creatures adjacent to you, rolling a separate Athletics check for each target and ignoring the requirement that you have a hand free. Then Stride up to half your Speed. This movement doesn’t trigger reactions from any of the creatures you successfully Shoved. Each attack counts toward your multiple attack penalty, but don’t increase your penalty until you have made all your attacks.
Prerequisites Mauler Dedication
Requirements You’re wielding a melee weapon in two hands.
You put your body behind your massive weapon and swing, shoving enemies to clear a wide path. You attempt to Shove up to five creatures adjacent to you, rolling a separate Athletics check for each target and ignoring the requirement that you have a hand free. Then Stride up to half your Speed. This movement doesn’t trigger reactions from any of the creatures you successfully Shoved. Each attack counts toward your multiple attack penalty, but don’t increase your penalty until you have made all your attacks.
ARCHETYPE
Archetype access Requires Mauler Dedication.
Prerequisites Slam Down
You can dash your foe to the ground with a single blow. If your Slam Down Strike hits, you can make the Trip an automatic critical success without a check. Both the Strike and Trip still count toward your multiple attack penalty. If you used a two-handed melee weapon for the Strike, you can use the weapon’s damage die size instead of the regular die size for the damage from a critical Trip.
Archetype access Requires Mauler Dedication.
Prerequisites Slam Down
You can dash your foe to the ground with a single blow. If your Slam Down Strike hits, you can make the Trip an automatic critical success without a check. Both the Strike and Trip still count toward your multiple attack penalty. If you used a two-handed melee weapon for the Strike, you can use the weapon’s damage die size instead of the regular die size for the damage from a critical Trip.
◆◆◆
ARCHETYPE FLOURISH
Prerequisites Mauler Dedication
Requirements You’re wielding a non-finesse melee weapon in two hands.
You smash the ground with your weapon, knocking nearby creatures to the ground.
Choose a square within your reach, including your own space. If there’s an enemy in the chosen square, you can Strike that enemy with your two-handed weapon. Regardless of whether you attempted a Strike, you then attempt to Trip every enemy in the chosen square plus each square adjacent to that square, ignoring Trip’s requirement that you have a hand free.
Hammer Quake counts as three attacks toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made the Strike, if any, and all the Trip attempts.
Prerequisites Mauler Dedication
Requirements You’re wielding a non-finesse melee weapon in two hands.
You smash the ground with your weapon, knocking nearby creatures to the ground.
Choose a square within your reach, including your own space. If there’s an enemy in the chosen square, you can Strike that enemy with your two-handed weapon. Regardless of whether you attempted a Strike, you then attempt to Trip every enemy in the chosen square plus each square adjacent to that square, ignoring Trip’s requirement that you have a hand free.
Hammer Quake counts as three attacks toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made the Strike, if any, and all the Trip attempts.
ARCHETYPE DEDICATION
Prerequisites Strength +2
You specialize in melee weapons that require two hands.
You have familiarity with all melee weapons that require two hands to wield or have the two-hand trait. For the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
If you are at least an expert in such a weapon, you gain access to the critical specialization effect with that weapon.
Prerequisites Strength +2
You specialize in melee weapons that require two hands.
You have familiarity with all melee weapons that require two hands to wield or have the two-hand trait. For the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
If you are at least an expert in such a weapon, you gain access to the critical specialization effect with that weapon.
↺
ARCHETYPE
Prerequisites Mauler Dedication, expert in Athletics
Trigger An enemy within your reach leaves a square during a move action it’s using.
Requirements You are wielding a melee weapon in two hands.
You swing your weapon at your foe, rebuffing them back. You attempt to Shove the triggering creature, ignoring the requirement that you have a hand free. Unless you critically succeed at your check, the creature continues its movement after the Shove.
Prerequisites Mauler Dedication, expert in Athletics
Trigger An enemy within your reach leaves a square during a move action it’s using.
Requirements You are wielding a melee weapon in two hands.
You swing your weapon at your foe, rebuffing them back. You attempt to Shove the triggering creature, ignoring the requirement that you have a hand free. Unless you critically succeed at your check, the creature continues its movement after the Shove.
◆◆
ARCHETYPE FLOURISH
Archetype access Requires Mauler Dedication.
Prerequisites trained in Athletics
You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them. Make a melee Strike. If it hits and deals damage, you can attempt an Athletics check to Trip the creature you hit. If you’re wielding a two-handed melee weapon, you can ignore Trip’s requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.
Archetype access Requires Mauler Dedication.
Prerequisites trained in Athletics
You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them. Make a melee Strike. If it hits and deals damage, you can attempt an Athletics check to Trip the creature you hit. If you’re wielding a two-handed melee weapon, you can ignore Trip’s requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.
◆◆◆
ARCHETYPE FLOURISH
Archetype access Requires Mauler Dedication.
You make a great sweep with your weapon or fists about yourself, knocking creatures off their feet and away from you. Choose up to three enemies within your reach and choose whether to Shove or Trip all three of them. Whichever of the two options you choose, roll a separate Athletics check against each enemy, performing the same action against each enemy. Each attempt counts toward your multiple attack penalty, but don’t increase your penalty until you have made all the attempts.
Archetype access Requires Mauler Dedication.
You make a great sweep with your weapon or fists about yourself, knocking creatures off their feet and away from you. Choose up to three enemies within your reach and choose whether to Shove or Trip all three of them. Whichever of the two options you choose, roll a separate Athletics check against each enemy, performing the same action against each enemy. Each attempt counts toward your multiple attack penalty, but don’t increase your penalty until you have made all the attempts.
◆◆
ARCHETYPE FLOURISH
Archetype access Requires Mauler Dedication.
You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.
Archetype access Requires Mauler Dedication.
You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.
◆ OR ◆◆
ARCHETYPE FLOURISH
Prerequisites Medic Dedication
You move to provide immediate care to those who need it. You Stride, then use Battle Medicine or Treat Poison. You can spend 2 actions for Doctor’s Visitation to instead Stride and then use either Administer First Aid or Treat Condition (if you have that feat).
Prerequisites Medic Dedication
You move to provide immediate care to those who need it. You Stride, then use Battle Medicine or Treat Poison. You can spend 2 actions for Doctor’s Visitation to instead Stride and then use either Administer First Aid or Treat Condition (if you have that feat).
ARCHETYPE SKILL
Prerequisites trained in Diplomacy, Treat Condition
You provide emotional and spiritual care. Add frightened, stupefied, and stunned to the list of conditions you can reduce with Treat Condition. If the stunned condition has a duration instead of a value, you can’t use Treat Condition to reduce it.
Prerequisites trained in Diplomacy, Treat Condition
You provide emotional and spiritual care. Add frightened, stupefied, and stunned to the list of conditions you can reduce with Treat Condition. If the stunned condition has a duration instead of a value, you can’t use Treat Condition to reduce it.
ARCHETYPE DEDICATION
Prerequisites trained in Medicine, Battle Medicine
You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target gains a circumstance bonus to the number of Hit Points they regain equal to 5 HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use Battle Medicine on a creature that’s temporarily immune due to having already been treated with Battle Medicine. If you’re a master in Medicine, you can do so once per hour.
Prerequisites trained in Medicine, Battle Medicine
You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target gains a circumstance bonus to the number of Hit Points they regain equal to 5 HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use Battle Medicine on a creature that’s temporarily immune due to having already been treated with Battle Medicine. If you’re a master in Medicine, you can do so once per hour.
◆◆◆
ARCHETYPE HEALING MANIPULATE
Prerequisites Medic Dedication, legendary in Medicine
Requirements You are holding healer’s tools or are wearing them and have a hand free.
You resuscitate the dead. Attempt a DC 40 Medicine check to revive a dead creature who has been dead for no more than 3 rounds and whose body is mostly intact. If you succeed, the target returns to life with the effects of raise dead, except it still has the wounded condition it had before dying, increased by 1 (or wounded 1 if it wasn’t wounded before dying). Whether you succeed or fail, the target is temporarily immune to Resuscitate for 1 day.
Prerequisites Medic Dedication, legendary in Medicine
Requirements You are holding healer’s tools or are wearing them and have a hand free.
You resuscitate the dead. Attempt a DC 40 Medicine check to revive a dead creature who has been dead for no more than 3 rounds and whose body is mostly intact. If you succeed, the target returns to life with the effects of raise dead, except it still has the wounded condition it had before dying, increased by 1 (or wounded 1 if it wasn’t wounded before dying). Whether you succeed or fail, the target is temporarily immune to Resuscitate for 1 day.
◆◆
ARCHETYPE HEALING MANIPULATE SKILL
Prerequisites Medic Dedication
Requirements You are holding healer’s tools, or you are wearing them and have a hand free.
You treat an adjacent creature in an attempt to reduce the clumsy, enfeebled, or sickened condition. If a creature has multiple conditions from this list, choose one. Attempt a counteract check against the condition using your Medicine modifier as your counteract modifier and the condition’s source to determine the DC. You can’t treat a condition that came from an artifact or effect above 20th level unless you have Legendary Medic; even if you do, the counteract DC increases by 10. Treating a Condition that is continually applied under certain circumstances (for instance, the enfeebled condition a holy character gains from carrying a weapon with the unholy rune) has no effect as long as the circumstances continue.
Critical Success Reduce the condition value by 2.
Success Reduce the condition value by 1.
Critical Failure Increase the condition value by 1.
Prerequisites Medic Dedication
Requirements You are holding healer’s tools, or you are wearing them and have a hand free.
You treat an adjacent creature in an attempt to reduce the clumsy, enfeebled, or sickened condition. If a creature has multiple conditions from this list, choose one. Attempt a counteract check against the condition using your Medicine modifier as your counteract modifier and the condition’s source to determine the DC. You can’t treat a condition that came from an artifact or effect above 20th level unless you have Legendary Medic; even if you do, the counteract DC increases by 10. Treating a Condition that is continually applied under certain circumstances (for instance, the enfeebled condition a holy character gains from carrying a weapon with the unholy rune) has no effect as long as the circumstances continue.
Critical Success Reduce the condition value by 2.
Success Reduce the condition value by 1.
Critical Failure Increase the condition value by 1.
BOARDING ASSAULT AND PANACHE
If you have the panache class feature, Boarding Assault gains the bravado trait.
If you have the panache class feature, Boarding Assault gains the bravado trait.
ARCHETYPE
Archetype access Requires Pirate Dedication.
Your taunts and threats earn your foes’ ire. When you successfully Demoralize a creature, its frightened condition can’t decrease to less than 1 at the end of its turn until it either uses a hostile action against you or can no longer observe or sense you for at least 1 round.
Archetype access Requires Pirate Dedication.
Your taunts and threats earn your foes’ ire. When you successfully Demoralize a creature, its frightened condition can’t decrease to less than 1 at the end of its turn until it either uses a hostile action against you or can no longer observe or sense you for at least 1 round.
ARCHETYPE
Prerequisites Pirate Dedication
You’re particularly skilled at wielding the weapons used traditionally by pirates.
You gain either the Combat Climber or Underwater Marauder skill feat, even if you do not meet its prerequisites. You have familiarity with the following weapons: hatchet, rapier, scimitar, and whip—for the purposes of proficiency, you treat any of these weapons as simple weapons. Your GM may add additional martial weapons to this list as appropriate for your world or region.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
Prerequisites Pirate Dedication
You’re particularly skilled at wielding the weapons used traditionally by pirates.
You gain either the Combat Climber or Underwater Marauder skill feat, even if you do not meet its prerequisites. You have familiarity with the following weapons: hatchet, rapier, scimitar, and whip—for the purposes of proficiency, you treat any of these weapons as simple weapons. Your GM may add additional martial weapons to this list as appropriate for your world or region.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
ARCHETYPE DEDICATION
Prerequisites trained in Intimidation
As a pirate, you sail the seas in search of enemy ships to plunder and great adventures to embark on.
You gain the Additional Lore general feat for Sailing Lore or for a specific coastal city you have a connection to (such as Port Peril Lore). You ignore the effects of difficult terrain or uneven ground caused by unstable ground (such as the deck of a ship). Additionally, you gain the Boarding Assault action.
Boarding Assault ◆◆ (flourish)
Either Stride twice or attempt an Acrobatics check (DC determined by the GM, but usually DC 20) to swing up to twice your Speed on a rope or similar object, then Strike. If you boarded or disembarked from a boat or similar vehicle during this movement, the Strike deals one additional weapon damage die.
Prerequisites trained in Intimidation
As a pirate, you sail the seas in search of enemy ships to plunder and great adventures to embark on.
You gain the Additional Lore general feat for Sailing Lore or for a specific coastal city you have a connection to (such as Port Peril Lore). You ignore the effects of difficult terrain or uneven ground caused by unstable ground (such as the deck of a ship). Additionally, you gain the Boarding Assault action.
Boarding Assault ◆◆ (flourish)
Either Stride twice or attempt an Acrobatics check (DC determined by the GM, but usually DC 20) to swing up to twice your Speed on a rope or similar object, then Strike. If you boarded or disembarked from a boat or similar vehicle during this movement, the Strike deals one additional weapon damage die.
ARCHETYPE SKILL
Prerequisites Pirate Dedication, trained in Acrobatics and Athletics
You run and climb across ropes and rigging almost as easily as on the ground. You gain a climb Speed of 15 feet, but only when climbing ropes and similar objects. Whenever you succeed at an Athletics check to Climb or an Acrobatics check to Balance, you get a critical success instead. You aren’t off-guard while Climbing or Balancing on a rope or similar object.
Prerequisites Pirate Dedication, trained in Acrobatics and Athletics
You run and climb across ropes and rigging almost as easily as on the ground. You gain a climb Speed of 15 feet, but only when climbing ropes and similar objects. Whenever you succeed at an Athletics check to Climb or an Acrobatics check to Balance, you get a critical success instead. You aren’t off-guard while Climbing or Balancing on a rope or similar object.
◆◆
ARCHETYPE
Prerequisites Pirate Dedication
You frighten a foe into moving where you want them, traditionally demanding they walk the plank. Attempt to Demoralize an opponent. On a success, in addition to the normal effects, you can also force the target to Stride up to its Speed immediately. You choose the path the target takes, but you can’t force it to move into an obviously harmful space (such as into hazardous terrain or a space where it would fall) unless your check was a critical success. As normal for forced movement, this movement doesn’t trigger reactions. The target then becomes temporarily immune to Walk the Plank for 10 minutes.
Prerequisites Pirate Dedication
You frighten a foe into moving where you want them, traditionally demanding they walk the plank. Attempt to Demoralize an opponent. On a success, in addition to the normal effects, you can also force the target to Stride up to its Speed immediately. You choose the path the target takes, but you can’t force it to move into an obviously harmful space (such as into hazardous terrain or a space where it would fall) unless your check was a critical success. As normal for forced movement, this movement doesn’t trigger reactions. The target then becomes temporarily immune to Walk the Plank for 10 minutes.
↺
ARCHETYPE EMOTION FEAR MENTAL
Archetype access Requires Pirate Dedication.
Prerequisites trained in Intimidation
Trigger You reduce an enemy to 0 Hit Points.
After downing a foe, you promise another that you’re coming after them next. Attempt an Intimidation check with a +2 circumstance bonus to Demoralize a single creature that you can see and that can see you. If you’re legendary in Intimidation, you can use this as a free action with the same trigger.
Archetype access Requires Pirate Dedication.
Prerequisites trained in Intimidation
Trigger You reduce an enemy to 0 Hit Points.
After downing a foe, you promise another that you’re coming after them next. Attempt an Intimidation check with a +2 circumstance bonus to Demoralize a single creature that you can see and that can see you. If you’re legendary in Intimidation, you can use this as a free action with the same trigger.
↺
ARCHETYPE FORTUNE
Prerequisites Poisoner Dedication
Trigger You fail a save against a poison.
A small amount of poison, taken at nonlethal doses, can help the body build up resistance against a more deadly dosage. Reroll the triggering check and use the second result. Once you use Acquired Tolerance, you can continue to use it against the same type of poison that day, but you can’t use it against a different type of poison until after you make your next daily preparations. For instance, if you used the reaction on a save against giant scorpion venom, you could use it again against giant scorpion venom even if it came from a different source, but you couldn’t use it against wyvern poison.
Prerequisites Poisoner Dedication
Trigger You fail a save against a poison.
A small amount of poison, taken at nonlethal doses, can help the body build up resistance against a more deadly dosage. Reroll the triggering check and use the second result. Once you use Acquired Tolerance, you can continue to use it against the same type of poison that day, but you can’t use it against a different type of poison until after you make your next daily preparations. For instance, if you used the reaction on a save against giant scorpion venom, you could use it again against giant scorpion venom even if it came from a different source, but you couldn’t use it against wyvern poison.
ARCHETYPE
Prerequisites Poisoner Dedication
You can create up to 6 poisons per day with advanced alchemy.
Special You can select this feat a second time to increase the number to 8.
Prerequisites Poisoner Dedication
You can create up to 6 poisons per day with advanced alchemy.
Special You can select this feat a second time to increase the number to 8.
ARCHETYPE
Archetype access Requires Poisoner Dedication.
You can capably deliver toxins with a blowgun.
Your blowgun Strikes can apply injury poisons even if they deal no damage due to a creature’s resistance. If you critically succeed at a blowgun Strike using a poisoned dart, the target’s initial save against the poison is one degree of success worse than the creature rolls; this is a misfortune effect.
In addition, if you make a blowgun Strike while hidden or undetected, you don’t automatically become observed. Instead, immediately attempt a Stealth check against the Perception DC of the target. If you succeed, you don’t become observed, and are hidden (if you were undetected, you still become hidden rather than remaining undetected).
Archetype access Requires Poisoner Dedication.
You can capably deliver toxins with a blowgun.
Your blowgun Strikes can apply injury poisons even if they deal no damage due to a creature’s resistance. If you critically succeed at a blowgun Strike using a poisoned dart, the target’s initial save against the poison is one degree of success worse than the creature rolls; this is a misfortune effect.
In addition, if you make a blowgun Strike while hidden or undetected, you don’t automatically become observed. Instead, immediately attempt a Stealth check against the Perception DC of the target. If you succeed, you don’t become observed, and are hidden (if you were undetected, you still become hidden rather than remaining undetected).
ARCHETYPE
Prerequisites Poisoner Dedication
Your injury poisons can spray onto creatures. You gain the toxicologist alchemist’s greater field discovery.
Prerequisites Poisoner Dedication
Your injury poisons can spray onto creatures. You gain the toxicologist alchemist’s greater field discovery.
ARCHETYPE
Archetype access Requires Poisoner Dedication.
Prerequisites Poison Weapon
You deliver poisons in ways that maximize their harmful effects. When you apply a simple poison with Poison Weapon, the poison deals 2d4 poison damage instead of 1d4 poison damage. You don’t waste a poison you apply with Poison Weapon on a critically failed attack roll.
Archetype access Requires Poisoner Dedication.
Prerequisites Poison Weapon
You deliver poisons in ways that maximize their harmful effects. When you apply a simple poison with Poison Weapon, the poison deals 2d4 poison damage instead of 1d4 poison damage. You don’t waste a poison you apply with Poison Weapon on a critically failed attack roll.
ARCHETYPE
Archetype access Requires Poisoner Dedication.
Unsuspecting targets are especially vulnerable to your poisons. When you successfully Strike an off-guard creature with a poisoned weapon or expose an off-guard creature to an inhaled poison, that creature takes a –2 circumstance penalty to its initial save against that poison.
Archetype access Requires Poisoner Dedication.
Unsuspecting targets are especially vulnerable to your poisons. When you successfully Strike an off-guard creature with a poisoned weapon or expose an off-guard creature to an inhaled poison, that creature takes a –2 circumstance penalty to its initial save against that poison.
ARCHETYPE
Prerequisites Poisoner Dedication
In nature, certain animals are covered in venomous spines, and just brushing against them can prove deadly.
You expend a contact or injury poison and spend 10 minutes brushing that poison onto your clothing or weaving sharp, poisoned needles into the garment’s fabric. You can have only one poison suffused into your clothing at a time. You can use the Once Bitten reaction while you have a poison suffused in this way.
Once Bitten ↺ Trigger A creature adjacent to you hits you with a melee unarmed Strike; Requirements You have prepared your clothing to poison attackers;
Effect The triggering creature is exposed to the suffused poison, and the poison becomes inert.
Prerequisites Poisoner Dedication
In nature, certain animals are covered in venomous spines, and just brushing against them can prove deadly.
You expend a contact or injury poison and spend 10 minutes brushing that poison onto your clothing or weaving sharp, poisoned needles into the garment’s fabric. You can have only one poison suffused into your clothing at a time. You can use the Once Bitten reaction while you have a poison suffused in this way.
Once Bitten ↺ Trigger A creature adjacent to you hits you with a melee unarmed Strike; Requirements You have prepared your clothing to poison attackers;
Effect The triggering creature is exposed to the suffused poison, and the poison becomes inert.
ARCHETYPE
Archetype access Requires Poisoner Dedication.
Your affinity for the natural world grants you protection against some of its dangers. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.
Archetype access Requires Poisoner Dedication.
Your affinity for the natural world grants you protection against some of its dangers. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.
◆
ARCHETYPE MANIPULATE
Archetype access Requires Poisoner Dedication.
Requirements You are wielding a weapon.
You apply a contact poison or injury poison to the required weapon; if you have a free hand, you can Interact to draw a poison as part of this action. This poison can be one of the simple injury poisons you can create due to this feat (see Special), or another contact or injury poison you’ve acquired (such as those in GM Core).
Special During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These follow the rules for injury poisons, except that they deal 1d4 poison damage with no saving throw. Only you can apply these poisons properly, and they expire the next time you prepare.
Archetype access Requires Poisoner Dedication.
Requirements You are wielding a weapon.
You apply a contact poison or injury poison to the required weapon; if you have a free hand, you can Interact to draw a poison as part of this action. This poison can be one of the simple injury poisons you can create due to this feat (see Special), or another contact or injury poison you’ve acquired (such as those in GM Core).
Special During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These follow the rules for injury poisons, except that they deal 1d4 poison damage with no saving throw. Only you can apply these poisons properly, and they expire the next time you prepare.
ARCHETYPE DEDICATION
Prerequisites trained in Crafting
You make a point of always having a few toxins near at hand—you never know when some arsenic or the like might prove useful. You gain the advanced alchemy benefits. You can use advanced alchemy to create four alchemical poison consumables each day. You remember alchemical poison formulas and don’t need a formula book for them.
Prerequisites trained in Crafting
You make a point of always having a few toxins near at hand—you never know when some arsenic or the like might prove useful. You gain the advanced alchemy benefits. You can use advanced alchemy to create four alchemical poison consumables each day. You remember alchemical poison formulas and don’t need a formula book for them.
◆
ARCHETYPE
Prerequisites Poisoner Dedication, trained in Medicine
Requirements Your last action was a successful melee Strike that dealt damage against a target afflicted by a poison, and you know which poison.
Poisons attack specific parts of the body—one venom might target the lungs, another the circulatory system, while another deteriorates the nerves. You know how to take advantage of such weaknesses. You deal 1d6 damage of the required Strike’s damage type and 1d6 poison damage to the target. If you’re at least 18th level, you deal 2d6 damage of each type.
Prerequisites Poisoner Dedication, trained in Medicine
Requirements Your last action was a successful melee Strike that dealt damage against a target afflicted by a poison, and you know which poison.
Poisons attack specific parts of the body—one venom might target the lungs, another the circulatory system, while another deteriorates the nerves. You know how to take advantage of such weaknesses. You deal 1d6 damage of the required Strike’s damage type and 1d6 poison damage to the target. If you’re at least 18th level, you deal 2d6 damage of each type.
ARCHETYPE
Archetype access Requires Poisoner Dedication.
A combination of additional viscosity and careful application keeps your weapons poisoned even when suffering significant wear and tear. If your Strike with a poisoned weapon would expend its poison without your target attempting an initial save (due to resistance or your Strike being a critical failure, for example), attempt a DC 5 flat check. On a success, your weapon remains poisoned. If your Strike with a poisoned weapon succeeds, attempt a DC 17 flat check. On a success, your weapon remains poisoned until the end of your next turn.
Archetype access Requires Poisoner Dedication.
A combination of additional viscosity and careful application keeps your weapons poisoned even when suffering significant wear and tear. If your Strike with a poisoned weapon would expend its poison without your target attempting an initial save (due to resistance or your Strike being a critical failure, for example), attempt a DC 5 flat check. On a success, your weapon remains poisoned. If your Strike with a poisoned weapon succeeds, attempt a DC 17 flat check. On a success, your weapon remains poisoned until the end of your next turn.
ARCHETYPE
Archetype access Requires Poisoner Dedication.
Your victims tend to expire long before your poisons, since the latter have been specifically formulated to last longer. The maximum duration of any poison you create increases by an amount equal to the poison’s stage 1 interval, to a maximum of twice the poison’s maximum duration.
Archetype access Requires Poisoner Dedication.
Your victims tend to expire long before your poisons, since the latter have been specifically formulated to last longer. The maximum duration of any poison you create increases by an amount equal to the poison’s stage 1 interval, to a maximum of twice the poison’s maximum duration.
ARCHETYPE FORTUNE
Prerequisites Flexible Ritualist
You can cover for a secondary caster’s error. If you are the primary caster, after all the secondary checks are rolled, you can choose one check that was a failure or critical failure, and improve the result to one degree of success better than what the secondary caster rolled.
Prerequisites Flexible Ritualist
You can cover for a secondary caster’s error. If you are the primary caster, after all the secondary checks are rolled, you can choose one check that was a failure or critical failure, and improve the result to one degree of success better than what the secondary caster rolled.
ARCHETYPE
Prerequisites Ritualist Dedication
You can perform particularly extensive rituals in less time.
If the ritual normally requires 1 day to cast, you can cast it in 4 hours. If it takes longer than 1 day, you cast it in half the number of days, rounded up.
At 14th level, if a ritual has a casting time measured in days, you can cast it in an equal number of hours. If this results in a ritual longer than 8 hours, you split the ritual between multiple days, as normal for a ritual.
Prerequisites Ritualist Dedication
You can perform particularly extensive rituals in less time.
If the ritual normally requires 1 day to cast, you can cast it in 4 hours. If it takes longer than 1 day, you cast it in half the number of days, rounded up.
At 14th level, if a ritual has a casting time measured in days, you can cast it in an equal number of hours. If this results in a ritual longer than 8 hours, you split the ritual between multiple days, as normal for a ritual.
ARCHETYPE
Prerequisites Ritualist Dedication
Elegant and expensive components are no replacement for your skill and practice at ritual casting. If a ritual has a Cost entry that has a value in gp, reduce the amount you need to spend by 10%. If you critically succeed at the primary check for a ritual, the gp value of components the ritual consumes is reduced by the same amount. For example, using resurrect to bring back a 14th-level creature normally costs 1,050 gp, but would cost you only 945 gp; and if you critically succeeded at the primary Religion check, you would spend only 840 gp.
Prerequisites Ritualist Dedication
Elegant and expensive components are no replacement for your skill and practice at ritual casting. If a ritual has a Cost entry that has a value in gp, reduce the amount you need to spend by 10%. If you critically succeed at the primary check for a ritual, the gp value of components the ritual consumes is reduced by the same amount. For example, using resurrect to bring back a 14th-level creature normally costs 1,050 gp, but would cost you only 945 gp; and if you critically succeeded at the primary Religion check, you would spend only 840 gp.
ARCHETYPE
Prerequisites Ritualist Dedication
You can perform two aspects of a ritual yourself. When you cast a ritual, you can reduce the number of secondary casters by 1. When you do, you must fulfill any requirements for the secondary caster, and you attempt the secondary check normally performed by that secondary caster. You can’t replace a secondary caster who is the target of the spell (as in the atone ritual).
Prerequisites Ritualist Dedication
You can perform two aspects of a ritual yourself. When you cast a ritual, you can reduce the number of secondary casters by 1. When you do, you must fulfill any requirements for the secondary caster, and you attempt the secondary check normally performed by that secondary caster. You can’t replace a secondary caster who is the target of the spell (as in the atone ritual).
ARCHETYPE SKILL
Prerequisites Ritualist Dedication
You can cast difficult rituals that might otherwise be just beyond your skill. You can attempt checks to cast a ritual that requires expert proficiency if you are trained, master proficiency if you are an expert, or legendary proficiency if you are a master.
Prerequisites Ritualist Dedication
You can cast difficult rituals that might otherwise be just beyond your skill. You can attempt checks to cast a ritual that requires expert proficiency if you are trained, master proficiency if you are an expert, or legendary proficiency if you are a master.
UNCOMMON ARCHETYPE DEDICATION
Prerequisites expert in Arcana, Nature, Occultism, or Religion
You have begun to master the difficult art of casting rituals.
You gain a +2 circumstance bonus to all checks to perform a ritual. You learn two uncommon rituals of 2nd rank or lower. You must meet all prerequisites to be the primary caster of a ritual to select it, and you can’t teach it to anyone else or allow someone else to serve as primary caster unless they know the ritual as well.
At 8th level and every 4 levels thereafter, you learn two more rituals with the same restrictions and with a maximum rank of half that level.
Prerequisites expert in Arcana, Nature, Occultism, or Religion
You have begun to master the difficult art of casting rituals.
You gain a +2 circumstance bonus to all checks to perform a ritual. You learn two uncommon rituals of 2nd rank or lower. You must meet all prerequisites to be the primary caster of a ritual to select it, and you can’t teach it to anyone else or allow someone else to serve as primary caster unless they know the ritual as well.
At 8th level and every 4 levels thereafter, you learn two more rituals with the same restrictions and with a maximum rank of half that level.
ARCHETYPE
Archetype access Requires Scout Dedication.
Prerequisites master in Stealth
You alter your appearance to blend in to the wilderness. In natural terrain, you can Hide and Sneak even without cover or being concealed.
Archetype access Requires Scout Dedication.
Prerequisites master in Stealth
You alter your appearance to blend in to the wilderness. In natural terrain, you can Hide and Sneak even without cover or being concealed.
◆◆
ARCHETYPE FLOURISH
Prerequisites Scout Dedication
You’re able to quickly disappear and then move about without drawing the attention of your enemies. You Hide, then Sneak twice.
Prerequisites Scout Dedication
You’re able to quickly disappear and then move about without drawing the attention of your enemies. You Hide, then Sneak twice.
ARCHETYPE DEDICATION
Prerequisites trained in Stealth and Survival
You are a highly skilled scout, capable of guiding your allies, detecting imminent threats, and avoiding the attention of dangerous enemies. You can perform the Scout exploration activity at the same time as the Avoid Notice exploration activity. The bonus to initiative you grant when you Scout is +2 instead of +1.
Prerequisites trained in Stealth and Survival
You are a highly skilled scout, capable of guiding your allies, detecting imminent threats, and avoiding the attention of dangerous enemies. You can perform the Scout exploration activity at the same time as the Avoid Notice exploration activity. The bonus to initiative you grant when you Scout is +2 instead of +1.
◆◆
ARCHETYPE FLOURISH
Prerequisites Scout Dedication
You meander around unpredictably, and then ambush your opponents without warning. Choose one enemy. Stride, Feint against that opponent, and then make a Strike against it. For your Feint, you can attempt a Stealth check instead of the Deception check that’s usually required, using the terrain around you to surprise your foe.
Prerequisites Scout Dedication
You meander around unpredictably, and then ambush your opponents without warning. Choose one enemy. Stride, Feint against that opponent, and then make a Strike against it. For your Feint, you can attempt a Stealth check instead of the Deception check that’s usually required, using the terrain around you to surprise your foe.
◆◆
ARCHETYPE FLOURISH
Prerequisites Scout Dedication
Requirements You are hidden from or undetected by all of your opponents, and you aren’t within 10 feet of any enemy.
You leap from the shadows to strike at your foes. Stride up to your Speed, then Strike twice. If you were hidden or unnoticed by the target of these Strikes, the target is off-guard against both attacks. Your multiple attack penalty applies normally for both attacks.
Prerequisites Scout Dedication
Requirements You are hidden from or undetected by all of your opponents, and you aren’t within 10 feet of any enemy.
You leap from the shadows to strike at your foes. Stride up to your Speed, then Strike twice. If you were hidden or unnoticed by the target of these Strikes, the target is off-guard against both attacks. Your multiple attack penalty applies normally for both attacks.
ARCHETYPE
Prerequisites Scout Dedication
You move faster, especially when traveling, allowing you to scout out ahead and report back without slowing your allies. You gain a +10-foot status bonus to your Speed. When calculating your travel speed, this increases to a +20-foot status bonus.
Prerequisites Scout Dedication
You move faster, especially when traveling, allowing you to scout out ahead and report back without slowing your allies. You gain a +10-foot status bonus to your Speed. When calculating your travel speed, this increases to a +20-foot status bonus.
ARCHETYPE
Prerequisites Scout Dedication
You have mastered movement in many different environments. You gain the Terrain Stalker skill feat twice, choosing a different terrain each time. If you Avoid Notice while exploring and any allies use Follow the Expert to follow you as you do so, you can choose one of those allies to gain the benefit of any one Terrain Stalker feat you have.
Prerequisites Scout Dedication
You have mastered movement in many different environments. You gain the Terrain Stalker skill feat twice, choosing a different terrain each time. If you Avoid Notice while exploring and any allies use Follow the Expert to follow you as you do so, you can choose one of those allies to gain the benefit of any one Terrain Stalker feat you have.
ARCHETYPE
Prerequisites Scroll Trickster Dedication
You have a vast and overflowing collection of scroll scraps, riddled with errors and misspellings and leaking energy like a sieve. With enough care, you can coax these scroll scraps into functioning—briefly.
Each day during your daily preparations, you can create a single temporary scroll containing a 1st-rank spell. The spell must be a common spell, a spell to which you have access, or a spell you are able to cast, and you must be trained in the skill corresponding to at least one of the spell’s traditions. You can use Learn a Spell to add spells to those you can use with this feat, even if you aren’t a spellcaster. This scroll is an unstable, temporary item and loses its magic the next time you make your daily preparations if you haven’t already used it. This temporary scroll can’t be used to Learn the Spell.
At 8th level, add a second temporary scroll containing a 2nd-rank spell.
Prerequisites Scroll Trickster Dedication
You have a vast and overflowing collection of scroll scraps, riddled with errors and misspellings and leaking energy like a sieve. With enough care, you can coax these scroll scraps into functioning—briefly.
Each day during your daily preparations, you can create a single temporary scroll containing a 1st-rank spell. The spell must be a common spell, a spell to which you have access, or a spell you are able to cast, and you must be trained in the skill corresponding to at least one of the spell’s traditions. You can use Learn a Spell to add spells to those you can use with this feat, even if you aren’t a spellcaster. This scroll is an unstable, temporary item and loses its magic the next time you make your daily preparations if you haven’t already used it. This temporary scroll can’t be used to Learn the Spell.
At 8th level, add a second temporary scroll containing a 2nd-rank spell.
ARCHETYPE
Prerequisites Basic Scroll Cache
Your scroll collection has vastly grown, both in size and potency. In addition to your daily scrolls from Basic Scroll Cache, add a scroll with a 3rd-rank spell. At 14th level, add a scroll with a 4th-rank spell. At 16th level, add a scroll with a 5th-rank spell.
Prerequisites Basic Scroll Cache
Your scroll collection has vastly grown, both in size and potency. In addition to your daily scrolls from Basic Scroll Cache, add a scroll with a 3rd-rank spell. At 14th level, add a scroll with a 4th-rank spell. At 16th level, add a scroll with a 5th-rank spell.
ARCHETYPE
Prerequisites Expert Scroll Cache
Your scroll collection is incredible, brimming with eldritch power, and you can prepare far more of them than an ordinary scroll trickster. In addition to your daily scrolls from the Basic and Expert Scroll Caches, add a single scroll with a 6th-rank spell. At 20th level, add a scroll with a 7th-rank spell.
Prerequisites Expert Scroll Cache
Your scroll collection is incredible, brimming with eldritch power, and you can prepare far more of them than an ordinary scroll trickster. In addition to your daily scrolls from the Basic and Expert Scroll Caches, add a single scroll with a 6th-rank spell. At 20th level, add a scroll with a 7th-rank spell.
ARCHETYPE DEDICATION
Prerequisites trained in Arcana, Nature, Occultism, or Religion
You’ve studied scrolls in depth. This might have been a comprehensive education in a formal setting or the sort of education where you somehow obtain a number of scrolls and try not to explode anything you didn’t mean to explode. You gain the Trick Magic Item feat, and you gain a +2 circumstance bonus to skill checks to Trick scrolls. If you roll a critical failure to Trick a Magic Item that’s a scroll, you get a failure instead.
Prerequisites trained in Arcana, Nature, Occultism, or Religion
You’ve studied scrolls in depth. This might have been a comprehensive education in a formal setting or the sort of education where you somehow obtain a number of scrolls and try not to explode anything you didn’t mean to explode. You gain the Trick Magic Item feat, and you gain a +2 circumstance bonus to skill checks to Trick scrolls. If you roll a critical failure to Trick a Magic Item that’s a scroll, you get a failure instead.
◆
ARCHETYPE
Prerequisites Scroll Trickster Dedication
You can activate the magic of a scroll with a cursory read as you draw it from your belt. You Interact to draw a scroll, then use Trick Magic Item on the scroll.
Prerequisites Scroll Trickster Dedication
You can activate the magic of a scroll with a cursory read as you draw it from your belt. You Interact to draw a scroll, then use Trick Magic Item on the scroll.
ARCHETYPE SKILL
Prerequisites Scrounger Dedication, master in Crafting
You can apply the same techniques you use to reverse engineer objects to disable dangerous traps and break apart locks. You can use Crafting instead of Thievery to Disable a Device or Pick a Lock.
Prerequisites Scrounger Dedication, master in Crafting
You can apply the same techniques you use to reverse engineer objects to disable dangerous traps and break apart locks. You can use Crafting instead of Thievery to Disable a Device or Pick a Lock.
ARCHETYPE
Prerequisites Scrounger Dedication, Magical Crafting
You can craft a temporary wondrous item using the magic scrounged from all around.
Once per day, you can Cobble Together a temporary magic item. The temporary item must be common, magical, half your level or lower, and be able to be held, wielded, or worn. Any Craft requirements must be provided as normal.
You can’t Cobble Together a consumable, a rune, or an item with runes. If the item must be worn or affixed, removing it once it’s affixed or donned destroys it.
Prerequisites Scrounger Dedication, Magical Crafting
You can craft a temporary wondrous item using the magic scrounged from all around.
Once per day, you can Cobble Together a temporary magic item. The temporary item must be common, magical, half your level or lower, and be able to be held, wielded, or worn. Any Craft requirements must be provided as normal.
You can’t Cobble Together a consumable, a rune, or an item with runes. If the item must be worn or affixed, removing it once it’s affixed or donned destroys it.
ARCHETYPE SKILL
Prerequisites Scrounger Dedication, expert in Crafting
Your nigh-constant tinkering and fiddling with objects means you are able to reverse engineer items into formulas more effectively than most. You gain a +2 circumstance bonus to Crafting checks to reverse engineer a formula from an item, and you can attempt a Crafting check to reverse engineer an item after spending 1 day of work setting up instead of 2. Additionally, if you get a critical success on your Crafting check, you can opt to not only create the formula but also reassemble the original item at the same time, leaving you with the formula and the item instead of the formula and raw materials equal to half the item’s value.
Prerequisites Scrounger Dedication, expert in Crafting
Your nigh-constant tinkering and fiddling with objects means you are able to reverse engineer items into formulas more effectively than most. You gain a +2 circumstance bonus to Crafting checks to reverse engineer a formula from an item, and you can attempt a Crafting check to reverse engineer an item after spending 1 day of work setting up instead of 2. Additionally, if you get a critical success on your Crafting check, you can opt to not only create the formula but also reassemble the original item at the same time, leaving you with the formula and the item instead of the formula and raw materials equal to half the item’s value.
UNCOMMON ARCHETYPE DEDICATION
Prerequisites trained in Crafting
While others need specialized tools and a dedicated space, you have found a way to build just about anything, anywhere.
You can Craft items even without appropriate tools or a workshop. Additionally, you don’t need a physical formula book to remember all of your formulas; you pay the same cost as normal to learn them, but you memorize them all. You gain the Cobble Together activity.
Cobble Together (exploration)
You Craft a temporary item out of anything, anywhere, with whatever materials happen to be on hand, spending only 10 minutes to perform the initial Crafting check. The temporary item must be one you’ve memorized or have the formula for, and must be common, non-magical, half your level or lower, and must be a weapon, armor, or a non-consumable piece of adventuring gear. Instead of a single item, you can create 10 pieces of a single type of ammunition. You can create only the physical item, not any information or magic, so for example, while you could create a blank journal or one with random pages, you couldn’t use it as a scholarly journal or a religious text.
An item you Cobble Together is a shoddy item, but when creating it you can choose one creature to build it specifically for. That creature doesn’t take the normal penalty for using this shoddy item. Your temporary item lasts for 1d4 hours before falling apart into its raw components; the GM rolls the number of hours secretly.
Prerequisites trained in Crafting
While others need specialized tools and a dedicated space, you have found a way to build just about anything, anywhere.
You can Craft items even without appropriate tools or a workshop. Additionally, you don’t need a physical formula book to remember all of your formulas; you pay the same cost as normal to learn them, but you memorize them all. You gain the Cobble Together activity.
Cobble Together (exploration)
You Craft a temporary item out of anything, anywhere, with whatever materials happen to be on hand, spending only 10 minutes to perform the initial Crafting check. The temporary item must be one you’ve memorized or have the formula for, and must be common, non-magical, half your level or lower, and must be a weapon, armor, or a non-consumable piece of adventuring gear. Instead of a single item, you can create 10 pieces of a single type of ammunition. You can create only the physical item, not any information or magic, so for example, while you could create a blank journal or one with random pages, you couldn’t use it as a scholarly journal or a religious text.
An item you Cobble Together is a shoddy item, but when creating it you can choose one creature to build it specifically for. That creature doesn’t take the normal penalty for using this shoddy item. Your temporary item lasts for 1d4 hours before falling apart into its raw components; the GM rolls the number of hours secretly.
ARCHETYPE
Prerequisites Sentinel Dedication
You have trained hard to optimize your armor’s unique protective qualities to maximize the materials used in its creation. You gain the armor specialization effects for all armors you are proficient with.
Prerequisites Sentinel Dedication
You have trained hard to optimize your armor’s unique protective qualities to maximize the materials used in its creation. You gain the armor specialization effects for all armors you are proficient with.
↺
ARCHETYPE
Prerequisites Sentinel Dedication
Trigger An adjacent enemy critically fails an attack roll to Strike you with a melee weapon or unarmed attack.
Requirements You are wearing medium armor or heavier.
You rebuff puny attacks with your armor, knocking back your foe. Attempt an Athletics check to Shove the triggering enemy, even if you don’t have a hand free. If you succeed, you can’t Stride to follow the enemy, as you’re knocking the enemy back with the rebounded attack, not by physically moving towards them.
Prerequisites Sentinel Dedication
Trigger An adjacent enemy critically fails an attack roll to Strike you with a melee weapon or unarmed attack.
Requirements You are wearing medium armor or heavier.
You rebuff puny attacks with your armor, knocking back your foe. Attempt an Athletics check to Shove the triggering enemy, even if you don’t have a hand free. If you succeed, you can’t Stride to follow the enemy, as you’re knocking the enemy back with the rebounded attack, not by physically moving towards them.
ARCHETYPE
Prerequisites Sentinel Dedication
Thanks to the incredible connection you have forged with your armor, you can use it to shrug off an extensive array of dangers. Your bonus from the bulwark armor trait increases from +3 to +4, and it applies on all Reflex saves, not just damaging Reflex saves.
Prerequisites Sentinel Dedication
Thanks to the incredible connection you have forged with your armor, you can use it to shrug off an extensive array of dangers. Your bonus from the bulwark armor trait increases from +3 to +4, and it applies on all Reflex saves, not just damaging Reflex saves.
ARCHETYPE DEDICATION
You have trained carefully to maximize the protective qualities of your armor. You become trained in light armor and medium armor. If you already were trained in light armor and medium armor, you gain training in heavy armor as well. Whenever you gain a class feature that grants you expert or greater proficiency in any type of armor (but not unarmored defense), you also gain that proficiency in the armor types granted to you by this feat. If you have a class feature that grants you expert proficiency in unarmored defense and you’re 13th level or higher, you also become an expert in the armor types granted to you by this feat.
You have trained carefully to maximize the protective qualities of your armor. You become trained in light armor and medium armor. If you already were trained in light armor and medium armor, you gain training in heavy armor as well. Whenever you gain a class feature that grants you expert or greater proficiency in any type of armor (but not unarmored defense), you also gain that proficiency in the armor types granted to you by this feat. If you have a class feature that grants you expert proficiency in unarmored defense and you’re 13th level or higher, you also become an expert in the armor types granted to you by this feat.
ARCHETYPE SKILL
Prerequisites Sentinel Dedication, trained in Survival
You wear your armor like a second skin, taking comfort in the protection it offers. You don’t become fatigued if you sleep while wearing armor.
Prerequisites Sentinel Dedication, trained in Survival
You wear your armor like a second skin, taking comfort in the protection it offers. You don’t become fatigued if you sleep while wearing armor.
ARCHETYPE
Prerequisites Snarecrafter Dedication
You can create bigger snares for quick deployment, making it more likely for a creature to walk into your snares. When you prepare snares for quick deployment, you can prepare some of them as giant snares. A giant snare takes up a 10-foot-by-10-foot area but costs two of your quick deployment snares. A giant snare can trigger from a creature entering any portion of its area, and all its effects apply over the full area.
Prerequisites Snarecrafter Dedication
You can create bigger snares for quick deployment, making it more likely for a creature to walk into your snares. When you prepare snares for quick deployment, you can prepare some of them as giant snares. A giant snare takes up a 10-foot-by-10-foot area but costs two of your quick deployment snares. A giant snare can trigger from a creature entering any portion of its area, and all its effects apply over the full area.
ARCHETYPE
Prerequisites Snarecrafter Dedication, master in Crafting
You can rig a trap with incredible speed. When you create a snare that normally takes 1 minute to Craft, you can Craft it using a single Interact action instead.
Prerequisites Snarecrafter Dedication, master in Crafting
You can rig a trap with incredible speed. When you create a snare that normally takes 1 minute to Craft, you can Craft it using a single Interact action instead.
ARCHETYPE
Prerequisites Snarecrafter Dedication
You can prepare incredible numbers of snares each day out of simple ingredients. Double the number of prepared snares granted by Snarecrafter Dedication.
Prerequisites Snarecrafter Dedication
You can prepare incredible numbers of snares each day out of simple ingredients. Double the number of prepared snares granted by Snarecrafter Dedication.
ARCHETYPE
Prerequisites Snarecrafter Dedication
You’ve learned how to trigger snares from afar, creating ranged hazards to assail your opponents and allowing you to disarm enemies’ snares harmlessly. You can Strike a snare to trigger it prematurely. If you crafted the snare, you automatically hit. If someone else crafted it, attempt a ranged Strike against the Crafting DC, triggering the snare only if you hit.
Prerequisites Snarecrafter Dedication
You’ve learned how to trigger snares from afar, creating ranged hazards to assail your opponents and allowing you to disarm enemies’ snares harmlessly. You can Strike a snare to trigger it prematurely. If you crafted the snare, you automatically hit. If someone else crafted it, attempt a ranged Strike against the Crafting DC, triggering the snare only if you hit.
ARCHETYPE DEDICATION
Prerequisites trained in Crafting
You have studied the art of crafting snares and laying traps, and few have shown more talent in these arts than you.
You gain the Snare Crafting feat. When you set a snare, the DC of any saving throw it requires uses the higher of your class DC or the snare’s DC. If a snare normally takes 1 minute to Craft, you can Craft it with 3 Interact actions instead.
Each day during your daily preparations, you can prepare four snares from your formula book for quick deployment (increasing to six snares if you’re a master in Crafting and eight if you’re legendary). Snares prepared in this way don’t cost you any resources to Craft.
When you increase your proficiency rank in Crafting to expert, master, or legendary, add three additional snare formulas to your formula book. The snares must be of your level or lower.
Special Rangers can adapt snare crafting techniques to create snares from natural materials.
If you are a ranger, you can use Survival instead of Crafting for all prerequisites and functions of feats from this archetype. (This includes using Survival to Craft a snare.)
Prerequisites trained in Crafting
You have studied the art of crafting snares and laying traps, and few have shown more talent in these arts than you.
You gain the Snare Crafting feat. When you set a snare, the DC of any saving throw it requires uses the higher of your class DC or the snare’s DC. If a snare normally takes 1 minute to Craft, you can Craft it with 3 Interact actions instead.
Each day during your daily preparations, you can prepare four snares from your formula book for quick deployment (increasing to six snares if you’re a master in Crafting and eight if you’re legendary). Snares prepared in this way don’t cost you any resources to Craft.
When you increase your proficiency rank in Crafting to expert, master, or legendary, add three additional snare formulas to your formula book. The snares must be of your level or lower.
Special Rangers can adapt snare crafting techniques to create snares from natural materials.
If you are a ranger, you can use Survival instead of Crafting for all prerequisites and functions of feats from this archetype. (This includes using Survival to Craft a snare.)
◆◆◆
ARCHETYPE MANIPULATE
Prerequisites Snarecrafter Dedication
You install one prepared snare for deployment in a space that’s occupied by an enemy. It must be a snare that normally takes 1 minute or less to Craft. The snare automatically triggers.
Prerequisites Snarecrafter Dedication
You install one prepared snare for deployment in a space that’s occupied by an enemy. It must be a snare that normally takes 1 minute or less to Craft. The snare automatically triggers.
ARCHETYPE
Prerequisites Talisman Dabbler Dedication
With some streamlining to your process and a deeper collection of talisman materials, you make a greater number of talismans every day. You can create two additional talismans during your daily preparations.
Special You can select this feat a second time.
Prerequisites Talisman Dabbler Dedication
With some streamlining to your process and a deeper collection of talisman materials, you make a greater number of talismans every day. You can create two additional talismans during your daily preparations.
Special You can select this feat a second time.
ARCHETYPE
Prerequisites Talisman Dabbler Dedication
You can attach a talisman using only a bit of glue and some string. You gain the Rapid Affixture skill feat, even if you don’t meet the prerequisites. When you use it, you can affix or remove up to four talismans in 1 minute instead of just one. You gain the ability to Affix a Talisman as a 3-action activity from that feat at 12th level, regardless of your Crafting proficiency.
Prerequisites Talisman Dabbler Dedication
You can attach a talisman using only a bit of glue and some string. You gain the Rapid Affixture skill feat, even if you don’t meet the prerequisites. When you use it, you can affix or remove up to four talismans in 1 minute instead of just one. You gain the ability to Affix a Talisman as a 3-action activity from that feat at 12th level, regardless of your Crafting proficiency.
ARCHETYPE DEDICATION
You are trained in the use of talismans and similar magical paraphernalia. This training might have occurred in a formal classroom or been an accumulation of folk magic picked up over time.
You can craft talismans and know the formulas for all common talismans of your level or lower. You remember talisman formulas and don’t need a formula book for them.
Additionally, you carry a vast collection of magical baubles you can turn into temporary talismans.
Each day during your daily preparations, you can make two talismans with an item level no higher than half your level. You must know each talisman’s formula. A talisman created this way is a temporary item and loses its magic the next time you make your daily preparations if you haven’t already used it. Any saving throw DC required by a temporary talisman you create uses the highest of your class DC, spell DC, or the talisman’s DC.
Finally, when you Affix a Talisman, you can (in any combination) affix or remove up to four talismans in the 10-minute span.
You are trained in the use of talismans and similar magical paraphernalia. This training might have occurred in a formal classroom or been an accumulation of folk magic picked up over time.
You can craft talismans and know the formulas for all common talismans of your level or lower. You remember talisman formulas and don’t need a formula book for them.
Additionally, you carry a vast collection of magical baubles you can turn into temporary talismans.
Each day during your daily preparations, you can make two talismans with an item level no higher than half your level. You must know each talisman’s formula. A talisman created this way is a temporary item and loses its magic the next time you make your daily preparations if you haven’t already used it. Any saving throw DC required by a temporary talisman you create uses the highest of your class DC, spell DC, or the talisman’s DC.
Finally, when you Affix a Talisman, you can (in any combination) affix or remove up to four talismans in the 10-minute span.
ARCHETYPE
Prerequisites Talisman Dabbler Dedication
Normally, affixing more than one talisman to an item causes the talismans to be suppressed, but when you Affix a Talisman, you can specially treat one item you’re working on, allowing it to have two active talismans at once. This special treatment ends if you use Affix a Talisman to treat a new item for this ability.
Prerequisites Talisman Dabbler Dedication
Normally, affixing more than one talisman to an item causes the talismans to be suppressed, but when you Affix a Talisman, you can specially treat one item you’re working on, allowing it to have two active talismans at once. This special treatment ends if you use Affix a Talisman to treat a new item for this ability.
ARCHETYPE VIGILANTE
Prerequisites expert in Intimidation, Startling Appearance
Your dramatic appearances can frighten bystanders. When you make a Startling Appearance, you can also attempt to Demoralize each enemy in a 10-foot emanation you were unnoticed by before your Strike.
Prerequisites expert in Intimidation, Startling Appearance
Your dramatic appearances can frighten bystanders. When you make a Startling Appearance, you can also attempt to Demoralize each enemy in a 10-foot emanation you were unnoticed by before your Strike.
ARCHETYPE SKILL
Prerequisites Vigilante Dedication; expert in Arcana, Nature, Occultism, or Religion
You’ve learned to hide the magical auras of your gear. During your daily preparations, you carefully tweak any or all of your magic items to appear non-magical. Objects adjusted in this way remain so until your next preparations. A spellcaster using detect magic or read aura must succeed at a Perception check against your Deception DC to see through your obfuscations.
Prerequisites Vigilante Dedication; expert in Arcana, Nature, Occultism, or Religion
You’ve learned to hide the magical auras of your gear. During your daily preparations, you carefully tweak any or all of your magic items to appear non-magical. Objects adjusted in this way remain so until your next preparations. A spellcaster using detect magic or read aura must succeed at a Perception check against your Deception DC to see through your obfuscations.
ARCHETYPE
Prerequisites Vigilante Dedication, master in Deception
You can take on any number of mundane guises. Whenever you change your identity, instead of taking on your social or vigilante identity, you can become someone completely ordinary. This identity isn’t a specific individual—rather, you become a nondescript member of your ancestry, of any gender, and from a mundane occupation such as common laborer, farmer, or peasant. Spells and abilities detect you as if you were this ordinary identity, rather than either of your two real identities, unless they succeed at a counteract check against the same Deception DC used for Vigilante Dedication. Using class or dedication abilities ends this disguise.
Prerequisites Vigilante Dedication, master in Deception
You can take on any number of mundane guises. Whenever you change your identity, instead of taking on your social or vigilante identity, you can become someone completely ordinary. This identity isn’t a specific individual—rather, you become a nondescript member of your ancestry, of any gender, and from a mundane occupation such as common laborer, farmer, or peasant. Spells and abilities detect you as if you were this ordinary identity, rather than either of your two real identities, unless they succeed at a counteract check against the same Deception DC used for Vigilante Dedication. Using class or dedication abilities ends this disguise.
ARCHETYPE SKILL
Prerequisites Vigilante Dedication, animal companion or familiar, expert in Deception
When you are in your social identity, you can also grant a social identity to an animal companion, familiar, pet, or other minion you gained from a class feature or feat. When changing to your social identity, you also change your minion’s appearance to that of a socially acceptable creature of its type, such as grooming a wolf to appear as a large dog or disguising a familiar to appear as an exotic pet. Commanding your minion to use unusual magical or combat abilities it gained from your class features or feats while in this social identity risks exposing your vigilante identity.
Prerequisites Vigilante Dedication, animal companion or familiar, expert in Deception
When you are in your social identity, you can also grant a social identity to an animal companion, familiar, pet, or other minion you gained from a class feature or feat. When changing to your social identity, you also change your minion’s appearance to that of a socially acceptable creature of its type, such as grooming a wolf to appear as a large dog or disguising a familiar to appear as an exotic pet. Commanding your minion to use unusual magical or combat abilities it gained from your class features or feats while in this social identity risks exposing your vigilante identity.
ARCHETYPE
Prerequisites Vigilante Dedication, master in Deception
You can shift between your identities with ease. Instead of spending 1 minute to change your identity, you can now do so as a 3-action activity. If you are legendary in Deception, you can perform this change as a single action.
Prerequisites Vigilante Dedication, master in Deception
You can shift between your identities with ease. Instead of spending 1 minute to change your identity, you can now do so as a 3-action activity. If you are legendary in Deception, you can perform this change as a single action.
◆
ARCHETYPE
Archetype access Requires Vigilante Dedication.
You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.
Archetype access Requires Vigilante Dedication.
You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.
ARCHETYPE
Prerequisites Vigilante Dedication
You establish a safe house—a secure space in which to hide your secrets from the outside world. This safe house is roughly the size of two 10-foot cubes. It’s in a location you have access to, and it can be part of a larger building or structure, like a hidden room or an underground cave. The safe house protects objects and people inside it from magical detection. This has the effects of veil of privacy, using your Deception modifier for the counteract DC and half your level rounded up for the counteract rank. Setting up or moving your safe house takes a week of downtime. The size of the safe house expands to four 10-foot cubes if you’re an expert in Deception, eight cubes if you’re a master, and 16 cubes if you’re legendary.
Prerequisites Vigilante Dedication
You establish a safe house—a secure space in which to hide your secrets from the outside world. This safe house is roughly the size of two 10-foot cubes. It’s in a location you have access to, and it can be part of a larger building or structure, like a hidden room or an underground cave. The safe house protects objects and people inside it from magical detection. This has the effects of veil of privacy, using your Deception modifier for the counteract DC and half your level rounded up for the counteract rank. Setting up or moving your safe house takes a week of downtime. The size of the safe house expands to four 10-foot cubes if you’re an expert in Deception, eight cubes if you’re a master, and 16 cubes if you’re legendary.
ARCHETYPE SKILL
Prerequisites Vigilante Dedication
You have built a reputation for yourself in your social identity. Choose one archetype that you meet the prerequisites for. You gain that archetype’s dedication feat and can select feats from that archetype, even if you haven’t yet gained enough feats in the vigilante archetype to take another dedication feat. These feats become part of your social identity—for instance, a fighter vigilante could take the wizard dedication feat and have a wizard social identity. Using these feats in your social identity doesn’t risk exposing your vigilante identity, but using them in your vigilante identity could put you at risk for exposure.
Prerequisites Vigilante Dedication
You have built a reputation for yourself in your social identity. Choose one archetype that you meet the prerequisites for. You gain that archetype’s dedication feat and can select feats from that archetype, even if you haven’t yet gained enough feats in the vigilante archetype to take another dedication feat. These feats become part of your social identity—for instance, a fighter vigilante could take the wizard dedication feat and have a wizard social identity. Using these feats in your social identity doesn’t risk exposing your vigilante identity, but using them in your vigilante identity could put you at risk for exposure.
◆
ARCHETYPE EMOTION FEAR MENTAL VIGILANTE
Prerequisites Vigilante Dedication
Requirements You are unnoticed by the target creature.
You can startle foes who are unaware of your presence. Make a Strike against your target. That creature is off-guard against this Strike, as normal. If your Strike hits, the target remains off‑guard for the rest of your turn and is frightened 1 (frightened 2 on a critical hit).
Prerequisites Vigilante Dedication
Requirements You are unnoticed by the target creature.
You can startle foes who are unaware of your presence. Make a Strike against your target. That creature is off-guard against this Strike, as normal. If your Strike hits, the target remains off‑guard for the rest of your turn and is frightened 1 (frightened 2 on a critical hit).
ARCHETYPE VIGILANTE
Prerequisites Startling Appearance
Your sudden appearance leaves your foe unable to respond. When you use Startling Appearance and your Strike hits an enemy of your level or lower, the enemy is also stunned 1 on a hit, or stunned 2 on a critical hit.
Prerequisites Startling Appearance
Your sudden appearance leaves your foe unable to respond. When you use Startling Appearance and your Strike hits an enemy of your level or lower, the enemy is also stunned 1 on a hit, or stunned 2 on a critical hit.
ARCHETYPE SKILL
Prerequisites Vigilante Dedication, master in Deception
Your disparate identities allow you to defeat magic that detects lies. As long as what you say is true from the point of view of your current identity, you can deceive effects like ring of truth that reveal lies.
Prerequisites Vigilante Dedication, master in Deception
Your disparate identities allow you to defeat magic that detects lies. As long as what you say is true from the point of view of your current identity, you can deceive effects like ring of truth that reveal lies.
UNCOMMON ARCHETYPE DEDICATION
Prerequisites trained in Deception
You have two identities, each with its own name and abilities. Your social identity is an upstanding member of society, while your vigilante identity is a skilled and cunning warrior. Neither of these identities is a false front; you really are both of these people. If someone attempts to discern your other identity, they must use a Seek action to attempt a Perception check against your Deception DC, as if you were using the Impersonate action. Your Deception DC against such attempts is 20 + your proficiency modifier instead of the normal DC. Unlike with Impersonate, you don’t have to attempt a Deception check to interact with someone to conceal your other identity—a check happens only if someone else specifically tries to uncover your other identity.
Changing from one identity to the other takes 1 minute and must be done out of sight from other creatures. As this process involves both physical changes such as clothing and makeup, along with an altered state of mind, other effects that change your appearance don’t reduce the time required to change identities.
Your two identities are completely distinct. Checks to Recall Knowledge about one of your identities don’t reveal information about the other unless the person attempting the check knows both identities are the same person. Effects that detect you based on your identity work only if you are currently in the identity the effect is trying to detect; otherwise, the effect fails as if the target didn’t exist.
To maintain the separation between your identities, some of your abilities have the vigilante trait. Your class feats and vigilante feats are associated with your vigilante identity, and using them while in your social identity may risk exposing you as a vigilante. If your identity is exposed to the public, you lose the benefits of Vigilante Dedication to disguising yourself, but you can spend 1 week of downtime to create a new social identity.
Prerequisites trained in Deception
You have two identities, each with its own name and abilities. Your social identity is an upstanding member of society, while your vigilante identity is a skilled and cunning warrior. Neither of these identities is a false front; you really are both of these people. If someone attempts to discern your other identity, they must use a Seek action to attempt a Perception check against your Deception DC, as if you were using the Impersonate action. Your Deception DC against such attempts is 20 + your proficiency modifier instead of the normal DC. Unlike with Impersonate, you don’t have to attempt a Deception check to interact with someone to conceal your other identity—a check happens only if someone else specifically tries to uncover your other identity.
Changing from one identity to the other takes 1 minute and must be done out of sight from other creatures. As this process involves both physical changes such as clothing and makeup, along with an altered state of mind, other effects that change your appearance don’t reduce the time required to change identities.
Your two identities are completely distinct. Checks to Recall Knowledge about one of your identities don’t reveal information about the other unless the person attempting the check knows both identities are the same person. Effects that detect you based on your identity work only if you are currently in the identity the effect is trying to detect; otherwise, the effect fails as if the target didn’t exist.
To maintain the separation between your identities, some of your abilities have the vigilante trait. Your class feats and vigilante feats are associated with your vigilante identity, and using them while in your social identity may risk exposing you as a vigilante. If your identity is exposed to the public, you lose the benefits of Vigilante Dedication to disguising yourself, but you can spend 1 week of downtime to create a new social identity.
◆◆
ARCHETYPE
Prerequisites Viking Dedication
Requirements You’re wielding a thrown weapon.
You make a ranged Strike with your thrown weapon, Stride, and then Interact to draw another weapon. This Interact action doesn’t trigger reactions.
Special If you are raging and end the Stride adjacent to an enemy, that enemy is off-guard against the next Strike you make against it with the weapon you drew before the end of your next turn.
Prerequisites Viking Dedication
Requirements You’re wielding a thrown weapon.
You make a ranged Strike with your thrown weapon, Stride, and then Interact to draw another weapon. This Interact action doesn’t trigger reactions.
Special If you are raging and end the Stride adjacent to an enemy, that enemy is off-guard against the next Strike you make against it with the weapon you drew before the end of your next turn.
◆◆
ARCHETYPE
Prerequisites Viking Dedication
Requirements You are wielding a one-handed melee weapon in one hand and a shield in another hand.
You charge into battle with shield-splintering fury. You Leap, Stride, or Swim. Make two melee Strikes during this movement, one with your one-handed melee weapon and one with your shield or a weapon attached to the shield (like a shield boss or shield spikes). You can make these Strikes at any points during your movement, and each must target a different enemy. Both attacks count toward your multiple attack penalty, but don’t increase your penalty until you have made both attacks.
Prerequisites Viking Dedication
Requirements You are wielding a one-handed melee weapon in one hand and a shield in another hand.
You charge into battle with shield-splintering fury. You Leap, Stride, or Swim. Make two melee Strikes during this movement, one with your one-handed melee weapon and one with your shield or a weapon attached to the shield (like a shield boss or shield spikes). You can make these Strikes at any points during your movement, and each must target a different enemy. Both attacks count toward your multiple attack penalty, but don’t increase your penalty until you have made both attacks.
ARCHETYPE
Archetype access Requires Viking Dedication.
Prerequisites Shield Block
You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to Shield Block.
Archetype access Requires Viking Dedication.
Prerequisites Shield Block
You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to Shield Block.
↺
ARCHETYPE
Archetype access Requires Viking Dedication.
Trigger An enemy hits you with a melee Strike.
Requirements You are wielding a shield.
You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack.
Archetype access Requires Viking Dedication.
Trigger An enemy hits you with a melee Strike.
Requirements You are wielding a shield.
You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack.
◇
ARCHETYPE
Prerequisites Viking Dedication
Trigger Your Shield Block causes your shield to break or be destroyed.
You’re used to your shield breaking in the middle of battle, and you’re prepared to use a backup or any convenient nearby object to defend yourself. You Interact to draw a shield on your person or an unattended shield within your reach. If there is an object within your reach that could serve as an improvised shield—for example, a table or chair— you can Interact to draw it with this feat. The GM determines if something can be used as an improvised shield. Your new shield isn’t raised until you use the Raise a Shield action, as normal.
Prerequisites Viking Dedication
Trigger Your Shield Block causes your shield to break or be destroyed.
You’re used to your shield breaking in the middle of battle, and you’re prepared to use a backup or any convenient nearby object to defend yourself. You Interact to draw a shield on your person or an unattended shield within your reach. If there is an object within your reach that could serve as an improvised shield—for example, a table or chair— you can Interact to draw it with this feat. The GM determines if something can be used as an improvised shield. Your new shield isn’t raised until you use the Raise a Shield action, as normal.
ARCHETYPE
Archetype access Requires Viking Dedication.
When your shield is up, your enemies’ blows can’t touch you. When you have your shield raised, you can Stride to move half your Speed without triggering reactions that are triggered by your movement (such as Reactive Strikes). You can use Shielded Stride while Flying or Swimming instead of Striding if you have the corresponding movement type.
Archetype access Requires Viking Dedication.
When your shield is up, your enemies’ blows can’t touch you. When you have your shield raised, you can Stride to move half your Speed without triggering reactions that are triggered by your movement (such as Reactive Strikes). You can use Shielded Stride while Flying or Swimming instead of Striding if you have the corresponding movement type.
ARCHETYPE DEDICATION
Prerequisites trained in Athletics
Vikings spend long periods of time at sea, only to leap from their boats at a moment’s notice, charge through the surf, and take their enemies by storm.
You gain the Additional Lore general feat for Sailing Lore and Warfare Lore.
When using your land Speed, you ignore difficult terrain from shallow water, such as in bogs or on beaches. In addition, if you roll a success on an Athletics check to Swim, you get a critical success instead.
Prerequisites trained in Athletics
Vikings spend long periods of time at sea, only to leap from their boats at a moment’s notice, charge through the surf, and take their enemies by storm.
You gain the Additional Lore general feat for Sailing Lore and Warfare Lore.
When using your land Speed, you ignore difficult terrain from shallow water, such as in bogs or on beaches. In addition, if you roll a success on an Athletics check to Swim, you get a critical success instead.
ARCHETYPE
Prerequisites Viking Dedication
From childhood, you have been exposed to traditional viking combat techniques, and you soon learned to handle axe, sword, and shield in battle. Now, you can raid proudly alongside your fellows.
You gain the Shield Block reaction. Additionally, you have familiarity with the battle axe, hatchet, longsword, shield boss, shield spikes, and shortsword—for the purposes of proficiency, you treat any of these weapons as simple weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
Prerequisites Viking Dedication
From childhood, you have been exposed to traditional viking combat techniques, and you soon learned to handle axe, sword, and shield in battle. Now, you can raid proudly alongside your fellows.
You gain the Shield Block reaction. Additionally, you have familiarity with the battle axe, hatchet, longsword, shield boss, shield spikes, and shortsword—for the purposes of proficiency, you treat any of these weapons as simple weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
ARCHETYPE
Prerequisites Weapon Improviser Dedication
You can apply critical specialization effects to improvised weapons you wield. For any given improvised weapon, the GM determines which critical specialization effect is most applicable, based on the type of object it is.
Prerequisites Weapon Improviser Dedication
You can apply critical specialization effects to improvised weapons you wield. For any given improvised weapon, the GM determines which critical specialization effect is most applicable, based on the type of object it is.
ARCHETYPE
Prerequisites Weapon Improviser Dedication
When you make a Strike with an improvised weapon you’re wielding, you gain a +1 item bonus to the attack roll, and you can have the Strike deal two weapon damage dice instead of the improvised weapon’s normal number. If the attack is a critical hit, the improvised weapon breaks after the normal effects of a critical hit occur. If the item has a Hardness greater than your level, or if it’s an artifact, cursed item, or other item that’s difficult to break or destroy, it doesn’t break but the attack is a normal hit instead of a critical hit. You can choose not to get any of the effects of Improvised Pummel on a Strike if you don’t want to risk breaking the item. At 12th level, the item bonus increases to +2, and at 16th level, the Strike deals three weapon damage dice instead of the improvised weapon’s normal number.
If you’re benefiting from handwraps of mighty blows, you use the handwraps’ item bonus if it’s higher and can choose to use its number of damage dice. Any property runes from the handwraps also apply if you use the handwraps’ number of weapon damage dice, provided they could apply to the improvised weapon (as determined by the GM).
Prerequisites Weapon Improviser Dedication
When you make a Strike with an improvised weapon you’re wielding, you gain a +1 item bonus to the attack roll, and you can have the Strike deal two weapon damage dice instead of the improvised weapon’s normal number. If the attack is a critical hit, the improvised weapon breaks after the normal effects of a critical hit occur. If the item has a Hardness greater than your level, or if it’s an artifact, cursed item, or other item that’s difficult to break or destroy, it doesn’t break but the attack is a normal hit instead of a critical hit. You can choose not to get any of the effects of Improvised Pummel on a Strike if you don’t want to risk breaking the item. At 12th level, the item bonus increases to +2, and at 16th level, the Strike deals three weapon damage dice instead of the improvised weapon’s normal number.
If you’re benefiting from handwraps of mighty blows, you use the handwraps’ item bonus if it’s higher and can choose to use its number of damage dice. Any property runes from the handwraps also apply if you use the handwraps’ number of weapon damage dice, provided they could apply to the improvised weapon (as determined by the GM).
◆
ARCHETYPE
Prerequisites Weapon Improviser Dedication
You quickly snatch up whatever is nearby and then attack with it as an improvised weapon. You Interact to pick up an unattended object in reach you could use as an improvised weapon, then Strike with that improvised weapon.
Prerequisites Weapon Improviser Dedication
You quickly snatch up whatever is nearby and then attack with it as an improvised weapon. You Interact to pick up an unattended object in reach you could use as an improvised weapon, then Strike with that improvised weapon.
↺
ARCHETYPE
Prerequisites Improvised Pummel
Trigger An improvised weapon you are wielding becomes broken as a result of a critical success on an Improvised Pummel.
The improvised weapon shatters, destroying it completely but dealing an additional 3d6 piercing damage to the creature you hit with the Improvised Pummel. This extra damage you apply on the critical hit doesn’t double from the critical hit, as normal.
Prerequisites Improvised Pummel
Trigger An improvised weapon you are wielding becomes broken as a result of a critical success on an Improvised Pummel.
The improvised weapon shatters, destroying it completely but dealing an additional 3d6 piercing damage to the creature you hit with the Improvised Pummel. This extra damage you apply on the critical hit doesn’t double from the critical hit, as normal.
ARCHETYPE
Prerequisites Weapon Improviser Dedication
Whenever you make a Strike with an improvised weapon against a creature that hasn’t observed you making a Strike using an improvised weapon or that is otherwise ignorant of your skill with improvised weapons, the creature is off-guard against you for that Strike.
Prerequisites Weapon Improviser Dedication
Whenever you make a Strike with an improvised weapon against a creature that hasn’t observed you making a Strike using an improvised weapon or that is otherwise ignorant of your skill with improvised weapons, the creature is off-guard against you for that Strike.
ARCHETYPE DEDICATION
Prerequisites trained in martial weapons
You don’t take the normal –2 penalty to attack rolls with improvised weapons. Improvised weapons you use have a minimum weapon damage die of 1d6, or 1d4 if the improvised weapon is agile.
Prerequisites trained in martial weapons
You don’t take the normal –2 penalty to attack rolls with improvised weapons. Improvised weapons you use have a minimum weapon damage die of 1d6, or 1d4 if the improvised weapon is agile.
◆◆
ARCHETYPE ATTACK
Prerequisites Wrestler Dedication
Requirements You have a creature grabbed or restrained.
Heaving both yourself and your opponent into the air, you bring them crashing to the ground.
Make an unarmed melee Strike against the creature you have grabbed or restrained. This Strike deals 1d6 additional damage per weapon damage die, and it has the following additional effects on a success, failure, and critical failure.
Success The target lands prone.
Failure You lose your grip on the target, and it is no longer grabbed or restrained by you.
Critical Failure You lose both your grip on the target and your balance. You fall prone, and the target is no longer grabbed or restrained by you.
Prerequisites Wrestler Dedication
Requirements You have a creature grabbed or restrained.
Heaving both yourself and your opponent into the air, you bring them crashing to the ground.
Make an unarmed melee Strike against the creature you have grabbed or restrained. This Strike deals 1d6 additional damage per weapon damage die, and it has the following additional effects on a success, failure, and critical failure.
Success The target lands prone.
Failure You lose your grip on the target, and it is no longer grabbed or restrained by you.
Critical Failure You lose both your grip on the target and your balance. You fall prone, and the target is no longer grabbed or restrained by you.
↺
ARCHETYPE
Prerequisites Wrestler Dedication
Trigger A creature you had grabbed or restrained successfully Escapes.
Your opponents can’t slip your grasp without punishment. Make an unarmed melee Strike against the triggering creature.
Prerequisites Wrestler Dedication
Trigger A creature you had grabbed or restrained successfully Escapes.
Your opponents can’t slip your grasp without punishment. Make an unarmed melee Strike against the triggering creature.
◆
ARCHETYPE PRESS
Archetype access Requires Wrestler Dedication.
Requirements You have one hand free, and your target is within reach of that hand.
Using your prior attack to shift your opponent’s guard, you take another swing and grab them. Make a melee Strike while keeping one hand free. If the Strike hits, you grab the target using your free hand. The creature remains grabbed until the end of your next turn or until it Escapes, whichever comes first.
Archetype access Requires Wrestler Dedication.
Requirements You have one hand free, and your target is within reach of that hand.
Using your prior attack to shift your opponent’s guard, you take another swing and grab them. Make a melee Strike while keeping one hand free. If the Strike hits, you grab the target using your free hand. The creature remains grabbed until the end of your next turn or until it Escapes, whichever comes first.
ARCHETYPE
Archetype access Requires Wrestler Dedication.
Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully Grapple a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack nonlethal with no penalty.
Archetype access Requires Wrestler Dedication.
Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully Grapple a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack nonlethal with no penalty.
↺
ARCHETYPE
Prerequisites Wrestler Dedication
Trigger A creature gives you the grabbed or restrained condition.
Your ability to twist your opponents’ bodies into painful locks and holds makes you particularly adept at escaping such predicaments. Attempt an Athletics check to Escape the triggering condition. You gain a +2 circumstance bonus to this check.
Prerequisites Wrestler Dedication
Trigger A creature gives you the grabbed or restrained condition.
Your ability to twist your opponents’ bodies into painful locks and holds makes you particularly adept at escaping such predicaments. Attempt an Athletics check to Escape the triggering condition. You gain a +2 circumstance bonus to this check.
◆
ARCHETYPE
Prerequisites Wrestler Dedication
Requirements You have a creature grabbed or restrained.
You bend your opponent’s body or limbs into agonizing positions that make it difficult for them to maintain their grip.
Make an unarmed melee Strike against the creature you have grabbed or restrained. This Strike has the following effects in addition to its usual effects.
Critical Success You knock one held item out of the creature’s grasp. It falls to the ground in the creature’s space.
Success You weaken your target’s grasp on the item. Further attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. The creature can end the effect by Interacting to change its grip on the item; otherwise, it lasts as long as the creature holds the item.
Prerequisites Wrestler Dedication
Requirements You have a creature grabbed or restrained.
You bend your opponent’s body or limbs into agonizing positions that make it difficult for them to maintain their grip.
Make an unarmed melee Strike against the creature you have grabbed or restrained. This Strike has the following effects in addition to its usual effects.
Critical Success You knock one held item out of the creature’s grasp. It falls to the ground in the creature’s space.
Success You weaken your target’s grasp on the item. Further attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. The creature can end the effect by Interacting to change its grip on the item; otherwise, it lasts as long as the creature holds the item.
◆
ARCHETYPE ATTACK
Prerequisites Wrestler Dedication
Requirements You have a creature grabbed or restrained.
Your ability to manipulate your enemy’s entire body is potent enough that you can tear and break apart alternate forms. Attempt an Athletics check to counteract a polymorph effect currently affecting the creature you have grabbed or restrained. If the target is somehow under the effect of multiple polymorph effects, you can choose which one to attempt to counteract; the GM chooses randomly if the separate effects aren’t obvious. The target is then temporarily immune for 1 day.
Prerequisites Wrestler Dedication
Requirements You have a creature grabbed or restrained.
Your ability to manipulate your enemy’s entire body is potent enough that you can tear and break apart alternate forms. Attempt an Athletics check to counteract a polymorph effect currently affecting the creature you have grabbed or restrained. If the target is somehow under the effect of multiple polymorph effects, you can choose which one to attempt to counteract; the GM chooses randomly if the separate effects aren’t obvious. The target is then temporarily immune for 1 day.
◆◆◆
ARCHETYPE
Archetype access Requires Wrestler Dedication.
Prerequisites Crushing Grab, Whirling Throw
Requirements You have a creature grabbed or restrained.
You have mastered an ultimate grappling technique capable of breaking even the mightiest of foes.
You hurl the creature 20 feet into the air, following behind it with a powerful jump, and then make an unarmed Strike. If the Strike is successful, you can repeat this process up to two more times, moving the creature an additional 20 feet directly up into the air with each Strike; the creature keeps the grabbed or restrained condition throughout the sequence. If you miss with any of the Strikes, Godbreaker and the grabbed or restrained condition immediately end and both you and the opponent fall, taking falling damage as normal for the total height of your jump.
If all three Strikes are successful, you immediately grab the creature and bring it crashing to the ground, dealing your unarmed Strike damage plus falling damage to it. You land on your feet adjacent to the creature, you take no damage from the fall, and the creature remains grabbed or restrained by you.
Archetype access Requires Wrestler Dedication.
Prerequisites Crushing Grab, Whirling Throw
Requirements You have a creature grabbed or restrained.
You have mastered an ultimate grappling technique capable of breaking even the mightiest of foes.
You hurl the creature 20 feet into the air, following behind it with a powerful jump, and then make an unarmed Strike. If the Strike is successful, you can repeat this process up to two more times, moving the creature an additional 20 feet directly up into the air with each Strike; the creature keeps the grabbed or restrained condition throughout the sequence. If you miss with any of the Strikes, Godbreaker and the grabbed or restrained condition immediately end and both you and the opponent fall, taking falling damage as normal for the total height of your jump.
If all three Strikes are successful, you immediately grab the creature and bring it crashing to the ground, dealing your unarmed Strike damage plus falling damage to it. You land on your feet adjacent to the creature, you take no damage from the fall, and the creature remains grabbed or restrained by you.
ARCHETYPE
Prerequisites Wrestler Dedication
Your grasp has a supernatural quality to it, preventing your foes from easily escaping—with or without magical assistance. If a creature you have grabbed attempts to use a teleportation spell or effect, it must succeed at a DC 15 flat check or the spell fails. If a creature you have grabbed attempts to Escape while under the effect of unfettered movement or a similar effect, it must succeed at a DC 15 flat check or be forced to roll the Escape attempt normally, rather than automatically succeeding.
Prerequisites Wrestler Dedication
Your grasp has a supernatural quality to it, preventing your foes from easily escaping—with or without magical assistance. If a creature you have grabbed attempts to use a teleportation spell or effect, it must succeed at a DC 15 flat check or the spell fails. If a creature you have grabbed attempts to Escape while under the effect of unfettered movement or a similar effect, it must succeed at a DC 15 flat check or be forced to roll the Escape attempt normally, rather than automatically succeeding.
◆◆
ARCHETYPE
Prerequisites Wrestler Dedication
You charge, throwing your body at your foe in a vicious tackle. Stride twice or make a High Jump or Long Jump, then attempt to Grapple or Shove. If you made a High Jump or Long Jump, you can make the Grapple or Shove at any point in the jump, but you can’t travel any farther on the jump after you do.
Prerequisites Wrestler Dedication
You charge, throwing your body at your foe in a vicious tackle. Stride twice or make a High Jump or Long Jump, then attempt to Grapple or Shove. If you made a High Jump or Long Jump, you can make the Grapple or Shove at any point in the jump, but you can’t travel any farther on the jump after you do.
◆
ARCHETYPE
Archetype access Requires Wrestler Dedication.
Requirements You have one hand free, and your target is within reach of that hand.
You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a Strike while keeping one hand free. If this Strike hits, the target is off-guard until the start of your next turn or until it’s no longer within the reach of your hand, whichever comes first.
Archetype access Requires Wrestler Dedication.
Requirements You have one hand free, and your target is within reach of that hand.
You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a Strike while keeping one hand free. If this Strike hits, the target is off-guard until the start of your next turn or until it’s no longer within the reach of your hand, whichever comes first.
◆
ARCHETYPE
Prerequisites Wrestler Dedication
Requirements You have a creature grabbed or restrained.
You squeeze your opponent in a vicious bear hug, putting intense pressure on their nerves, joints, or other pain points.
Attempt an Athletics check to Grapple a creature you have grabbed or restrained, with the following additional effects if you succeed.
Critical Success The target is clumsy 2 until the end of its next turn and then is clumsy 1 for 1 minute.
Success The target is clumsy 1 until the end of its next turn.
Prerequisites Wrestler Dedication
Requirements You have a creature grabbed or restrained.
You squeeze your opponent in a vicious bear hug, putting intense pressure on their nerves, joints, or other pain points.
Attempt an Athletics check to Grapple a creature you have grabbed or restrained, with the following additional effects if you succeed.
Critical Success The target is clumsy 2 until the end of its next turn and then is clumsy 1 for 1 minute.
Success The target is clumsy 1 until the end of its next turn.
◆
ARCHETYPE
Prerequisites Wrestler Dedication
Requirements You have a creature grabbed or restrained.
You squeeze the breath out of your foe. Make an unarmed melee Strike against the creature you have grabbed or restrained. On a success, you gain a circumstance bonus to damage equal to the number of weapon damage dice, and the target can barely speak until the start of your next turn or until it Escapes, whichever comes first. While it can barely speak, the target can’t vocalize above a hoarse whisper, and it must succeed at a DC 10 flat check or lose any action that requires speech. For an action requiring speech that is also a manipulate action, like Casting a Spell with the concentrate and manipulate trait, the target just rolls a single DC 10 flat check, rather than an additional DC 5 flat check for being grabbed.
Prerequisites Wrestler Dedication
Requirements You have a creature grabbed or restrained.
You squeeze the breath out of your foe. Make an unarmed melee Strike against the creature you have grabbed or restrained. On a success, you gain a circumstance bonus to damage equal to the number of weapon damage dice, and the target can barely speak until the start of your next turn or until it Escapes, whichever comes first. While it can barely speak, the target can’t vocalize above a hoarse whisper, and it must succeed at a DC 10 flat check or lose any action that requires speech. For an action requiring speech that is also a manipulate action, like Casting a Spell with the concentrate and manipulate trait, the target just rolls a single DC 10 flat check, rather than an additional DC 5 flat check for being grabbed.
◆
ARCHETYPE
Prerequisites Wrestler Dedication
Requirements You have a creature grabbed or restrained.
Your iron grip saps your opponent’s strength.
Attempt an Athletics check to Grapple the creature you have grabbed or restrained, with the following additional effects if you succeed.
Critical Success The target is enfeebled 2 until the end of its next turn and then is enfeebled 1 for 1 minute.
Success The target is enfeebled 1 until the end of its next turn.
Prerequisites Wrestler Dedication
Requirements You have a creature grabbed or restrained.
Your iron grip saps your opponent’s strength.
Attempt an Athletics check to Grapple the creature you have grabbed or restrained, with the following additional effects if you succeed.
Critical Success The target is enfeebled 2 until the end of its next turn and then is enfeebled 1 for 1 minute.
Success The target is enfeebled 1 until the end of its next turn.
◆
ARCHETYPE
Prerequisites Wrestler Dedication
Requirements You have a creature grabbed or restrained.
Flexing your entire body, you heave your opponent over your head and slam them into the ground. Make an unarmed melee Strike against the creature you have grabbed or restrained. On a success, the target lands prone, and on a critical success, the target lands prone and takes an additional 2d6 bludgeoning damage. Regardless of whether the Strike is successful, you immediately release your hold on the target.
Prerequisites Wrestler Dedication
Requirements You have a creature grabbed or restrained.
Flexing your entire body, you heave your opponent over your head and slam them into the ground. Make an unarmed melee Strike against the creature you have grabbed or restrained. On a success, the target lands prone, and on a critical success, the target lands prone and takes an additional 2d6 bludgeoning damage. Regardless of whether the Strike is successful, you immediately release your hold on the target.
◆
ARCHETYPE ATTACK
Archetype access Requires Wrestler Dedication.
Requirements You have a creature grabbed or restrained.
You propel your enemy away.
Attempt an Athletics check against the foe’s Fortitude DC. You take a –2 circumstance penalty to your check if the target is one size larger than you and a –4 circumstance penalty if it’s larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it’s smaller than that.
Critical Success You throw the creature any distance up to 10 feet, plus 5 feet × your Strength modifier. It takes bludgeoning damage equal to your Strength modifier plus 1d6 per 10 feet you threw it. If you threw the target at least 10 feet and into a solid obstacle, use the maximum distance you could have thrown it to calculate the damage. The creature falls prone.
Success As critical success, but the creature doesn’t fall prone.
Failure You don’t throw the creature.
Critical Failure You don’t throw the creature, and it’s no longer grabbed or restrained by you.
Archetype access Requires Wrestler Dedication.
Requirements You have a creature grabbed or restrained.
You propel your enemy away.
Attempt an Athletics check against the foe’s Fortitude DC. You take a –2 circumstance penalty to your check if the target is one size larger than you and a –4 circumstance penalty if it’s larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it’s smaller than that.
Critical Success You throw the creature any distance up to 10 feet, plus 5 feet × your Strength modifier. It takes bludgeoning damage equal to your Strength modifier plus 1d6 per 10 feet you threw it. If you threw the target at least 10 feet and into a solid obstacle, use the maximum distance you could have thrown it to calculate the damage. The creature falls prone.
Success As critical success, but the creature doesn’t fall prone.
Failure You don’t throw the creature.
Critical Failure You don’t throw the creature, and it’s no longer grabbed or restrained by you.
ARCHETYPE DEDICATION
Prerequisites trained in Athletics
Your training in the wrestling arts has made you particularly adept at moving, striking, and grappling while unencumbered. You become an expert in Athletics and gain the Titan Wrestler skill feat. You don’t take the –2 circumstance penalty for making a lethal attack with your nonlethal unarmed attacks. In addition, you gain a +2 circumstance bonus to your Fortitude DC when resisting an opponent’s attempts to Grapple you or Swallow you Whole.
Prerequisites trained in Athletics
Your training in the wrestling arts has made you particularly adept at moving, striking, and grappling while unencumbered. You become an expert in Athletics and gain the Titan Wrestler skill feat. You don’t take the –2 circumstance penalty for making a lethal attack with your nonlethal unarmed attacks. In addition, you gain a +2 circumstance bonus to your Fortitude DC when resisting an opponent’s attempts to Grapple you or Swallow you Whole.
Conditions

You can’t see. All normal terrain is
Difficult terrain is any terrain that impedes your movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of difficult terrain (or moving 5 feet into or within an area of difficult terrain, if you’re not using a grid) costs an extra 5 feet of movement. Moving into a square of greater difficult terrain instead costs 10 additional feet of movement. This additional cost is not increased further when moving diagonally. You can’t Step into difficult terrain.
Movement you make while jumping ignores the terrain you’re jumping over. Some abilities (such as flight or being incorporeal) allow you to avoid the movement reduction from some types of difficult terrain.
to you. You can’t detect anything using vision. You automatically critically fail Perception checks that require you to be able to see, and if vision is your only ,
Average vision is a precise sense—a sense that can be used to perceive the world in nuanced detail. The only way to target a creature without having drawbacks is to use a precise sense. You can usually detect a creature automatically with a precise sense unless that creature is hiding or obscured by the environment, in which case you can use the Seek basic action to better detect the creature.
you take a –4 status penalty to Perception checks. You are immune to
A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.
effects. Blinded overrides dazzled. Broken is a condition that affects only objects. An object is broken when damage has reduced its Hit Points to equal or less than its .
An item can be broken or destroyed if it takes enough damage. Every item has a Hardness value. Each time an item takes damage, reduce any damage the item takes by its Hardness. The rest of the damage reduces the item’s Hit Points. Normally an item takes damage only when a creature is directly attacking it—commonly targeted items include doors and traps. A creature that attacks you doesn’t normally damage your armor or other gear, even if it hits you. However, the Shield Block reaction can cause your shield to take damage as you use it to prevent damage to yourself, and some monsters have exceptional abilities that can damage your items.
An item that takes damage can become broken and eventually destroyed. It becomes broken when its Hit Points are equal to or lower than its Broken Threshold (BT); once its Hit Points are reduced to 0, it is destroyed. A broken item has the broken condition until Repaired above its Broken Threshold. Anything that automatically makes an item broken immediately reduces its Hit Points to its Broken Threshold if the item had more Hit Points than that when the effect occurred. If an item has no Broken Threshold, then it has no relevant changes to its function due to being broken, but it’s still destroyed at 0 Hit Points. A destroyed item can’t be Repaired.
An item’s Hardness, Hit Points, and Broken Threshold usually depend on the material the item is made of. Information on materials appears in GM Core.
A broken object can’t be used for its normal function, nor does it grant bonuses—with the exception of armor. Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category: –1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor.
A broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. For example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth. If an effect makes an item broken automatically and the item has more HP than its ,
An item can be broken or destroyed if it takes enough damage. Every item has a Hardness value. Each time an item takes damage, reduce any damage the item takes by its Hardness. The rest of the damage reduces the item’s Hit Points. Normally an item takes damage only when a creature is directly attacking it—commonly targeted items include doors and traps. A creature that attacks you doesn’t normally damage your armor or other gear, even if it hits you. However, the Shield Block reaction can cause your shield to take damage as you use it to prevent damage to yourself, and some monsters have exceptional abilities that can damage your items.
An item that takes damage can become broken and eventually destroyed. It becomes broken when its Hit Points are equal to or lower than its Broken Threshold (BT); once its Hit Points are reduced to 0, it is destroyed. A broken item has the broken condition until Repaired above its Broken Threshold. Anything that automatically makes an item broken immediately reduces its Hit Points to its Broken Threshold if the item had more Hit Points than that when the effect occurred. If an item has no Broken Threshold, then it has no relevant changes to its function due to being broken, but it’s still destroyed at 0 Hit Points. A destroyed item can’t be Repaired.
An item’s Hardness, Hit Points, and Broken Threshold usually depend on the material the item is made of. Information on materials appears in GM Core.
that effect also reduces the item’s current HP to the .
An item can be broken or destroyed if it takes enough damage. Every item has a Hardness value. Each time an item takes damage, reduce any damage the item takes by its Hardness. The rest of the damage reduces the item’s Hit Points. Normally an item takes damage only when a creature is directly attacking it—commonly targeted items include doors and traps. A creature that attacks you doesn’t normally damage your armor or other gear, even if it hits you. However, the Shield Block reaction can cause your shield to take damage as you use it to prevent damage to yourself, and some monsters have exceptional abilities that can damage your items.
An item that takes damage can become broken and eventually destroyed. It becomes broken when its Hit Points are equal to or lower than its Broken Threshold (BT); once its Hit Points are reduced to 0, it is destroyed. A broken item has the broken condition until Repaired above its Broken Threshold. Anything that automatically makes an item broken immediately reduces its Hit Points to its Broken Threshold if the item had more Hit Points than that when the effect occurred. If an item has no Broken Threshold, then it has no relevant changes to its function due to being broken, but it’s still destroyed at 0 Hit Points. A destroyed item can’t be Repaired.
An item’s Hardness, Hit Points, and Broken Threshold usually depend on the material the item is made of. Information on materials appears in GM Core. Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based rolls and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using Acrobatics, Stealth, and Thievery. You are difficult for one or more creatures to see due to thick fog or some other obscuring feature. You can be concealed to some creatures but not others. While concealed, you can still be observed, but you’re tougher to target. A creature that you’re concealed from must succeed at a DC 5
When the chance something will happen or fail to happen is based purely on chance, you’ll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks’ DCs; most such effects affect only certain types of flat checks.
If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail.
when targeting you with an attack, spell, or other effect. If the check fails, you aren’t affected. Area effects aren’t subject to this .
When the chance something will happen or fail to happen is based purely on chance, you’ll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks’ DCs; most such effects affect only certain types of flat checks.
If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail. You don’t have your wits about you, and you attack wildly. You are off-guard, you don’t treat anyone as your ally (though they might still treat you as theirs), and you can’t ,
◇
Trigger Your turn begins.
You wait for the right moment to act. The rest of your turn doesn’t happen yet. Instead, you’re removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature’s turn. This permanently changes your initiative to the new position. You can’t use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn’t change, and your next turn occurs at your original position in the initiative order.
When you Delay, any persistent damage or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can’t Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.
,
◆◆ Concentrate
You prepare to use an action that will occur outside your turn. Choose a single action or free action you can use, and designate a trigger. Your turn then ends. If the trigger you designated occurs before the start of your next turn, you can use the chosen action as a reaction (provided you still meet the requirements to use it). You can’t Ready a free action that already has a trigger.
If you have a multiple attack penalty and your readied action is an attack action, your readied attack takes the multiple attack penalty you had at the time you used Ready. This is one of the few times the multiple attack penalty applies when it’s not your turn.
or use reactions.
You use all your actions to
◆ Attack
You attack with a weapon you’re wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you’re using, and compare the result to the target creature’s AC to determine the effect.
Critical Success You make a damage roll according to the weapon or unarmed attack and deal double damage.
Success You make a damage roll according to the weapon or unarmed attack and deal damage.
or cast offensive ,
A cantrip is a special type of spell that’s weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip’s stat block says “Cantrip” instead of “Spell”, and the spell has the cantrip trait. Casting a cantrip doesn’t use up your spell slots; you can cast a cantrip at will, any number of times per day. If you’re a prepared caster, you can prepare a specific number of cantrips each day. You can’t prepare a cantrip in a spell slot.
A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its rank is equal to the highest rank of spell slot you have.
though the GM can have you use other actions to facilitate attack, such as draw a weapon, move so a target is in reach, and so forth. Your targets are determined randomly by the GM. If you have no other viable targets, you target yourself, automatically hitting but not scoring a critical hit. If it’s impossible for you to attack or cast spells, you babble incoherently, wasting your actions.
Each time you take damage from an attack or spell, you can attempt a DC 11
When the chance something will happen or fail to happen is based purely on chance, you’ll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks’ DCs; most such effects affect only certain types of flat checks.
If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail.
to recover from your confusion and end the condition. You have been commanded, magically dominated, or otherwise had your will subverted. The controller dictates how you act and can make you use any of your actions, including attacks, reactions, or even .
◇
Trigger Your turn begins.
You wait for the right moment to act. The rest of your turn doesn’t happen yet. Instead, you’re removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature’s turn. This permanently changes your initiative to the new position. You can’t use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn’t change, and your next turn occurs at your original position in the initiative order.
When you Delay, any persistent damage or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can’t Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.
The controller usually doesn’t have to spend their own actions when controlling you. Your eyes are overstimulated or your vision is swimming. If vision is your only ,
Average vision is a precise sense—a sense that can be used to perceive the world in nuanced detail. The only way to target a creature without having drawbacks is to use a precise sense. You can usually detect a creature automatically with a precise sense unless that creature is hiding or obscured by the environment, in which case you can use the Seek basic action to better detect the creature.
all creatures and objects are concealed from you. You can’t hear. You automatically critically fail Perception checks that require you to be able to hear. You take a –2 status penalty to Perception checks for initiative and checks that involve sound but also rely on other senses. If you perform an action that has the
Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.
trait, you must succeed at a DC 5
When the chance something will happen or fail to happen is based purely on chance, you’ll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks’ DCs; most such effects affect only certain types of flat checks.
If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail.
or the action is lost; attempt the check after spending the action but before any effects are applied. You are immune to
Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.
effects while deafened. Your soul has been gripped by a powerful force that calls you closer to death. Doomed always includes a value. The dying value at which you die is reduced by your doomed value. If your maximum dying value is reduced to 0, you instantly die. When you die, you’re no longer doomed.
Your doomed value decreases by 1 each time you get a full night’s rest. Your health and vitality have been depleted as you’ve lost blood, life force, or some other essence. Drained always includes a value. You take a status penalty equal to your drained value on Constitution-based rolls and DCs, such as Fortitude saves. You also lose a number of Hit Points equal to your level (minimum 1) times the drained value, and your maximum Hit Points are reduced by the same amount. For example, if you become drained 3 and you’re a 3rd-level character, you lose 9 Hit Points and reduce your maximum Hit Points by 9. Losing these Hit Points doesn’t count as taking damage.
Each time you get a full night’s rest, your drained value decreases by 1. This increases your maximum Hit Points, but you don’t immediately recover the lost Hit Points. You are bleeding out or otherwise at death’s door. While you have this condition, you are unconscious. Dying always includes a value, and if it ever reaches dying 4, you die. When you’re dying, you must attempt a
While you’re dying, attempt a recovery check at the start of each of your turns. This is a flat check with a DC equal to 10 + your current dying value to see if you get better or worse.
• Critical Success Your dying value is reduced by 2.
• Success Your dying value is reduced by 1.
• Failure Your dying value increases by 1.
• Critical Failure Your dying value increases by 2.
at the start of your turn each round to determine whether you get better or worse. Your dying condition increases by 1 if you take damage while dying, or by 2 if you take damage from an enemy’s critical hit or a critical failure on your save.
If you lose the dying condition by succeeding at a
While you’re dying, attempt a recovery check at the start of each of your turns. This is a flat check with a DC equal to 10 + your current dying value to see if you get better or worse.
• Critical Success Your dying value is reduced by 2.
• Success Your dying value is reduced by 1.
• Failure Your dying value increases by 1.
• Critical Failure Your dying value increases by 2.
and are still at 0 Hit Points, you remain unconscious, but you can wake up as described in that condition. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. Any time you lose the dying condition, you gain the wounded 1 condition, or increase your wounded condition value by 1 if you already have that condition. You are carrying more weight than you can manage. While you’re encumbered, you’re clumsy 1 and take a 10-foot penalty to all your Speeds. As with all penalties to your Speed, this can’t reduce your Speed below 5 feet. You’re physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks. You’re compelled to focus your attention on something, distracting you from whatever else is going on around you. You take a –2 status penalty to Perception and skill checks, and you can’t use
An action with this trait requires a degree of mental concentration and discipline.
actions unless they (or their intended consequences) are related to the subject of your fascination, as determined by the GM. For instance, you might be able to
◆ Concentrate, Secret
You scan an area for signs of creatures or objects, possibly including secret doors or hazards. Choose an area to scan. The GM determines the area you can scan with one Seek action—almost always 30 feet or less in any dimension. The GM might impose a penalty if you search far away from you or adjust the number of actions it takes to Seek a particularly cluttered area.
The GM attempts a single secret Perception check for you and compares the result to the Stealth DCs of any undetected or hidden creatures in the area, or the DC to detect each object in the area (as determined by the GM or by someone Concealing the Object). A creature you detect might remain hidden, rather than becoming observed, if you’re using an imprecise sense or if an effect (such as invisibility) prevents the subject from being observed.
Critical Success Any undetected or hidden creature you critically succeeded against becomes observed by you. You learn the location of objects in the area you critically succeeded against.
Success Any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. You learn the location of any object or get a clue to its whereabouts, as determined by the GM.
and Recall Knowledge about the subject, but you likely couldn’t cast a spell targeting a different creature. This condition ends if a creature uses
Sometimes spells prevent a target from using hostile actions, or the spell ends if a creature uses any hostile actions. A hostile action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm. For instance, casting fireball into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster wouldn’t be. The GM is the final arbitrator of what is a hostile action.
against you or any of your allies. You’re tired and can’t summon much energy. You take a –1 status penalty to AC and saving throws. You can’t use exploration activities performed while traveling.
You recover from fatigue after a full night’s rest. You’re forced to run away due to fear or some other compulsion. On your turn, you must spend each of your actions trying to escape the source of the fleeing condition as expediently as possible (such as by using
An action with this trait involves moving from one space to another.
actions to flee, or opening doors barring your escape). The source is usually the effect or creature that gave you the condition, though some effects might define something else as the source. You can’t
◇
Trigger Your turn begins.
You wait for the right moment to act. The rest of your turn doesn’t happen yet. Instead, you’re removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature’s turn. This permanently changes your initiative to the new position. You can’t use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn’t change, and your next turn occurs at your original position in the initiative order.
When you Delay, any persistent damage or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can’t Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.
or
◆◆ Concentrate
You prepare to use an action that will occur outside your turn. Choose a single action or free action you can use, and designate a trigger. Your turn then ends. If the trigger you designated occurs before the start of your next turn, you can use the chosen action as a reaction (provided you still meet the requirements to use it). You can’t Ready a free action that already has a trigger.
If you have a multiple attack penalty and your readied action is an attack action, your readied attack takes the multiple attack penalty you had at the time you used Ready. This is one of the few times the multiple attack penalty applies when it’s not your turn.
while fleeing. This condition reflects a creature’s disposition toward a particular character, and only supernatural effects (like a spell) can impose this condition on a PC. A creature that is friendly to a character likes that character. It is likely to agree to
◆ Auditory, Concentrate, Linguistic, Mental
Skill Diplomacy
You can make a request of a creature that’s friendly or helpful to you. You must couch the request in terms that the target would accept given their current attitude toward you. The GM sets the DC based on the difficulty of the request. Some requests are unsavory or impossible, and even a helpful NPC would never agree to them.
Critical Success The target agrees to your request without qualifications.
Success The target agrees to your request, but they might demand added provisions or alterations to the request.
Failure The target refuses the request, though they might propose an alternative that is less extreme.
Critical Failure Not only does the target refuse the request, but their attitude toward you decreases by one step due to the temerity of the request.
from that character as long as they are simple, safe, and don’t cost too much to fulfill. If the character (or one of their allies) uses
Sometimes spells prevent a target from using hostile actions, or the spell ends if a creature uses any hostile actions. A hostile action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm. For instance, casting fireball into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster wouldn’t be. The GM is the final arbitrator of what is a hostile action.
against the creature, the creature gains a worse attitude condition depending on the severity of the hostile action, as determined by the GM. You’re gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs. Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1. You’re held in place by another creature, giving you the off-guard and immobilized conditions. If you attempt a manipulate action while grabbed, you must succeed at a DC 5
When the chance something will happen or fail to happen is based purely on chance, you’ll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks’ DCs; most such effects affect only certain types of flat checks.
If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail.
or it is lost; roll the check after spending the action, but before any effects are applied. This condition reflects a creature’s disposition toward a particular character, and only supernatural effects (like a spell) can impose this condition on a PC. A creature that is helpful to a character wishes to actively aid that character. It will accept reasonable
◆ Auditory, Concentrate, Linguistic, Mental
Skill Diplomacy
You can make a request of a creature that’s friendly or helpful to you. You must couch the request in terms that the target would accept given their current attitude toward you. The GM sets the DC based on the difficulty of the request. Some requests are unsavory or impossible, and even a helpful NPC would never agree to them.
Critical Success The target agrees to your request without qualifications.
Success The target agrees to your request, but they might demand added provisions or alterations to the request.
Failure The target refuses the request, though they might propose an alternative that is less extreme.
Critical Failure Not only does the target refuse the request, but their attitude toward you decreases by one step due to the temerity of the request.
from that character, as long as such requests aren’t at the expense of the helpful creature’s goals or quality of life. If the character (or one of their allies) uses a
Sometimes spells prevent a target from using hostile actions, or the spell ends if a creature uses any hostile actions. A hostile action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm. For instance, casting fireball into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster wouldn’t be. The GM is the final arbitrator of what is a hostile action.
against the creature, the creature gains a worse attitude condition depending on the severity of the ,
Sometimes spells prevent a target from using hostile actions, or the spell ends if a creature uses any hostile actions. A hostile action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm. For instance, casting fireball into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster wouldn’t be. The GM is the final arbitrator of what is a hostile action.
as determined by the GM. While you’re hidden from a creature, that creature knows the space you’re in but can’t tell precisely where you are. You typically become hidden by using Stealth to .
◆ Secret
You huddle behind cover or greater cover or deeper into concealment to become hidden, rather than observed. The GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you’re observed by but that you have cover or greater cover against or are concealed from. You get a +2 circumstance bonus to your check if you have standard cover (or +4 from greater cover).
Success If the creature could see you, you’re now hidden from it instead of observed. If you were hidden from or undetected by the creature, you retain that condition.
If you successfully become hidden to a creature but then cease to have cover or greater cover against it or be concealed from it, you become observed again. You cease being hidden if you do anything except Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains off-guard against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check.
If a creature uses Seek to make you observed by it, you must successfully Hide to become hidden from it again.
When
◆ Concentrate, Secret
You scan an area for signs of creatures or objects, possibly including secret doors or hazards. Choose an area to scan. The GM determines the area you can scan with one Seek action—almost always 30 feet or less in any dimension. The GM might impose a penalty if you search far away from you or adjust the number of actions it takes to Seek a particularly cluttered area.
The GM attempts a single secret Perception check for you and compares the result to the Stealth DCs of any undetected or hidden creatures in the area, or the DC to detect each object in the area (as determined by the GM or by someone Concealing the Object). A creature you detect might remain hidden, rather than becoming observed, if you’re using an imprecise sense or if an effect (such as invisibility) prevents the subject from being observed.
Critical Success Any undetected or hidden creature you critically succeeded against becomes observed by you. You learn the location of objects in the area you critically succeeded against.
Success Any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. You learn the location of any object or get a clue to its whereabouts, as determined by the GM.
a creature using only ,
Average hearing is an imprecise sense—it can’t detect the full range of detail that a precise sense can. You can usually sense a creature automatically with an imprecise sense, but it has the hidden condition instead of the observed condition. It might be undetected by you if it’s using Stealth or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the Seek basic action to detect the creature. At best, an imprecise sense can be used to make an undetected creature (or one you didn’t even know was there) merely hidden—it can’t make the creature observed.
it remains hidden, rather than observed. A creature you’re hidden from is off-guard to you, and it must succeed at a DC 11
When the chance something will happen or fail to happen is based purely on chance, you’ll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks’ DCs; most such effects affect only certain types of flat checks.
If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail.
when targeting you with an attack, spell, or other effect or it fails to affect you. Area effects aren’t subject to this .
When the chance something will happen or fail to happen is based purely on chance, you’ll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks’ DCs; most such effects affect only certain types of flat checks.
If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail.
A creature might be able to use the
◆ Concentrate, Secret
You scan an area for signs of creatures or objects, possibly including secret doors or hazards. Choose an area to scan. The GM determines the area you can scan with one Seek action—almost always 30 feet or less in any dimension. The GM might impose a penalty if you search far away from you or adjust the number of actions it takes to Seek a particularly cluttered area.
The GM attempts a single secret Perception check for you and compares the result to the Stealth DCs of any undetected or hidden creatures in the area, or the DC to detect each object in the area (as determined by the GM or by someone Concealing the Object). A creature you detect might remain hidden, rather than becoming observed, if you’re using an imprecise sense or if an effect (such as invisibility) prevents the subject from being observed.
Critical Success Any undetected or hidden creature you critically succeeded against becomes observed by you. You learn the location of objects in the area you critically succeeded against.
Success Any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. You learn the location of any object or get a clue to its whereabouts, as determined by the GM.
action to try to observe you. This condition reflects a creature’s disposition toward a particular character, and only supernatural effects (like a spell) can impose this condition on a PC. A creature hostile to a character actively seeks to harm that character. It doesn’t necessarily attack, but it won’t accept
◆ Auditory, Concentrate, Linguistic, Mental
Skill Diplomacy
You can make a request of a creature that’s friendly or helpful to you. You must couch the request in terms that the target would accept given their current attitude toward you. The GM sets the DC based on the difficulty of the request. Some requests are unsavory or impossible, and even a helpful NPC would never agree to them.
Critical Success The target agrees to your request without qualifications.
Success The target agrees to your request, but they might demand added provisions or alterations to the request.
Failure The target refuses the request, though they might propose an alternative that is less extreme.
Critical Failure Not only does the target refuse the request, but their attitude toward you decreases by one step due to the temerity of the request.
from the character. You are incapable of movement. You can’t use any actions that have the
An action with this trait involves moving from one space to another.
trait. If you’re immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place. This condition reflects a creature’s disposition toward a particular character, and only supernatural effects (like a spell) can impose this condition on a PC. A creature that is indifferent to a character doesn’t really care one way or the other about that character. Assume a creature’s attitude to a given character is indifferent unless specified otherwise. You can’t be seen. You’re undetected to everyone. Creatures can
◆ Concentrate, Secret
You scan an area for signs of creatures or objects, possibly including secret doors or hazards. Choose an area to scan. The GM determines the area you can scan with one Seek action—almost always 30 feet or less in any dimension. The GM might impose a penalty if you search far away from you or adjust the number of actions it takes to Seek a particularly cluttered area.
The GM attempts a single secret Perception check for you and compares the result to the Stealth DCs of any undetected or hidden creatures in the area, or the DC to detect each object in the area (as determined by the GM or by someone Concealing the Object). A creature you detect might remain hidden, rather than becoming observed, if you’re using an imprecise sense or if an effect (such as invisibility) prevents the subject from being observed.
Critical Success Any undetected or hidden creature you critically succeeded against becomes observed by you. You learn the location of objects in the area you critically succeeded against.
Success Any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. You learn the location of any object or get a clue to its whereabouts, as determined by the GM.
to detect you; if a creature succeeds at its Perception check against your Stealth DC, you become hidden to that creature until you
◆ Move, Secret
You attempt to move to another place while becoming or staying undetected. Stride up to half your Speed. (You can use Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type; you must move at half that Speed.)
At the end of your movement, the GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you were hidden from or undetected by at the start of your movement. If you have cover or greater cover from the creature throughout your Stride, you gain the +2 circumstance bonus from cover (or +4 from greater cover) to your Stealth check. Because you’re moving, the bonus increase from Taking Cover doesn’t apply. You don’t get to roll against a creature if, at the end of your movement, you neither are concealed from it nor have cover or greater cover against it. You automatically become observed by such a creature.
Success You’re undetected by the creature during your movement and remain undetected by the creature at the end of it.
You become observed as soon as you do anything other than Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains off-guard against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check. If you speak or make a deliberate loud noise, you become hidden instead of undetected.
If a creature uses Seek and you become hidden to it as a result, you must Sneak if you want to become undetected by that creature again.
Failure A telltale sound or other sign gives your position away, though you still remain unseen. You’re hidden from the creature throughout your movement and remain so.
Critical Failure You’re spotted! You’re observed by the creature throughout your movement and remain so. If you’re invisible and were hidden from the creature, instead of being observed you’re hidden throughout your movement and remain so.
to become undetected again. If you become invisible while someone can already see you, you start out hidden to them (instead of undetected) until you successfully .
◆ Move, Secret
You attempt to move to another place while becoming or staying undetected. Stride up to half your Speed. (You can use Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type; you must move at half that Speed.)
At the end of your movement, the GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you were hidden from or undetected by at the start of your movement. If you have cover or greater cover from the creature throughout your Stride, you gain the +2 circumstance bonus from cover (or +4 from greater cover) to your Stealth check. Because you’re moving, the bonus increase from Taking Cover doesn’t apply. You don’t get to roll against a creature if, at the end of your movement, you neither are concealed from it nor have cover or greater cover against it. You automatically become observed by such a creature.
Success You’re undetected by the creature during your movement and remain undetected by the creature at the end of it.
You become observed as soon as you do anything other than Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains off-guard against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check. If you speak or make a deliberate loud noise, you become hidden instead of undetected.
If a creature uses Seek and you become hidden to it as a result, you must Sneak if you want to become undetected by that creature again.
Failure A telltale sound or other sign gives your position away, though you still remain unseen. You’re hidden from the creature throughout your movement and remain so.
Critical Failure You’re spotted! You’re observed by the creature throughout your movement and remain so. If you’re invisible and were hidden from the creature, instead of being observed you’re hidden throughout your movement and remain so.
You can’t become observed while invisible except via special abilities or magic. Anything in plain view is observed by you. If a creature takes measures to avoid detection, such as by using Stealth to ,
◆ Secret
You huddle behind cover or greater cover or deeper into concealment to become hidden, rather than observed. The GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you’re observed by but that you have cover or greater cover against or are concealed from. You get a +2 circumstance bonus to your check if you have standard cover (or +4 from greater cover).
Success If the creature could see you, you’re now hidden from it instead of observed. If you were hidden from or undetected by the creature, you retain that condition.
If you successfully become hidden to a creature but then cease to have cover or greater cover against it or be concealed from it, you become observed again. You cease being hidden if you do anything except Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains off-guard against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check.
If a creature uses Seek to make you observed by it, you must successfully Hide to become hidden from it again.
it can become hidden or undetected instead of observed. If you have another
Average vision is a precise sense—a sense that can be used to perceive the world in nuanced detail. The only way to target a creature without having drawbacks is to use a precise sense. You can usually detect a creature automatically with a precise sense unless that creature is hiding or obscured by the environment, in which case you can use the Seek basic action to better detect the creature.
besides sight, you might be able to observe a creature or object using that sense instead. You can observe a creature with only your .
Average vision is a precise sense—a sense that can be used to perceive the world in nuanced detail. The only way to target a creature without having drawbacks is to use a precise sense. You can usually detect a creature automatically with a precise sense unless that creature is hiding or obscured by the environment, in which case you can use the Seek basic action to better detect the creature.
When
◆ Concentrate, Secret
You scan an area for signs of creatures or objects, possibly including secret doors or hazards. Choose an area to scan. The GM determines the area you can scan with one Seek action—almost always 30 feet or less in any dimension. The GM might impose a penalty if you search far away from you or adjust the number of actions it takes to Seek a particularly cluttered area.
The GM attempts a single secret Perception check for you and compares the result to the Stealth DCs of any undetected or hidden creatures in the area, or the DC to detect each object in the area (as determined by the GM or by someone Concealing the Object). A creature you detect might remain hidden, rather than becoming observed, if you’re using an imprecise sense or if an effect (such as invisibility) prevents the subject from being observed.
Critical Success Any undetected or hidden creature you critically succeeded against becomes observed by you. You learn the location of objects in the area you critically succeeded against.
Success Any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. You learn the location of any object or get a clue to its whereabouts, as determined by the GM.
a creature using only ,
Average hearing is an imprecise sense—it can’t detect the full range of detail that a precise sense can. You can usually sense a creature automatically with an imprecise sense, but it has the hidden condition instead of the observed condition. It might be undetected by you if it’s using Stealth or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the Seek basic action to detect the creature. At best, an imprecise sense can be used to make an undetected creature (or one you didn’t even know was there) merely hidden—it can’t make the creature observed.
it remains hidden, rather than observed. You’re distracted or otherwise unable to focus your full attention on defense. You take a –2 circumstance penalty to AC. Some effects give you the off-guard condition only to certain creatures or against certain attacks. Others—especially conditions—can make you off-guard against everything. If a rule doesn’t specify that the condition applies only to certain circumstances, it applies to all of them, such as “The target is off-guard.” You’re frozen in place. You have the off-guard condition and can’t act except to Recall Knowledge and use actions that require only your mind (as determined by the GM). Your senses still function, but only in the areas you can perceive without moving, so you can’t .
◆ Concentrate, Secret
You scan an area for signs of creatures or objects, possibly including secret doors or hazards. Choose an area to scan. The GM determines the area you can scan with one Seek action—almost always 30 feet or less in any dimension. The GM might impose a penalty if you search far away from you or adjust the number of actions it takes to Seek a particularly cluttered area.
The GM attempts a single secret Perception check for you and compares the result to the Stealth DCs of any undetected or hidden creatures in the area, or the DC to detect each object in the area (as determined by the GM or by someone Concealing the Object). A creature you detect might remain hidden, rather than becoming observed, if you’re using an imprecise sense or if an effect (such as invisibility) prevents the subject from being observed.
Critical Success Any undetected or hidden creature you critically succeeded against becomes observed by you. You learn the location of objects in the area you critically succeeded against.
Success Any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. You learn the location of any object or get a clue to its whereabouts, as determined by the GM. You are taking damage from an ongoing effect, such as from being lit on fire. This appears as “X persistent [type] damage,” where “X” is the amount of damage dealt and “[type]” is the damage type. Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw. Instead of taking persistent damage immediately, you take it at the end of each of your turns as long as you have the condition, rolling any damage dice anew each time. After you take persistent damage, roll a DC 15
When the chance something will happen or fail to happen is based purely on chance, you’ll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks’ DCs; most such effects affect only certain types of flat checks.
If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail.
to see if you recover from the persistent damage. If you succeed, the condition ends.
Persistent Damage Rules
The additional rules presented below apply to persistent damage in certain cases.
Persistent damage runs its course and automatically ends after a certain amount of time as fire burns out, blood clots, and the like. The GM determines when this occurs, but it usually takes 1 minute.
Assisted Recovery
You can take steps to help yourself recover from persistent damage, or an ally can help you, allowing you to attempt an additional
When the chance something will happen or fail to happen is based purely on chance, you’ll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks’ DCs; most such effects affect only certain types of flat checks.
If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail.
before the end of your turn. This is usually an activity requiring 2 actions, and it must be something that would reasonably improve your chances (as determined by the GM). For example, you might try to smother a flame or wash off acid. This allows you to attempt an extra
When the chance something will happen or fail to happen is based purely on chance, you’ll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks’ DCs; most such effects affect only certain types of flat checks.
If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail.
immediately, but only once per round.
The GM decides how your help works, using the following examples as guidelines when there’s not a specific action that applies.
• The action to help might require a skill check or another roll to determine its effectiveness.
• Reduce the DC of the
When the chance something will happen or fail to happen is based purely on chance, you’ll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks’ DCs; most such effects affect only certain types of flat checks.
If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail.
to 10 for a particularly appropriate type of help, such as dousing you in water to put out flames.
• Automatically end the condition due to the type of help, such as healing that restores you to your maximum HP to end persistent ,
Another special type of physical damage is bleed damage. This is persistent damage that represents loss of blood. Nonliving creatures and living creatures that don’t need blood to live are usually immune to bleed damage; check the creature’s Immunities entry. Weaknesses and resistances to physical damage apply. Bleed damage ends automatically if you’re healed to your full Hit Points.
or submerging yourself in a lake to end persistent fire damage.
• Alter the number of actions required to help you if the means the helper uses are especially efficient or remarkably inefficient.
Immunities, Resistances, and Weaknesses
Immunities, resistances, and weaknesses all apply to persistent damage. If an effect deals initial damage in addition to persistent damage, apply immunities, resistances, and weaknesses separately to the initial damage and to the persistent damage. Usually, if an effect negates the initial damage, it also negates the persistent damage, such as with a slashing weapon that also deals persistent
Another special type of physical damage is bleed damage. This is persistent damage that represents loss of blood. Nonliving creatures and living creatures that don’t need blood to live are usually immune to bleed damage; check the creature’s Immunities entry. Weaknesses and resistances to physical damage apply. Bleed damage ends automatically if you’re healed to your full Hit Points.
because it cut you. The GM might rule otherwise in some situations.
Multiple Persistent Damage Conditions
You can be simultaneously affected by multiple persistent damage conditions so long as they have different damage types. If you would gain more than one persistent damage condition with the same damage type, the higher amount of damage overrides the lower amount. If it’s unclear which damage would be higher, such as if you’re already taking 2 persistent fire damage and then begin taking 1d4 persistent fire damage, the GM decides which source of damage would better fit the scene. The damage you take from persistent damage occurs all at once, so if something triggers when you take damage, it triggers only once; for example, if you’re dying with several types of persistent damage, the persistent damage increases your dying condition only once. You have been turned to stone. You can’t act, nor can you sense anything. You become an object with a
Carrying especially heavy or unwieldy items can make it more difficult for you to move, as can overloading yourself with too much gear. The Bulk value of an item reflects how difficult the item is to handle, representing its size, weight, and general awkwardness. If you have a high Strength modifier, you usually don’t need to worry about Bulk unless you’re carrying numerous substantial items.
Bulk Limits
You can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the encumbered condition. You can’t hold or carry more Bulk than 10 plus your Strength modifier.
Bulk Values
Items can have a number to indicate their Bulk value, or they can be light (indicated by an L) or negligible (indicated by a —) for the purpose of determining Bulk. For instance, full plate armor is 4 Bulk, a longsword is 1 Bulk, a dagger or scroll is light, and a piece of chalk is negligible. Ten light items count as 1 Bulk, and you round down fractions (so 9 light items count as 0 Bulk, and 11 light items count as 1 Bulk). Items of negligible Bulk don’t count toward Bulk unless you try to carry vast numbers of them, as determined by the GM.
Estimating an Item’s Bulk
Generally, an item that weighs 5 to 10 pounds is 1 Bulk, an item weighing less than a few ounces is negligible, and anything in between is light. Particularly unwieldy items might have higher Bulk values. For example, a 10-foot pole isn’t heavy, but its length makes it awkward to manage, so its Bulk is 1. Items made for larger or smaller creatures have greater or lesser Bulk.
Bulk of Coins
Coins are a popular means of exchange due to their portability, but they can still add up. A thousand coins of any denomination or combination of denominations count as 1 Bulk. It’s not usually necessary to determine the Bulk of coins in fractions of 1,000; simply round down fractions of 1,000. In other words, 100 coins don’t count as a light item, and 1,999 coins are 1 Bulk, not 2.
Bulk of Creatures
You might need to know the Bulk of a creature, especially if you need to carry someone. This table lists the typical Bulk of a creature, but the GM might adjust this number.
| Size of Creature | Bulk |
|---|---|
| Tiny | 1 |
| Small | 3 |
| Medium | 6 |
| Large | 12 |
| Huge | 24 |
| Gargantuan | 48 |
In some situations, you might drag an object or creature rather than carry it. If you’re dragging something, treat its Bulk as half. Typically, you can drag one thing at a time, you must use both hands to do so, and you drag slowly—roughly 50 feet per minute. Use the total Bulk of what you’re dragging, for instance, if you’re dragging a sack filled with treasure, total the Bulk of everything inside.
double your normal
Carrying especially heavy or unwieldy items can make it more difficult for you to move, as can overloading yourself with too much gear. The Bulk value of an item reflects how difficult the item is to handle, representing its size, weight, and general awkwardness. If you have a high Strength modifier, you usually don’t need to worry about Bulk unless you’re carrying numerous substantial items.
Bulk Limits
You can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the encumbered condition. You can’t hold or carry more Bulk than 10 plus your Strength modifier.
Bulk Values
Items can have a number to indicate their Bulk value, or they can be light (indicated by an L) or negligible (indicated by a —) for the purpose of determining Bulk. For instance, full plate armor is 4 Bulk, a longsword is 1 Bulk, a dagger or scroll is light, and a piece of chalk is negligible. Ten light items count as 1 Bulk, and you round down fractions (so 9 light items count as 0 Bulk, and 11 light items count as 1 Bulk). Items of negligible Bulk don’t count toward Bulk unless you try to carry vast numbers of them, as determined by the GM.
Estimating an Item’s Bulk
Generally, an item that weighs 5 to 10 pounds is 1 Bulk, an item weighing less than a few ounces is negligible, and anything in between is light. Particularly unwieldy items might have higher Bulk values. For example, a 10-foot pole isn’t heavy, but its length makes it awkward to manage, so its Bulk is 1. Items made for larger or smaller creatures have greater or lesser Bulk.
Bulk of Coins
Coins are a popular means of exchange due to their portability, but they can still add up. A thousand coins of any denomination or combination of denominations count as 1 Bulk. It’s not usually necessary to determine the Bulk of coins in fractions of 1,000; simply round down fractions of 1,000. In other words, 100 coins don’t count as a light item, and 1,999 coins are 1 Bulk, not 2.
Bulk of Creatures
You might need to know the Bulk of a creature, especially if you need to carry someone. This table lists the typical Bulk of a creature, but the GM might adjust this number.
| Size of Creature | Bulk |
|---|---|
| Tiny | 1 |
| Small | 3 |
| Medium | 6 |
| Large | 12 |
| Huge | 24 |
| Gargantuan | 48 |
In some situations, you might drag an object or creature rather than carry it. If you’re dragging something, treat its Bulk as half. Typically, you can drag one thing at a time, you must use both hands to do so, and you drag slowly—roughly 50 feet per minute. Use the total Bulk of what you’re dragging, for instance, if you’re dragging a sack filled with treasure, total the Bulk of everything inside.
(typically 12 for a petrified Medium creature or 6 for a petrified Small creature), AC 9, 8,
Every item has a Hardness value. Each time an item takes damage, reduce any damage the item takes by its Hardness. The rest of the damage reduces the item’s Hit Points.
and the same current Hit Points you had when alive. You don’t have a .
An item can be broken or destroyed if it takes enough damage. Every item has a Hardness value. Each time an item takes damage, reduce any damage the item takes by its Hardness. The rest of the damage reduces the item’s Hit Points. Normally an item takes damage only when a creature is directly attacking it—commonly targeted items include doors and traps. A creature that attacks you doesn’t normally damage your armor or other gear, even if it hits you. However, the Shield Block reaction can cause your shield to take damage as you use it to prevent damage to yourself, and some monsters have exceptional abilities that can damage your items.
An item that takes damage can become broken and eventually destroyed. It becomes broken when its Hit Points are equal to or lower than its Broken Threshold (BT); once its Hit Points are reduced to 0, it is destroyed. A broken item has the broken condition until Repaired above its Broken Threshold. Anything that automatically makes an item broken immediately reduces its Hit Points to its Broken Threshold if the item had more Hit Points than that when the effect occurred. If an item has no Broken Threshold, then it has no relevant changes to its function due to being broken, but it’s still destroyed at 0 Hit Points. A destroyed item can’t be Repaired.
An item’s Hardness, Hit Points, and Broken Threshold usually depend on the material the item is made of. Information on materials appears in GM Core.
When the petrified condition ends, you have the same number of Hit Points you had as a statue. If the statue is destroyed, you immediately die. While petrified, your mind and body are in stasis, so you don’t age or notice the passing of time. You’re lying on the ground. You are off-guard and take a –2 circumstance penalty to attack rolls. The only
An action with this trait involves moving from one space to another.
actions you can use while you’re prone are
◆ Move
Requirements You are prone and your Speed is at least 10 feet.
You move 5 feet by crawling and continue to stay prone.
and .
◆ Move
You stand up from being prone.
◆ Move
You stand up from being prone.
up ends the prone condition. You can
◆
Requirements You are benefiting from standard cover, are near a feature that allows you to take cover, or are prone.
You press yourself against a wall or duck behind an obstacle to take better advantage of cover. If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to Stealth checks to Hide, Sneak, or otherwise avoid detection. Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead).
You can Take Cover while prone to hunker down and gain greater cover against ranged attacks, even if you don’t have an object to get behind, which grants you a +4 circumstance bonus to AC against ranged attacks (but you remain off-guard).
This lasts until you move from your current space, use an attack action, become unconscious, or end this effect as a free action.
while prone to hunker down and gain greater
When you’re behind an obstacle that could block weapons, guard you against explosions, and make you harder to detect, you’re behind cover. Standard cover gives you a +2 circumstance bonus to AC, to Reflex saves against area effects, and to Stealth checks to Hide, Sneak, or otherwise avoid detection. You can increase this to greater cover using the Take Cover basic action, increasing the circumstance bonus to +4. If cover is especially light, typically when it’s provided by a creature, you have lesser cover, which grants a +1 circumstance bonus to AC. A creature with standard cover or greater cover can attempt to use Stealth to Hide, but lesser cover isn’t sufficient.
Cover is relative, so you might simultaneously have cover against one creature and not another. Cover applies only if your path to the target is partially blocked. If a creature is entirely behind a wall or the like, you don’t have line of effect and typically can’t target it at all.
Usually, the GM can quickly decide whether your target has cover. If you’re uncertain or need to be more precise, draw a line from the center of your space to the center of the target’s space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has Taken Cover). If the line passes through a creature instead, the target has lesser cover. When measuring cover against an area effect, draw the line from the effect’s point of origin to the center of the creature’s space.
Cover and Large Creatures
If a creature between you and a target is two or more sizes larger than both you and your target, that creature’s space blocks the effect enough to provide standard cover instead of lesser cover. The GM might determine that a creature doesn’t gain cover from terrain that it’s significantly larger than. For example, a Huge dragon probably wouldn’t receive any benefit from being behind a 1-foot-wide pillar.
Special Circumstances
Your GM might allow you to overcome your target’s cover in some situations. If you’re right next to an arrow slit, you can shoot without penalty, but you have greater cover against someone shooting back at you from far away. Your GM might let you reduce or negate cover by leaning around a corner to shoot or the like. This usually takes an action to set up, and the GM might measure cover from an edge or corner of your space instead of your center.
against ranged attacks, even if you don’t have an object to get behind, which grants you a +4 circumstance bonus to AC against ranged attacks (but you remain off-guard).
If you would be knocked prone while you’re
◆ Move
Requirements You have two hands free.
You attempt an Athletics check to move a maximum distance of 5 feet up, down, or across an incline. You’re off-guard while climbing unless you have a climb Speed. The GM determines the DC based on the nature of the incline and environmental circumstances; you might get an automatic critical success on an incline that’s trivial to climb. If your land Speed is 40 feet or higher, increase the maximum distance by 5 feet for every 20 feet of Speed above 20 feet.
Critical Success You move along the incline, increasing the maximum distance by 5 feet.
Success You move along the incline.
Critical Failure You fall. If you began the climb on stable ground, you fall and land prone.
or ,
◆ Move
Requirements You have a fly Speed.
You move through the air up to your fly Speed. Moving upward (straight up or diagonally) uses the rules for moving through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you Fly to the ground, you don’t take falling damage. You can use an action to Fly 0 feet to hover in place. If you’re airborne at the end of your turn and didn’t use a Fly action this round, you fall.
you fall. You can’t be knocked prone when .
◆ Move
You attempt an Athletics check to move a maximum distance of 10 feet through water. The GM determines the DC based on the turbulence or danger of the water; in most instances of calm water, you get an automatic critical success. If your land Speed is 40 feet or higher, increase the maximum possible distance by 5 feet for every 20 feet of Speed above 20 feet.
If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. This doesn’t apply if your last action on your turn was to enter the water.
Critical Success You move through the water, increasing the maximum distance by 5 feet.
Success You move through the water.
Critical Failure You make no progress. If you’re holding your breath, you lose 1 round of air. You’re able to act more quickly. You gain 1 additional action at the start of your turn each round. Many effects that make you quickened require you use this extra action only in certain ways. If you become quickened from multiple sources, you can use the extra action you’ve been granted for any single action allowed by any of the effects that made you quickened. Because quickened has its effect at the start of your turn, you don’t immediately gain actions if you become quickened during your turn. You’re tied up and can barely move, or a creature has you pinned. You have the off-guard and immobilized conditions, and you can’t use any
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
or manipulate actions except to attempt to
◆ Attack
You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait).
Critical Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet.
Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target.
Critical Failure You don’t get free, and you can’t attempt to Escape again until your next turn.
or
◆ Attack
Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate. With a high enough result, you can even smash through walls. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open.
Critical Success You open the door, window, container, or gate and can avoid damaging it in the process.
Success You break the door, window, container, or gate open, and it gains the broken condition. If it’s especially sturdy, the GM might have it take damage but not be broken.
Critical Failure Your attempt jams the door, window, container, or gate shut, imposing a –2 circumstance penalty on future attempts to Force it Open.
your bonds. Restrained overrides grabbed. You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can’t willingly ingest anything—including elixirs and potions—while sickened.
You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success). You have fewer actions. Slowed always includes a value. When you regain your actions, reduce the number of actions regained by your slowed value. Because you regain actions at the start of your turn, you don’t immediately lose actions if you become slowed during your turn. You’ve become senseless. You can’t act. Stunned usually includes a value, which indicates how many total actions you lose, possibly over multiple turns, from being stunned. Each time you regain actions, reduce the number you regain by your stunned value, then reduce your stunned value by the number of actions you lost. For example, if you were stunned 4, you would lose all 3 of your actions on your turn, reducing you to stunned 1; on your next turn, you would lose 1 more action, and then be able to use your remaining 2 actions normally. Stunned might also have a duration instead, such as “stunned for 1 minute,” causing you to lose all your actions for the duration.
Stunned overrides slowed. If the duration of your stunned condition ends while you are slowed, you count the actions lost to the stunned condition toward those lost to being slowed. So, if you were stunned 1 and slowed 2 at the beginning of your turn, you would lose 1 action from stunned, and then lose only 1 additional action by being slowed, so you would still have 1 action remaining to use that turn.
If you become stunned during your turn, finish the action or activity underway. For stunned with a value, immediately lose your remaining actions as needed to reduce that value. Your thoughts and instincts are clouded. Stupefied always includes a value. You take a status penalty equal to this value on Intelligence-, Wisdom-, and Charisma-based rolls and DCs, including Will saving throws, spell attack modifiers, spell DCs, and skill checks that use these attribute modifiers. Any time you attempt to
The casting of a spell can range from a simple word of magical might that creates a fleeting effect to a complex process taking hours to cast and producing a long-term impact. Casting a spell requires the caster to make gestures and utter incantations, so being unable to speak prevents spellcasting for most casters. If your character has a long-term disability that prevents or complicates them from speaking (as described in GM Core), work with the GM to determine an analogous way they cast their spells, such as tapping in code on their staff or whistling.
Spellcasting creates obvious sensory manifestations, such as bright lights, crackling sounds, and sharp smells from the gathering magic. Nearly all spells manifest a spell signature—a colorful, glowing ring of magical runes that appears in midair, typically around your hands, though what kind of spellcaster you are can affect this— academic wizards typically have neat and ordered spell signatures, while a druid’s might be more organic and a cleric’s might be inspired by their deity. How spellcasting looks can vary from one spellcasting tradition or class to another, or even from person to person. You have a great deal of freedom in flavoring your character’s magic however you wish!
Spells can vary in how many actions they take, as shown in the spell’s stat block. You cast cantrips, spells from spell slots, and focus spells using the same process, but must expend the spell when casting a spell from a spell slot and must spend 1 Focus Point to cast a focus spell. Some rules will refer to the Cast a Spell activity, such as “if the next action you use is to Cast a Spell.” Any spell qualifies as a Cast a Spell activity, and any characteristics of the spell use those of the specific spell you’re casting.
while stupefied, the spell is disrupted unless you succeed at a
When the chance something will happen or fail to happen is based purely on chance, you’ll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks’ DCs; most such effects affect only certain types of flat checks.
If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail.
with a DC equal to 5 + your stupefied value. You’re sleeping or have been knocked out. You can’t act. You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and off-guard conditions. When you gain this condition, you fall prone and drop items you’re holding unless the effect states otherwise or the GM determines you’re positioned so you wouldn’t.
If you’re unconscious because you’re dying, you can’t wake up while you have 0 Hit Points. If you are restored to 1 Hit Point or more, you lose the dying and unconscious conditions and can act normally on your next turn.
If you are unconscious and at 0 Hit Points, but not dying, you return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you are healed, you lose the unconscious condition and can act normally on your next turn.
If you’re unconscious and have 1 or more Hit Points (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways.
• You take damage, though if the damage reduces you to 0 Hit Points, you remain unconscious and gain the dying condition as normal.
• You receive healing, other than the natural healing you get from resting.
• Someone shakes you awake with an
◆ Manipulate
You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, draw a weapon, swap a held item for another, open a door, or achieve a similar effect. On rare occasions, you might have to attempt a skill check to determine if your Interact action was successful.
action.
• Loud noise around you might wake you. At the start of your turn, you automatically attempt a Perception check against the noise’s DC (or the lowest DC if there is more than one noise), waking up if you succeed. If creatures are attempting to stay quiet around you, this Perception check uses their Stealth DCs. Some effects make you sleep so deeply that they don’t allow you this Perception check.
• If you are simply asleep, the GM decides you wake up either because you have had a restful night’s sleep or something disrupted that rest. When you are undetected by a creature, that creature can’t see you at all, has no idea what space you occupy, and can’t target you, though you still can be affected by abilities that target an area. When you’re undetected by a creature, that creature is off-guard to you.
A creature you’re undetected by can guess which square you’re in to try targeting you. It must pick a square and attempt an attack. This works like targeting a hidden creature (requiring a DC 11 ),
When the chance something will happen or fail to happen is based purely on chance, you’ll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks’ DCs; most such effects affect only certain types of flat checks.
If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail.
but the
When the chance something will happen or fail to happen is based purely on chance, you’ll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks’ DCs; most such effects affect only certain types of flat checks.
If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail.
and attack roll are rolled in secret by the GM, who doesn’t reveal whether the attack missed due to failing the ,
When the chance something will happen or fail to happen is based purely on chance, you’ll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks’ DCs; most such effects affect only certain types of flat checks.
If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail.
failing the attack roll, or choosing the wrong square. They can
◆ Concentrate, Secret
You scan an area for signs of creatures or objects, possibly including secret doors or hazards. Choose an area to scan. The GM determines the area you can scan with one Seek action—almost always 30 feet or less in any dimension. The GM might impose a penalty if you search far away from you or adjust the number of actions it takes to Seek a particularly cluttered area.
The GM attempts a single secret Perception check for you and compares the result to the Stealth DCs of any undetected or hidden creatures in the area, or the DC to detect each object in the area (as determined by the GM or by someone Concealing the Object). A creature you detect might remain hidden, rather than becoming observed, if you’re using an imprecise sense or if an effect (such as invisibility) prevents the subject from being observed.
Critical Success Any undetected or hidden creature you critically succeeded against becomes observed by you. You learn the location of objects in the area you critically succeeded against.
Success Any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. You learn the location of any object or get a clue to its whereabouts, as determined by the GM.
to try to find you. This condition reflects a creature’s disposition toward a particular character, and only supernatural effects (like a spell) can impose this condition on a PC. A creature that is unfriendly to a character dislikes and distrusts that character. The unfriendly creature won’t accept
◆ Auditory, Concentrate, Linguistic, Mental
Skill Diplomacy
You can make a request of a creature that’s friendly or helpful to you. You must couch the request in terms that the target would accept given their current attitude toward you. The GM sets the DC based on the difficulty of the request. Some requests are unsavory or impossible, and even a helpful NPC would never agree to them.
Critical Success The target agrees to your request without qualifications.
Success The target agrees to your request, but they might demand added provisions or alterations to the request.
Failure The target refuses the request, though they might propose an alternative that is less extreme.
Critical Failure Not only does the target refuse the request, but their attitude toward you decreases by one step due to the temerity of the request.
from the character. If you’re unnoticed by a creature, that creature has no idea you’re present. When you’re unnoticed, you’re also undetected. This matters for abilities that can be used only against targets totally unaware of your presence. You have been seriously injured. If you lose the dying condition and do not already have the wounded condition, you become wounded 1. If you already have the wounded condition when you lose the dying condition, your wounded condition value increases by 1. If you gain the dying condition while wounded, increase your dying condition value by your wounded value.
The wounded condition ends if someone successfully restores Hit Points to you using ,
Exploration, Healing, Manipulate
Requirements Trained in Medicine
Requirements You’re wearing or holding a healer’s toolkit.
You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes).
The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.
If you succeed at your check, you can continue treating the target to grant additional healing. If you treat it for a total of 1 hour, double the Hit Points it regains from Treat Wounds.
The result of your Medicine check determines how many Hit Points the target regains.
Critical Success The target regains 4d8 Hit Points and loses the wounded condition.
Success The target regains 2d8 Hit Points, and loses the wounded condition.
Critical Failure The target takes 1d8 damage.
or if you are restored to full Hit Points by any means and rest for 10 minutes.
General Feats
DOWNTIME GENERAL
Prerequisites Charisma +3
You have a reputation in towns and villages you’ve visited, and residents are always willing to open their doors to you. When in a town or village, during downtime, you can spend 8 hours to locate a resident willing to provide lodging for you and up to six allies for up to 24 hours at no charge. The standard of living within the acquired lodging is comfortable, and square meals are provided at no cost. After 24 hours, you must pay standard prices for further lodging and meals or use this feat again to find a new resident willing to host you.
Prerequisites Charisma +3
You have a reputation in towns and villages you’ve visited, and residents are always willing to open their doors to you. When in a town or village, during downtime, you can spend 8 hours to locate a resident willing to provide lodging for you and up to six allies for up to 24 hours at no charge. The standard of living within the acquired lodging is comfortable, and square meals are provided at no cost. After 24 hours, you must pay standard prices for further lodging and meals or use this feat again to find a new resident willing to host you.
GENERAL
You’re fully immersed in another ancestry’s culture and traditions, whether born into them, earned through rite of passage, or bonded through a deep friendship or romance. Choose a common ancestry or another ancestry to which you have access. You can select ancestry feats from the ancestry you chose, in addition to your character’s own ancestry, as long as the ancestry feats don’t require any physiological feature that you lack, as determined by the GM.
You’re fully immersed in another ancestry’s culture and traditions, whether born into them, earned through rite of passage, or bonded through a deep friendship or romance. Choose a common ancestry or another ancestry to which you have access. You can select ancestry feats from the ancestry you chose, in addition to your character’s own ancestry, as long as the ancestry feats don’t require any physiological feature that you lack, as determined by the GM.
GENERAL
Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat.
Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat.
GENERAL
You become trained in light armor. If you already were trained in light armor, you gain training in medium armor. If you were trained in both, you become trained in heavy armor. If you are at least 13th level, you become an expert in this armor type.
Special You can select this feat more than once. Each time, you become trained in the next type of armor, as detailed above.
You become trained in light armor. If you already were trained in light armor, you gain training in medium armor. If you were trained in both, you become trained in heavy armor. If you are at least 13th level, you become an expert in this armor type.
Special You can select this feat more than once. Each time, you become trained in the next type of armor, as detailed above.
GENERAL
You can breathe even in hazardous or sparse air. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead.
You can breathe even in hazardous or sparse air. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead.
GENERAL
Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.
Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.
GENERAL
Prerequisites Pick Up the Pace
You know how to get the most effort out of your allies on the road. Your group can Hustle for an additional 20 minutes beyond the length of time that the member who could Hustle longest on their own.
Prerequisites Pick Up the Pace
You know how to get the most effort out of your allies on the road. Your group can Hustle for an additional 20 minutes beyond the length of time that the member who could Hustle longest on their own.
GENERAL
It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4.
It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4.
GENERAL
Prerequisites master in Perception
You have a system that lets you search at great speed, finding details and secrets twice as quickly as others can. When Searching, you take half as long as usual to Search a given area. This means that while exploring, you double the Speed you can move while ensuring you’ve Searched an area before walking into it (up to half your Speed). If you’re legendary in Perception, you instead Search areas four times as quickly.
Prerequisites master in Perception
You have a system that lets you search at great speed, finding details and secrets twice as quickly as others can. When Searching, you take half as long as usual to Search a given area. This means that while exploring, you double the Speed you can move while ensuring you’ve Searched an area before walking into it (up to half your Speed). If you’re legendary in Perception, you instead Search areas four times as quickly.
GENERAL
Prerequisites Constitution +2
Your body quickly bounces back from afflictions. You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing disease or poison, you reduce its stage by 2, or by 1 against a virulent disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your drained condition by 2 when you rest for a night instead of by 1.
Prerequisites Constitution +2
Your body quickly bounces back from afflictions. You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing disease or poison, you reduce its stage by 2, or by 1 against a virulent disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your drained condition by 2 when you rest for a night instead of by 1.
GENERAL
Prerequisites Dexterity +2
You step carefully and quickly. You can Step into difficult terrain.
Prerequisites Dexterity +2
You step carefully and quickly. You can Step into difficult terrain.
GENERAL
You move more quickly on foot. Your Speed increases by 5 feet.
You move more quickly on foot. Your Speed increases by 5 feet.
◆◆◆
GENERAL
You can hastily patch damaged equipment together, but the temporary fix lacks the full care required for lasting repairs. You patch together a broken item possessed by you or an adjacent willing creature. Until the item takes damage again, it still functions as a shoddy item of its type. If it’s a magic item or another item with activations, it can’t be activated while patched together, but can be used for normal functions (such as Striking with a weapon or using Shield Block with a shield). This activity restores no Hit Points, so the item is easy to destroy. Once the item is Repaired normally such that it is no longer broken, it is also no longer shoddy.
You can hastily patch damaged equipment together, but the temporary fix lacks the full care required for lasting repairs. You patch together a broken item possessed by you or an adjacent willing creature. Until the item takes damage again, it still functions as a shoddy item of its type. If it’s a magic item or another item with activations, it can’t be activated while patched together, but can be used for normal functions (such as Striking with a weapon or using Shield Block with a shield). This activity restores no Hit Points, so the item is easy to destroy. Once the item is Repaired normally such that it is no longer broken, it is also no longer shoddy.
GENERAL
You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.
You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.
GENERAL
Prerequisites Charisma +3
You have an incredible ability to invest more magic items. Increase your limit on invested items from 10 to 12.
Prerequisites Charisma +3
You have an incredible ability to invest more magic items. Increase your limit on invested items from 10 to 12.
EXPLORATION GENERAL
Prerequisites master in Perception
When you scout, you are particularly alert for danger, granting your allies precious moments to prepare to fight. When using the Scout exploration activity, you grant your allies a +2 circumstance bonus to their initiative rolls instead of a +1 circumstance bonus.
Prerequisites master in Perception
When you scout, you are particularly alert for danger, granting your allies precious moments to prepare to fight. When using the Scout exploration activity, you grant your allies a +2 circumstance bonus to their initiative rolls instead of a +1 circumstance bonus.
GENERAL
Your keen observation of your allies has made you better at following their lead.
When using the Follow the Expert activity in exploration mode, you gain a +3 circumstance bonus if the ally you are following is an expert and a +4 circumstance bonus if your ally is a master.
You can share your observations with others to help further coordinate the group.
If the ally you are following has Quiet Allies or another skill feat that allows the group to roll a single skill check for an exploration activity and use the lowest modifier, they can instead use your modifier, even if it’s not the lowest.
Your keen observation of your allies has made you better at following their lead.
When using the Follow the Expert activity in exploration mode, you gain a +3 circumstance bonus if the ally you are following is an expert and a +4 circumstance bonus if your ally is a master.
You can share your observations with others to help further coordinate the group.
If the ally you are following has Quiet Allies or another skill feat that allows the group to roll a single skill check for an exploration activity and use the lowest modifier, they can instead use your modifier, even if it’s not the lowest.
GENERAL
Prerequisites Diehard, you have died at least once
Your past has left you numb to death’s call. The first time each day that you regain Hit Points while you are dying, you gain a circumstance bonus to the number of Hit Points you regain equal to your level, and you neither gain the wounded condition nor increase the value of this condition.
Prerequisites Diehard, you have died at least once
Your past has left you numb to death’s call. The first time each day that you regain Hit Points while you are dying, you gain a circumstance bonus to the number of Hit Points you regain equal to your level, and you neither gain the wounded condition nor increase the value of this condition.
GENERAL
You have a pet—a Tiny animal of a type you choose, such as a cat, bird, or rodent. It has the minion trait, meaning it gains 2 actions during your turn if you use the Command an Animal action to command it; this replaces the usual effects of Command an Animal, and you don’t need to attempt a Nature check. A pet can use Escape and Force Open, but no other attack actions.
Level Your pet’s level is equal to yours.
Modifiers and AC Your pet’s save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. It uses 3 + your level as its modifier for Perception, Acrobatics, and Stealth, and just your level as its modifier for other skill checks. It doesn’t have or use its own attribute modifiers and can never benefit from item bonuses.
Hit Points Your pet has 5 Hit Points per level.
Senses Your pet has low-light vision and can gain additional senses from pet abilities.
Speed Your pet has a Speed of 25 feet. You can choose to instead have an aquatic pet, which breathes in water instead of air and has the aquatic trait, no land Speed, and a swim Speed of 25 feet.
Pet Abilities When you gain your pet, choose two of the following abilities. If your pet is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your pet can’t be an animal that naturally has more pet abilities than the maximum. In some cases, the GM might add some familiar abilities to the pet abilities you can choose.
You have a pet—a Tiny animal of a type you choose, such as a cat, bird, or rodent. It has the minion trait, meaning it gains 2 actions during your turn if you use the Command an Animal action to command it; this replaces the usual effects of Command an Animal, and you don’t need to attempt a Nature check. A pet can use Escape and Force Open, but no other attack actions.
Level Your pet’s level is equal to yours.
Modifiers and AC Your pet’s save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. It uses 3 + your level as its modifier for Perception, Acrobatics, and Stealth, and just your level as its modifier for other skill checks. It doesn’t have or use its own attribute modifiers and can never benefit from item bonuses.
Hit Points Your pet has 5 Hit Points per level.
Senses Your pet has low-light vision and can gain additional senses from pet abilities.
Speed Your pet has a Speed of 25 feet. You can choose to instead have an aquatic pet, which breathes in water instead of air and has the aquatic trait, no land Speed, and a swim Speed of 25 feet.
Pet Abilities When you gain your pet, choose two of the following abilities. If your pet is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your pet can’t be an animal that naturally has more pet abilities than the maximum. In some cases, the GM might add some familiar abilities to the pet abilities you can choose.
- Amphibious It gains the amphibious trait, allowing it to breathe in both air and water, and has both a land Speed and a swim Speed, each equal to its highest land Speed or swim Speed.
- Burrower It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes.
- Climber It gains a climb Speed of 25 feet.
- Darkvision It gains darkvision.
- Echolocation Your pet can use hearing as a precise sense within 20 feet.
- Fast Movement Increase one of the pet’s Speeds from 25 feet to 40 feet.
- Flier It gains a fly Speed of 25 feet.
- Manual Dexterity It can use up to two of its limbs as if they were hands to perform manipulate actions.
- Scent Your pet can use scent as an imprecise sense within 30 feet
- Tough Your pet’s max HP increase by 2 per level.
GENERAL
Prerequisites Constitution +2
You lead by example and can help others push themselves beyond their normal limits. When Hustling in a group during exploration mode, your group can Hustle for as long as the member who could Hustle longest on their own.
Prerequisites Constitution +2
You lead by example and can help others push themselves beyond their normal limits. When Hustling in a group during exploration mode, your group can Hustle for as long as the member who could Hustle longest on their own.
GENERAL
Prerequisites Prescient Planner
You can predict which consumables you might need in advance. When using Prescient Planner, you can procure a consumable item from your backpack, instead of a piece of adventuring gear. The consumable item must still be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn’t have made you encumbered.
Prerequisites Prescient Planner
You can predict which consumables you might need in advance. When using Prescient Planner, you can procure a consumable item from your backpack, instead of a piece of adventuring gear. The consumable item must still be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn’t have made you encumbered.
GENERAL
Cost the Price of the chosen item
Requirements You haven’t used this ability since the last time you were able to purchase goods.
You regularly create convoluted plans and contingencies, using your resources to enact them. You take 1 minute to remove your backpack, then carefully remove an item you hadn’t previously declared that you purchased—you intuited that you would come to need the item and purchased it at the latest opportunity. The item must be a piece of adventuring gear, and can’t be a weapon, armor, alchemical item, magic item, or other treasure. It must be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn’t have made you encumbered.
Cost the Price of the chosen item
Requirements You haven’t used this ability since the last time you were able to purchase goods.
You regularly create convoluted plans and contingencies, using your resources to enact them. You take 1 minute to remove your backpack, then carefully remove an item you hadn’t previously declared that you purchased—you intuited that you would come to need the item and purchased it at the latest opportunity. The item must be a piece of adventuring gear, and can’t be a weapon, armor, alchemical item, magic item, or other treasure. It must be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn’t have made you encumbered.
GENERAL
When you Command an Animal you’re mounted on to take a move action (such as Stride), you automatically succeed instead of needing to attempt a check. Any animal you’re mounted on acts on your turn, like a minion. If you Mount an animal in the middle of an encounter, it skips its next turn and then acts on your next turn.
When you Command an Animal you’re mounted on to take a move action (such as Stride), you automatically succeed instead of needing to attempt a check. Any animal you’re mounted on acts on your turn, like a minion. If you Mount an animal in the middle of an encounter, it skips its next turn and then acts on your next turn.
GENERAL
Your physiology responds well to first aid. You gain a circumstance bonus to the number of Hit Points you regain equal to your level from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day.
Your physiology responds well to first aid. You gain a circumstance bonus to the number of Hit Points you regain equal to your level from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day.
↺
GENERAL
Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
GENERAL
Prerequisites master in Perception
You have refined your palate and have a discerning sense of taste that can detect abnormalities in the flavor and texture of food and beverages.
When eating food or drinking a beverage, you automatically attempt to identify the ingredients, which might alert you to the presence of alterations or additives, such as poisons. The GM rolls a secret Perception check against a DC determined by the poison’s level; if the food or drink is poisoned, on a success, you learn that the food or drink was poisoned, but not the specific poison used. If you successfully detect that the food or drink was poisoned, you can spit out the food or drink in time to not be exposed to that instance of the poison (unless you resume eating or drinking the poisoned food or beverage).
If you lick or taste something while Investigating or attempting to Recall Knowledge to identify something, and if the taste would provide relevant additional information (at the GM’s discretion), you gain a +2 circumstance bonus to your check.
Prerequisites master in Perception
You have refined your palate and have a discerning sense of taste that can detect abnormalities in the flavor and texture of food and beverages.
When eating food or drinking a beverage, you automatically attempt to identify the ingredients, which might alert you to the presence of alterations or additives, such as poisons. The GM rolls a secret Perception check against a DC determined by the poison’s level; if the food or drink is poisoned, on a success, you learn that the food or drink was poisoned, but not the specific poison used. If you successfully detect that the food or drink was poisoned, you can spit out the food or drink in time to not be exposed to that instance of the poison (unless you resume eating or drinking the poisoned food or beverage).
If you lick or taste something while Investigating or attempting to Recall Knowledge to identify something, and if the taste would provide relevant additional information (at the GM’s discretion), you gain a +2 circumstance bonus to your check.
GENERAL
Prerequisites expert in Perception
You take your time searching to ensure you find everything. When Searching, you can take twice as long to search. Normally this means you Search at up to one quarter of your Speed, to a maximum of 150 feet per minute to check everything, or 75 feet per minute to check everything before you walk into an area. If you do and the GM rolls your secret check to Seek to notice something, you gain a +2 circumstance bonus to that Perception check and if you succeed, you get a critical success instead.
Prerequisites expert in Perception
You take your time searching to ensure you find everything. When Searching, you can take twice as long to search. Normally this means you Search at up to one quarter of your Speed, to a maximum of 150 feet per minute to check everything, or 75 feet per minute to check everything before you walk into an area. If you do and the GM rolls your secret check to Seek to notice something, you gain a +2 circumstance bonus to that Perception check and if you succeed, you get a critical success instead.
GENERAL
Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.
Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.
GENERAL REVELATION
Prerequisites legendary in Perception
Your perceptive abilities and ability to process sensory information are so far beyond the pale that you notice minute discrepancies in all sorts of illusions and physical transformations. You are constantly under the effects of a 6th-rank truesight spell, using your Perception modifier for the counteract check.
Prerequisites legendary in Perception
Your perceptive abilities and ability to process sensory information are so far beyond the pale that you notice minute discrepancies in all sorts of illusions and physical transformations. You are constantly under the effects of a 6th-rank truesight spell, using your Perception modifier for the counteract check.
GENERAL
You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to your level –2. This improves to your level –1 at 5th level and your full level at 7th level. This doesn’t allow you to use the skill’s trained actions.
You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to your level –2. This improves to your level –1 at 5th level and your full level at 7th level. This doesn’t allow you to use the skill’s trained actions.
GENERAL
You become trained in all martial weapons. If you were already trained in all martial weapons, you become trained in one advanced weapon of your choice. If you are at least 11th level, you also become an expert in these weapons.
Special You can select this feat more than once. Each time you do, you become trained in an advanced weapon.
You become trained in all martial weapons. If you were already trained in all martial weapons, you become trained in one advanced weapon of your choice. If you are at least 11th level, you also become an expert in these weapons.
Special You can select this feat more than once. Each time you do, you become trained in an advanced weapon.

Ancestry Feats
CATFOLK DISEASE
Prerequisites claw unarmed attack
Your claws carry an irritant that is harmless to you but can be damaging to others. Your claw Strikes deal an additional 1d4 persistent poison damage on a critical hit.
Prerequisites claw unarmed attack
Your claws carry an irritant that is harmless to you but can be damaging to others. Your claw Strikes deal an additional 1d4 persistent poison damage on a critical hit.
↺
CATFOLK MISFORTUNE OCCULT
Frequency once per day
Trigger A creature within 30 feet you can see would succeed at a save.
You hiss a spiteful curse. The target rerolls the triggering saving throw and use the worse result.
Frequency once per day
Trigger A creature within 30 feet you can see would succeed at a save.
You hiss a spiteful curse. The target rerolls the triggering saving throw and use the worse result.
CATFOLK CONCENTRATE EXPLORATION
Frequency once per hour
You can regain your energy quickly with a brief nap. You sleep for 10 minutes, after which you gain temporary Hit Points equal to your level that last for 1 hour.
Frequency once per hour
You can regain your energy quickly with a brief nap. You sleep for 10 minutes, after which you gain temporary Hit Points equal to your level that last for 1 hour.
↺
AUDITORY CATFOLK CONCENTRATE EMOTION MENTAL
Frequency once per day
Trigger An ally within 30 feet would be reduced to 0 HP but not immediately killed.
You give a daring yowl, calling your companion back from the brink of unconsciousness. Your ally isn’t knocked out and remains at 1 Hit Point. Their wounded condition still increases by 1 as though they had been dying and recovered.
Frequency once per day
Trigger An ally within 30 feet would be reduced to 0 HP but not immediately killed.
You give a daring yowl, calling your companion back from the brink of unconsciousness. Your ally isn’t knocked out and remains at 1 Hit Point. Their wounded condition still increases by 1 as though they had been dying and recovered.
◆
CATFOLK
You have a habit of always being in the way when other creatures attempt to move.
Attempt an Acrobatics check against an adjacent creature’s Reflex DC.
Critical Success The target creature gains a –2 circumstance penalty to Reflex saves and is off-guard until the start of your next turn.
Success The target creature gains a –2 circumstance penalty to Reflex saves until the start of your next turn.
You have a habit of always being in the way when other creatures attempt to move.
Attempt an Acrobatics check against an adjacent creature’s Reflex DC.
Critical Success The target creature gains a –2 circumstance penalty to Reflex saves and is off-guard until the start of your next turn.
Success The target creature gains a –2 circumstance penalty to Reflex saves until the start of your next turn.
CATFOLK
Growing up among catfolk has taught you the traditional values of freedom, stewardship, and quick reactions to trouble.
You gain the trained proficiency rank in Acrobatics and Survival. If you 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 gain the Additional Lore general feat for Catfolk Lore.
Growing up among catfolk has taught you the traditional values of freedom, stewardship, and quick reactions to trouble.
You gain the trained proficiency rank in Acrobatics and Survival. If you 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 gain the Additional Lore general feat for Catfolk Lore.
CATFOLK
You gain access to all uncommon weapons with the catfolk trait. You have familiarity with weapons with the catfolk trait plus the kama, kukri, scimitar, and sickle—for the purpose of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
You gain access to all uncommon weapons with the catfolk trait. You have familiarity with weapons with the catfolk trait plus the kama, kukri, scimitar, and sickle—for the purpose of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
◇
CATFOLK FORTUNE
Frequency once per day
Trigger You fail a Reflex saving throw.
You instinctively twist away from danger. Reroll the triggering saving throw and use the better result.
Frequency once per day
Trigger You fail a Reflex saving throw.
You instinctively twist away from danger. Reroll the triggering saving throw and use the better result.
CATFOLK
You can extend your claws to aid you in climbing. You gain a climb Speed of 10 feet.
You can extend your claws to aid you in climbing. You gain a climb Speed of 10 feet.
↺
CATFOLK
Trigger A creature missed you with a melee attack.
Stride up to your Speed. This movement doesn’t trigger reactions from the creature that missed you.
Trigger A creature missed you with a melee attack.
Stride up to your Speed. This movement doesn’t trigger reactions from the creature that missed you.
CATFOLK
You can elude supernatural disaster. When you would gain the doomed condition, you can attempt a DC 17 flat check. On a success, you don’t gain the doomed condition.
You can elude supernatural disaster. When you would gain the doomed condition, you can attempt a DC 17 flat check. On a success, you don’t gain the doomed condition.
CATFOLK
You can demonstrate how to quickly twist out of the way of dangerous effects. You can use the Aid reaction to grant a bonus to an ally’s Reflex save. As usual for Aid, you need to prepare by using an action on your turn to encourage the ally.
You can demonstrate how to quickly twist out of the way of dangerous effects. You can use the Aid reaction to grant a bonus to an ally’s Reflex save. As usual for Aid, you need to prepare by using an action on your turn to encourage the ally.
◆◆
CATFOLK
You can balance on your toes to step carefully over obstructions. You Stride and then Step, or Step and then Stride, ignoring difficult terrain during this movement.
You can balance on your toes to step carefully over obstructions. You Stride and then Step, or Step and then Stride, ignoring difficult terrain during this movement.
CATFOLK
Prerequisites Cat’s Luck
When you use Cat’s Luck to reroll, any creatures you choose within 10 feet who also just failed against the same effect (such as a single spell) can also reroll their saving throws and use the better result.
Prerequisites Cat’s Luck
When you use Cat’s Luck to reroll, any creatures you choose within 10 feet who also just failed against the same effect (such as a single spell) can also reroll their saving throws and use the better result.
CATFOLK
Prerequisites Cat’s Luck
You are luckier even than most catfolk. You can trigger Cat’s Luck when you fail or critically fail a Fortitude saving throw, Will saving throw, Acrobatics check, or Athletics check in addition to Reflex saving throws. You still can use Cat’s Luck only once per day.
Prerequisites Cat’s Luck
You are luckier even than most catfolk. You can trigger Cat’s Luck when you fail or critically fail a Fortitude saving throw, Will saving throw, Acrobatics check, or Athletics check in addition to Reflex saving throws. You still can use Cat’s Luck only once per day.
↺
CATFOLK
Prerequisites expert in Intimidation
Trigger You successfully Seek a hidden or undetected creature.
You give a throaty growl to attempt to Demoralize a creature you just found. You don’t take the –4 penalty for not sharing a language with the creature.
Prerequisites expert in Intimidation
Trigger You successfully Seek a hidden or undetected creature.
You give a throaty growl to attempt to Demoralize a creature you just found. You don’t take the –4 penalty for not sharing a language with the creature.
CATFOLK
You avoid the attention of creatures focused on your allies. You can use lesser cover from your allies to Hide.
You avoid the attention of creatures focused on your allies. You can use lesser cover from your allies to Hide.
CATFOLK
Prerequisites Cat’s Luck
You survive danger with surprising regularity. You can use Cat’s Luck once per hour, rather than once per day.
Prerequisites Cat’s Luck
You survive danger with surprising regularity. You can use Cat’s Luck once per hour, rather than once per day.
CATFOLK
You have long fangs, natural or augmented. You gain a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group and have the unarmed trait.
You have long fangs, natural or augmented. You gain a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group and have the unarmed trait.
◆
CATFOLK FLOURISH
You Step, then Hide or Sneak. You still need to meet the requirements to Hide or Sneak, as normal.
You Step, then Hide or Sneak. You still need to meet the requirements to Hide or Sneak, as normal.
CATFOLK
Prerequisites expert in Athletics
Your powerful legs allow you to make sudden and dramatic leaps. You can Leap as a 2-action activity to double the distance you can Leap vertically, or Leap as a 3-action activity to triple the distance you can Leap vertically. You don’t automatically fail Long Jumps for jumping in a different direction than your Stride.
Prerequisites expert in Athletics
Your powerful legs allow you to make sudden and dramatic leaps. You can Leap as a 2-action activity to double the distance you can Leap vertically, or Leap as a 3-action activity to triple the distance you can Leap vertically. You don’t automatically fail Long Jumps for jumping in a different direction than your Stride.
CATFOLK
Prerequisites Evade Doom
When your character would die, you can attempt a DC 17 flat check. On a success, you’re instead reduced to 0 HP and a dying value 1 less than what would normally kill you (typically dying 3). This doesn’t change the result for any other creature affected.
Prerequisites Evade Doom
When your character would die, you can attempt a DC 17 flat check. On a success, you’re instead reduced to 0 HP and a dying value 1 less than what would normally kill you (typically dying 3). This doesn’t change the result for any other creature affected.
CATFOLK
You can perform the Scout exploration activity at the same time as the Avoid Notice exploration activity.
You can perform the Scout exploration activity at the same time as the Avoid Notice exploration activity.
CATFOLK
You are fastidious about keeping clean. You gain a +2 circumstance bonus to saving throws against diseases. If you roll a success on a saving throw against a disease, you get a critical success instead. If you have a different ability that would improve the save in this way (such as the battle hardened fighter class feature), if you roll a critical failure on the save you get a failure instead.
You are fastidious about keeping clean. You gain a +2 circumstance bonus to saving throws against diseases. If you roll a success on a saving throw against a disease, you get a critical success instead. If you have a different ability that would improve the save in this way (such as the battle hardened fighter class feature), if you roll a critical failure on the save you get a failure instead.
CATFOLK
You naturally adopt a pleasant and affable demeanor when meeting others.
You are trained in Diplomacy. If you would automatically become trained in Diplomacy (from your background or class, for example), you instead become trained in a skill of your choice.
In addition, you gain the Hobnobber skill feat.
You naturally adopt a pleasant and affable demeanor when meeting others.
You are trained in Diplomacy. If you would automatically become trained in Diplomacy (from your background or class, for example), you instead become trained in a skill of your choice.
In addition, you gain the Hobnobber skill feat.
◆◆
DWARF
Prerequisites Rock Runner
Your dwarven build allows you to push foes around, just like a mighty boulder tumbles through a subterranean cavern.
Take a Step into the square of a foe that is your size or smaller, and the foe must move into the empty space directly behind it. The foe must move even if doing so places it in harm’s way. The foe can attempt a Fortitude saving throw against your Athletics DC to block your Step. If the foe attempts this saving throw, it takes bludgeoning damage equal to your level plus your Strength modifier unless it critically succeeds.
If the foe can’t move into an empty space (if it is surrounded by solid objects or other creatures, for example), your Boulder Roll has no effect.
Prerequisites Rock Runner
Your dwarven build allows you to push foes around, just like a mighty boulder tumbles through a subterranean cavern.
Take a Step into the square of a foe that is your size or smaller, and the foe must move into the empty space directly behind it. The foe must move even if doing so places it in harm’s way. The foe can attempt a Fortitude saving throw against your Athletics DC to block your Step. If the foe attempts this saving throw, it takes bludgeoning damage equal to your level plus your Strength modifier unless it critically succeeds.
If the foe can’t move into an empty space (if it is surrounded by solid objects or other creatures, for example), your Boulder Roll has no effect.
DWARF
Prerequisites darkvision
Using ancient dwarven methods developed to fight enemies wielding magical darkness, you’ve honed your darkvision and sworn not to use such magic yourself. You gain greater darkvision, enabling you to see through magical darkness even if it normally hampers darkvision (such as the darkness created by a 4th-rank darkness spell). You can’t cast spells with the darkness trait, use item activations with the darkness trait, or use any other ability with the darkness trait.
Prerequisites darkvision
Using ancient dwarven methods developed to fight enemies wielding magical darkness, you’ve honed your darkvision and sworn not to use such magic yourself. You gain greater darkvision, enabling you to see through magical darkness even if it normally hampers darkvision (such as the darkness created by a 4th-rank darkness spell). You can’t cast spells with the darkness trait, use item activations with the darkness trait, or use any other ability with the darkness trait.
DWARF
You are naturally calm and collected in the face of imminent danger. At the end of your turn, reduce your frightened condition by 2 instead of 1.
You are naturally calm and collected in the face of imminent danger. At the end of your turn, reduce your frightened condition by 2 instead of 1.
DWARF
You eagerly absorbed the old stories and traditions of your ancestors, your gods, and your people, studying subjects and techniques passed down for generation upon generation.
You gain the trained proficiency rank in Crafting and Religion. If you 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 gain the Additional Lore general feat for Dwarf Lore.
You eagerly absorbed the old stories and traditions of your ancestors, your gods, and your people, studying subjects and techniques passed down for generation upon generation.
You gain the trained proficiency rank in Crafting and Religion. If you 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 gain the Additional Lore general feat for Dwarf Lore.
DWARF
Prerequisites expert in Crafting
You can use your knowledge of engineering and metalwork to temporarily strengthen thick objects and structures. By spending 1 hour working on an item, you can give it a +1 circumstance bonus to its Hardness for 24 hours. If you’re a master in Crafting, the bonus is +2, and if you’re legendary, the bonus is +3. You can reinforce a portion of a structure, though 1 hour usually reinforces only a door, a few windows, or another section that fits within a 10-foot cube.
Prerequisites expert in Crafting
You can use your knowledge of engineering and metalwork to temporarily strengthen thick objects and structures. By spending 1 hour working on an item, you can give it a +1 circumstance bonus to its Hardness for 24 hours. If you’re a master in Crafting, the bonus is +2, and if you’re legendary, the bonus is +3. You can reinforce a portion of a structure, though 1 hour usually reinforces only a door, a few windows, or another section that fits within a 10-foot cube.
DWARF
Your kin have instilled in you an affinity for hard-hitting weapons, and you prefer these to more elegant arms.
You gain access to all uncommon weapons with the dwarf trait. You have familiarity with weapons with the dwarf trait plus the battle axe, pick, and warhammer—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
Your kin have instilled in you an affinity for hard-hitting weapons, and you prefer these to more elegant arms.
You gain access to all uncommon weapons with the dwarf trait. You have familiarity with weapons with the dwarf trait plus the battle axe, pick, and warhammer—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
◆
CONCENTRATE DWARF
Requirements You are standing on a stone or earthen surface.
You pause a moment to attune your senses to the stone around you. Until the start of your next turn, you gain imprecise tremorsense with a range of 20 feet.
Requirements You are standing on a stone or earthen surface.
You pause a moment to attune your senses to the stone around you. Until the start of your next turn, you gain imprecise tremorsense with a range of 20 feet.
◆◆
DWARF
You march through the earth and lead an ally along. You gain a burrow Speed of 15 feet when you use this activity (if you don’t have a higher one), and then you either Stride twice or Burrow twice. You can choose one willing ally adjacent to you at the start of your movement to move with you. That ally ends its movement one square behind you.
You march through the earth and lead an ally along. You gain a burrow Speed of 15 feet when you use this activity (if you don’t have a higher one), and then you either Stride twice or Burrow twice. You can choose one willing ally adjacent to you at the start of your movement to move with you. That ally ends its movement one square behind you.
DWARF
Dwarves have a long history fighting common foes, and you’ve mastered the ancient tactics to better face these enemies.
You gain a +1 circumstance bonus to damage with weapons and unarmed attacks against creatures with the giant, goblin, hryngar, or orc trait. If your attack would deal more than one weapon die of damage (as is common at higher levels than 1st), the bonus is equal to the number of weapon dice or unarmed attack dice.
In addition, if any creature critically succeeds at an attack against you and deals damage to you, you gain your bonus to damage against that creature for 1 minute regardless of whether it has one of the listed traits.
Special Your GM can add appropriate creature traits to the ancestral foes list if your character is from a community that commonly fights other types of enemies.
Dwarves have a long history fighting common foes, and you’ve mastered the ancient tactics to better face these enemies.
You gain a +1 circumstance bonus to damage with weapons and unarmed attacks against creatures with the giant, goblin, hryngar, or orc trait. If your attack would deal more than one weapon die of damage (as is common at higher levels than 1st), the bonus is equal to the number of weapon dice or unarmed attack dice.
In addition, if any creature critically succeeds at an attack against you and deals damage to you, you gain your bonus to damage against that creature for 1 minute regardless of whether it has one of the listed traits.
Special Your GM can add appropriate creature traits to the ancestral foes list if your character is from a community that commonly fights other types of enemies.
DWARF
Your hardiness lets you withstand more punishment than most.
Increase your maximum Hit Points by your level. When you have the dying condition, the DC of your recovery checks is equal to 9 + your dying value (instead of 10 + your dying value).
If you also have the Toughness feat, the Hit Points gained from it and this feat are cumulative, and the DC of your recovery checks is equal to 6 + your dying value.
Your hardiness lets you withstand more punishment than most.
Increase your maximum Hit Points by your level. When you have the dying condition, the DC of your recovery checks is equal to 9 + your dying value (instead of 10 + your dying value).
If you also have the Toughness feat, the Hit Points gained from it and this feat are cumulative, and the DC of your recovery checks is equal to 6 + your dying value.
DWARF
Your innate connection to stone makes you adept at moving across uneven surfaces. You can ignore difficult terrain caused by stone (such as rubble or gravel) and uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren’t off-guard, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.
Your innate connection to stone makes you adept at moving across uneven surfaces. You can ignore difficult terrain caused by stone (such as rubble or gravel) and uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren’t off-guard, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.
↺
DWARF
Trigger You are struck by a critical hit that deals physical damage.
Your intractable nature can help you shrug off even the most grievous injuries. Attempt a DC 17 flat check. If you are successful, the attack becomes a normal hit.
Trigger You are struck by a critical hit that deals physical damage.
Your intractable nature can help you shrug off even the most grievous injuries. Attempt a DC 17 flat check. If you are successful, the attack becomes a normal hit.
UNCOMMON DWARF
Prerequisites Stonewalker
Earthen barriers no longer impede your progress. You gain magic passage as a 7th-rank divine innate spell that you can cast once per day. Unlike the spell, however, this ability can be used only to open passages through barriers of earth or stone.
Prerequisites Stonewalker
Earthen barriers no longer impede your progress. You gain magic passage as a 7th-rank divine innate spell that you can cast once per day. Unlike the spell, however, this ability can be used only to open passages through barriers of earth or stone.
DWARF
You understand the intricacies of stonework.
You become trained in Crafting. If you’re already trained in Crafting, you instead gain the Specialty Crafting skill feat for stonemasonry.
You also gain a +2 circumstance bonus to Perception checks to notice unusual stonework. This bonus applies to checks to discover mechanical traps made of stone or hidden within stone.
If you aren’t using the Seek action or searching, the GM automatically rolls a secret check for you to notice unusual stonework anyway. This check doesn’t gain your normal circumstance bonus.
You understand the intricacies of stonework.
You become trained in Crafting. If you’re already trained in Crafting, you instead gain the Specialty Crafting skill feat for stonemasonry.
You also gain a +2 circumstance bonus to Perception checks to notice unusual stonework. This bonus applies to checks to discover mechanical traps made of stone or hidden within stone.
If you aren’t using the Seek action or searching, the GM automatically rolls a secret check for you to notice unusual stonework anyway. This check doesn’t gain your normal circumstance bonus.
DWARF
You have a deep reverence for and connection to stone.
You can cast one with stone as a 3rd-rank divine innate spell once per day.
If you have the Stonemason’s Eye feat, you can attempt to find unusual stonework and stonework traps that require legendary proficiency in Perception. If you have both Stonemason’s Eye and legendary proficiency in Perception, when the GM rolls a secret check for you to notice unusual stonework, you keep your bonus from Stonemason’s Eye.
You have a deep reverence for and connection to stone.
You can cast one with stone as a 3rd-rank divine innate spell once per day.
If you have the Stonemason’s Eye feat, you can attempt to find unusual stonework and stonework traps that require legendary proficiency in Perception. If you have both Stonemason’s Eye and legendary proficiency in Perception, when the GM rolls a secret check for you to notice unusual stonework, you keep your bonus from Stonemason’s Eye.
↺
DWARF EARTH POLYMORPH
Frequency once per day
Trigger An enemy or hazard’s effect hits you or you fail a Fortitude save against one.
The strength of stone overcomes you so strongly that it replaces your stout body. You become petrified until the end of the current turn. You don’t take any damage from the triggering effect or any other ill effects that couldn’t affect stone.
Frequency once per day
Trigger An enemy or hazard’s effect hits you or you fail a Fortitude save against one.
The strength of stone overcomes you so strongly that it replaces your stout body. You become petrified until the end of the current turn. You don’t take any damage from the triggering effect or any other ill effects that couldn’t affect stone.
DWARF
You channel strength from the earth beneath your feet to pummel your enemies. When making a melee Strike against a target who is standing on the same earth or stone surface as you are, you gain a circumstance bonus to the damage roll equal to the number of weapon damage dice.
You channel strength from the earth beneath your feet to pummel your enemies. When making a melee Strike against a target who is standing on the same earth or stone surface as you are, you gain a circumstance bonus to the damage roll equal to the number of weapon damage dice.
DWARF
You’ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor.
Ignore the reduction to your Speed from any armor you wear.
In addition, any time you’re taking a penalty to your Speed for some other reason (such as from the encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but this feat would reduce it to a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce.
You’ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor.
Ignore the reduction to your Speed from any armor you wear.
In addition, any time you’re taking a penalty to your Speed for some other reason (such as from the encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but this feat would reduce it to a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce.
ELF
You work at a pace born from longevity that enhances your thoroughness.
You can voluntarily spend twice as much time as normal on a Perception check or skill check that takes at least 1 action. If you do, you gain a +2 circumstance bonus to the check and don’t automatically reduce your degree of success on a natural 1 (you get a critical failure only if your result is 10 lower than the DC). For example, you could get these benefits if you spent 2 actions to Seek, which normally takes 1 action. You can get these benefits during exploration by taking twice as long exploring as normal, or in downtime by spending twice as much downtime.
The GM might determine a situation doesn’t grant you a benefit if a delay would be directly counterproductive to your success, such as a tense negotiation with an impatient creature.
You work at a pace born from longevity that enhances your thoroughness.
You can voluntarily spend twice as much time as normal on a Perception check or skill check that takes at least 1 action. If you do, you gain a +2 circumstance bonus to the check and don’t automatically reduce your degree of success on a natural 1 (you get a critical failure only if your result is 10 lower than the DC). For example, you could get these benefits if you spent 2 actions to Seek, which normally takes 1 action. You can get these benefits during exploration by taking twice as long exploring as normal, or in downtime by spending twice as much downtime.
The GM might determine a situation doesn’t grant you a benefit if a delay would be directly counterproductive to your success, such as a tense negotiation with an impatient creature.
ELF
Prerequisites at least 100 years old
You have accumulated a vast array of lived knowledge over the years. During your daily preparations, you can reflect upon your life experiences to gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can’t use it as a prerequisite for a skill increase or a permanent character option like a feat.
Prerequisites at least 100 years old
You have accumulated a vast array of lived knowledge over the years. During your daily preparations, you can reflect upon your life experiences to gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can’t use it as a prerequisite for a skill increase or a permanent character option like a feat.
ELF
Long-lived elves have seen civilizations rise and fall, often at the hands of outside forces. As a result, they have developed a wariness of others who might seek to influence or control them. You’ve been trained to resist such manipulation, gaining a +2 circumstance bonus to saving throws against effects that would make you controlled, such as dominate, and to Perception checks to Sense Motive when trying to determine if a creature is under the influence of such an effect. When you roll a success on a saving throw against such an effect, you get a critical success instead.
Long-lived elves have seen civilizations rise and fall, often at the hands of outside forces. As a result, they have developed a wariness of others who might seek to influence or control them. You’ve been trained to resist such manipulation, gaining a +2 circumstance bonus to saving throws against effects that would make you controlled, such as dominate, and to Perception checks to Sense Motive when trying to determine if a creature is under the influence of such an effect. When you roll a success on a saving throw against such an effect, you get a critical success instead.
◆
ELF FORTUNE
Frequency once every 10 minutes
Requirements You are within 30 feet of an ally with the dying condition.
Though you know that you will eventually outlive your companions, seeing them at death’s door brings clarity to your attacks. Make a Strike. Roll twice on the attack roll and use the higher result.
Frequency once every 10 minutes
Requirements You are within 30 feet of an ally with the dying condition.
Though you know that you will eventually outlive your companions, seeing them at death’s door brings clarity to your attacks. Make a Strike. Roll twice on the attack roll and use the higher result.
◆
ELF
You move in a graceful dance, and even your steps are broad. You Step 5 feet twice.
You move in a graceful dance, and even your steps are broad. You Step 5 feet twice.
ELF
You’ve studied traditional elven arts, learning about arcane magic and the world around you.
You gain the trained proficiency rank in Arcana and Nature. If you 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 gain the Additional Lore general feat for Elf Lore.
You’ve studied traditional elven arts, learning about arcane magic and the world around you.
You gain the trained proficiency rank in Arcana and Nature. If you 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 gain the Additional Lore general feat for Elf Lore.
ELF
You favor bows and other elegant weapons.
You gain access to all uncommon weapons with the elf trait. You have familiarity with weapons with the elf trait plus longbows, composite longbows, rapiers, shortbows, and composite shortbows—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
You favor bows and other elegant weapons.
You gain access to all uncommon weapons with the elf trait. You have familiarity with weapons with the elf trait plus longbows, composite longbows, rapiers, shortbows, and composite shortbows—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
ELF
Prerequisites Ancestral Longevity
You’ve continued to refine the knowledge and skills you’ve gained through your life.
When you choose a skill in which to become trained with Ancestral Longevity, you can also choose a skill in which you are already trained and become an expert in that skill. This lasts until your Ancestral Longevity expires.
When the effects of Ancestral Longevity and Expert Longevity expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with Ancestral Longevity or make you an expert in the skill you chose with Expert Longevity.
Prerequisites Ancestral Longevity
You’ve continued to refine the knowledge and skills you’ve gained through your life.
When you choose a skill in which to become trained with Ancestral Longevity, you can also choose a skill in which you are already trained and become an expert in that skill. This lasts until your Ancestral Longevity expires.
When the effects of Ancestral Longevity and Expert Longevity expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with Ancestral Longevity or make you an expert in the skill you chose with Expert Longevity.
ELF
Watching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.
Watching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.
ELF
Your people used powerful magic to travel between distant worlds in the distant past, and the remnants of that magic make such transportation easier for you. When you are the target of a teleportation spell that transports more than one person, it can affect an additional person beyond the normal limit, chosen by the caster. Additionally, when you’re the target of a teleport spell, you and the other targets arrive no farther than 1 mile off target, regardless of distance traveled.
Your people used powerful magic to travel between distant worlds in the distant past, and the remnants of that magic make such transportation easier for you. When you are the target of a teleportation spell that transports more than one person, it can affect an additional person beyond the normal limit, chosen by the caster. Additionally, when you’re the target of a teleport spell, you and the other targets arrive no farther than 1 mile off target, regardless of distance traveled.
ELF
You’ve crossed blades with a wide variety of foes wielding a wide variety of weapons, and you’ve learned the basics of fighting with nearly any of them.
When wielding a weapon you aren’t proficient with, treat your level as your proficiency bonus.
At 11th level, you become trained in all weapons.
You’ve crossed blades with a wide variety of foes wielding a wide variety of weapons, and you’ve learned the basics of fighting with nearly any of them.
When wielding a weapon you aren’t proficient with, treat your level as your proficiency bonus.
At 11th level, you become trained in all weapons.
ELF
Your muscles are tightly honed. Your Speed increases by 5 feet.
Your muscles are tightly honed. Your Speed increases by 5 feet.
ELF
Prerequisites at least one innate spell gained from an elf ancestry feat
The arcane magic you possess grows in power and complexity.
Choose one common 2nd-rank spell from the same tradition as an innate spell you previously gained from another elf ancestry feat (from the arcane list if you have Otherworldly Magic, for example). You can cast that spell as an innate spell once per day, using the same tradition as the list you chose the spell from.
Your magic is adaptable.
By spending 1 day of downtime, you can change the spell you chose to a different common 2nd-rank spell from the same tradition.
Prerequisites at least one innate spell gained from an elf ancestry feat
The arcane magic you possess grows in power and complexity.
Choose one common 2nd-rank spell from the same tradition as an innate spell you previously gained from another elf ancestry feat (from the arcane list if you have Otherworldly Magic, for example). You can cast that spell as an innate spell once per day, using the same tradition as the list you chose the spell from.
Your magic is adaptable.
By spending 1 day of downtime, you can change the spell you chose to a different common 2nd-rank spell from the same tradition.
ELF
Your elven magic manifests as a simple arcane spell, even if you aren’t formally trained in magic. Choose one cantrip from the arcane spell list. You can cast this cantrip as an arcane innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up.
Your elven magic manifests as a simple arcane spell, even if you aren’t formally trained in magic. Choose one cantrip from the arcane spell list. You can cast this cantrip as an arcane innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up.
ELF
You’ve spent much of your life among the treetops and have become an expert at quickly and safely climbing them. You gain a climb Speed of 10 feet.
You’ve spent much of your life among the treetops and have become an expert at quickly and safely climbing them. You gain a climb Speed of 10 feet.
◆
ELF
Prerequisites Ancestral Longevity
Frequency once per day
You’ve perfected your ability to keep up with all the skills you’ve learned over your long life, so you’re almost never truly untrained at a skill. You reflect on your life experiences, changing the skill you selected with Ancestral Longevity (and the skill you selected with Expert Longevity if you have that feat).
Prerequisites Ancestral Longevity
Frequency once per day
You’ve perfected your ability to keep up with all the skills you’ve learned over your long life, so you’re almost never truly untrained at a skill. You reflect on your life experiences, changing the skill you selected with Ancestral Longevity (and the skill you selected with Expert Longevity if you have that feat).
ELF
Your mystic control and meditations allow you to resist external influences upon your consciousness.
Whenever you are affected by a mental effect that lasts at least 2 rounds, you can reduce the duration by 1 round.
You still require natural sleep, but you treat your saving throws against effects that would cause you to fall asleep as one degree of success better. This protects only against sleep effects, not against other forms of falling unconscious.
Your mystic control and meditations allow you to resist external influences upon your consciousness.
Whenever you are affected by a mental effect that lasts at least 2 rounds, you can reduce the duration by 1 round.
You still require natural sleep, but you treat your saving throws against effects that would cause you to fall asleep as one degree of success better. This protects only against sleep effects, not against other forms of falling unconscious.
GNOME
You build a rapport with an animal, which becomes magically bonded to you. You gain a familiar. The type of animal is up to you, but most gnomes choose animals with a burrow Speed.
You build a rapport with an animal, which becomes magically bonded to you. You gain a familiar. The type of animal is up to you, but most gnomes choose animals with a burrow Speed.
GNOME
You hear animal sounds as conversations instead of unintelligent noise, and you can respond in turn. You can ask questions of, receive answers from, and use the Diplomacy skill with animals. In most cases, wild animals will give you time to make your case. You gain a +1 circumstance bonus to Make an Impression on animals.
You hear animal sounds as conversations instead of unintelligent noise, and you can respond in turn. You can ask questions of, receive answers from, and use the Diplomacy skill with animals. In most cases, wild animals will give you time to make your case. You gain a +1 circumstance bonus to Make an Impression on animals.
GNOME
Prerequisites at least one arcane or occult innate spell gained from a gnome heritage or gnome ancestry feat
You’ve learned a few magical techniques for getting yourself both into and out of trouble unnoticed. You gain disguise magic and silence as 2nd-rank arcane or occult innate spells. The tradition of these spells must match the tradition you use for your gnome ancestry options. You can cast each spell once per day and can target only yourself.
Prerequisites at least one arcane or occult innate spell gained from a gnome heritage or gnome ancestry feat
You’ve learned a few magical techniques for getting yourself both into and out of trouble unnoticed. You gain disguise magic and silence as 2nd-rank arcane or occult innate spells. The tradition of these spells must match the tradition you use for your gnome ancestry options. You can cast each spell once per day and can target only yourself.
◆
GNOME
Prerequisites focus pool, at least one innate spell from a gnome heritage or ancestry feat that shares a tradition with at least one of your focus spells
Frequency once per day
You can focus your mind more quickly thanks to the magic that flows within you. You regain 1 Focus Point, up to your usual maximum.
Prerequisites focus pool, at least one innate spell from a gnome heritage or ancestry feat that shares a tradition with at least one of your focus spells
Frequency once per day
You can focus your mind more quickly thanks to the magic that flows within you. You regain 1 Focus Point, up to your usual maximum.
GNOME
Your enhanced fey connection (either through your blood or via prolonged contact with their kind) affords you a warmer reception from creatures of the First World as well as tools to foil their tricks or withstand their magic.
You gain a +2 circumstance bonus to both Perception checks and saving throws against fey.
In addition, whenever you meet a fey creature in a social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.
Your enhanced fey connection (either through your blood or via prolonged contact with their kind) affords you a warmer reception from creatures of the First World as well as tools to foil their tricks or withstand their magic.
You gain a +2 circumstance bonus to both Perception checks and saving throws against fey.
In addition, whenever you meet a fey creature in a social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.
GNOME
Prerequisites at least one primal innate spell
Over time your fey magic has grown stronger. You gain invisibility and revealing light as 2nd-rank primal innate spells. You can cast each of these primal innate spells once per day.
Prerequisites at least one primal innate spell
Over time your fey magic has grown stronger. You gain invisibility and revealing light as 2nd-rank primal innate spells. You can cast each of these primal innate spells once per day.
GNOME
Your connection to the First World grants you a primal innate spell, much like those of the fey. Choose one cantrip from the primal spell list. You can cast this spell as a primal innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up.
Your connection to the First World grants you a primal innate spell, much like those of the fey. Choose one cantrip from the primal spell list. You can cast this spell as a primal innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up.
GNOME
You might have a flighty nature, but when a topic captures your attention, you dive into it headfirst. You gain the Additional Lore feat and the Assurance feat for the chosen Lore. As gnome obsessions can come and go quickly, you can retrain Gnome Obsession to a different Lore subcategory in 1 day of downtime.
You might have a flighty nature, but when a topic captures your attention, you dive into it headfirst. You gain the Additional Lore feat and the Assurance feat for the chosen Lore. As gnome obsessions can come and go quickly, you can retrain Gnome Obsession to a different Lore subcategory in 1 day of downtime.
GNOME
You favor unusual weapons tied to your people, such as blades with curved and peculiar shapes.
You gain access to kukris and all uncommon weapons with the gnome trait. You have familiarity with weapons with the gnome trait plus the glaive and kukri—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
You favor unusual weapons tied to your people, such as blades with curved and peculiar shapes.
You gain access to kukris and all uncommon weapons with the gnome trait. You have familiarity with weapons with the gnome trait plus the glaive and kukri—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
UNCOMMON GNOME
Frequency twice per week
The connection between you and the First World resonates within your body stronger than it does for most gnomes, allowing you to cross the threshold between the Universe and the First World. You gain interplanar teleport as a primal innate spell. You can cast it twice per week. This can be used only to travel back and forth between the First World and the Universe. Due to your body’s natural resonance, you can act as a locus for the spell, and you don’t require a specially attuned planar key.
Frequency twice per week
The connection between you and the First World resonates within your body stronger than it does for most gnomes, allowing you to cross the threshold between the Universe and the First World. You gain interplanar teleport as a primal innate spell. You can cast it twice per week. This can be used only to travel back and forth between the First World and the Universe. Due to your body’s natural resonance, you can act as a locus for the spell, and you don’t require a specially attuned planar key.
GNOME
Your ancestors spent their days cloaked and cradled in illusions, and as a result, sensing illusion magic is second nature to you.
You gain a +1 circumstance bonus to both Perception checks and Will saves against illusions.
When you come within 10 feet of an illusion that can be disbelieved, the GM rolls a secret check for you to disbelieve it, even if you didn’t spend an action to Interact with the illusion.
Your ancestors spent their days cloaked and cradled in illusions, and as a result, sensing illusion magic is second nature to you.
You gain a +1 circumstance bonus to both Perception checks and Will saves against illusions.
When you come within 10 feet of an illusion that can be disbelieved, the GM rolls a secret check for you to disbelieve it, even if you didn’t spend an action to Interact with the illusion.
↺
GNOME ILLUSION VISUAL
Prerequisites at least one arcane or occult innate spell gained from a gnome heritage or gnome ancestry feat
Frequency once per hour
Trigger You are attacked by a foe, but they haven’t rolled yet.
The magic within you manifests as a natural reaction to threats. An illusory double of you appears in your space for a brief moment. The triggering attacker must roll a DC 10 flat check; on a success, the attack targets you normally; if they fail, the attack targets the double and destroys it. The tradition of this action matches the tradition of your gnome ancestry options.
Prerequisites at least one arcane or occult innate spell gained from a gnome heritage or gnome ancestry feat
Frequency once per hour
Trigger You are attacked by a foe, but they haven’t rolled yet.
The magic within you manifests as a natural reaction to threats. An illusory double of you appears in your space for a brief moment. The triggering attacker must roll a DC 10 flat check; on a success, the attack targets you normally; if they fail, the attack targets the double and destroys it. The tradition of this action matches the tradition of your gnome ancestry options.
◆
GNOME MOVE TELEPORTATION
Requirements You must be adjacent to a living creature.
You phase through a space that a living creature occupies in a flash, spontaneously appearing on the opposite side of it in a vibrant display of colorful light.
You move from your current location to another location that’s still adjacent to the same living creature, but on the opposite side or corner of the creature’s space. To determine whether a position is valid, use the same rules as for flanking: a line through the center of the two spaces must pass through opposite sides or corners of the creature’s space.
You pass through the creature’s life force, appearing in the selected location; this doesn’t trigger reactions based on movement. You must be able to see your destination, and you can’t move farther than your Speed would allow.
Requirements You must be adjacent to a living creature.
You phase through a space that a living creature occupies in a flash, spontaneously appearing on the opposite side of it in a vibrant display of colorful light.
You move from your current location to another location that’s still adjacent to the same living creature, but on the opposite side or corner of the creature’s space. To determine whether a position is valid, use the same rules as for flanking: a line through the center of the two spaces must pass through opposite sides or corners of the creature’s space.
You pass through the creature’s life force, appearing in the selected location; this doesn’t trigger reactions based on movement. You must be able to see your destination, and you can’t move farther than your Speed would allow.
◆
CONCENTRATE GNOME ILLUSION PRIMAL VISUAL
Where others etch their armor to serve as a conduit for their imaginations, your vivid mind and bold personality allow you to project a more fitting persona over your lackluster armor. You change the shape and appearance of your armor to appear as ordinary or fine clothes of your imagining. The armor’s statistics don’t change. This effect lasts as long as you remain conscious and are wearing the armor. A creature can disbelieve the illusion by Seeking or touching your armor. The DC equals your Will DC.
Where others etch their armor to serve as a conduit for their imaginations, your vivid mind and bold personality allow you to project a more fitting persona over your lackluster armor. You change the shape and appearance of your armor to appear as ordinary or fine clothes of your imagining. The armor’s statistics don’t change. This effect lasts as long as you remain conscious and are wearing the armor. A creature can disbelieve the illusion by Seeking or touching your armor. The DC equals your Will DC.
◇
GNOME
Frequency once per hour
Trigger You blind or dazzle a creature.
You’ve spent considerable time practicing the manipulation of light, weaponizing your blade’s reflection or bolstering the luminosity of magical displays to unconventional heights. Extend the duration of the blinded or dazzled condition you give the target by 1 round.
Frequency once per hour
Trigger You blind or dazzle a creature.
You’ve spent considerable time practicing the manipulation of light, weaponizing your blade’s reflection or bolstering the luminosity of magical displays to unconventional heights. Extend the duration of the blinded or dazzled condition you give the target by 1 round.
GNOME
Your connection to the First World has grown, and its vital energy flows into you rapidly. If you rest for 10 minutes, you regain Hit Points equal to your Constitution modifier × half your level. This is a healing vitality effect and is cumulative with any healing you receive from Treat Wounds.
Your connection to the First World has grown, and its vital energy flows into you rapidly. If you rest for 10 minutes, you regain Hit Points equal to your Constitution modifier × half your level. This is a healing vitality effect and is cumulative with any healing you receive from Treat Wounds.
GOBLIN
Fire fascinates you. Your spells and alchemical items that deal fire damage gain a status bonus to damage equal to half the spell’s rank or one-quarter the item’s level (minimum bonus +1). You also gain a +1 status bonus to any persistent fire damage you deal.
Fire fascinates you. Your spells and alchemical items that deal fire damage gain a status bonus to damage equal to half the spell’s rank or one-quarter the item’s level (minimum bonus +1). You also gain a +1 status bonus to any persistent fire damage you deal.
GOBLIN
After years of clambering through caverns, you can climb easily anywhere you go. You gain a climb Speed of 10 feet.
After years of clambering through caverns, you can climb easily anywhere you go. You gain a climb Speed of 10 feet.
GOBLIN
You know that the greatest treasures often look like refuse.
You gain a +1 circumstance bonus to checks to Subsist, and you can use Society or Survival when you Subsist in a settlement.
When you Subsist in a city, you also gather valuable junk that silly longshanks threw away. You can Earn Income using Society or Survival at the same time while you Subsist, without spending any additional days of downtime. You also gain a +1 circumstance bonus to this check.
Special If you have the irongut goblin heritage, increase the bonuses to +2.
You know that the greatest treasures often look like refuse.
You gain a +1 circumstance bonus to checks to Subsist, and you can use Society or Survival when you Subsist in a settlement.
When you Subsist in a city, you also gather valuable junk that silly longshanks threw away. You can Earn Income using Society or Survival at the same time while you Subsist, without spending any additional days of downtime. You also gain a +1 circumstance bonus to this check.
Special If you have the irongut goblin heritage, increase the bonuses to +2.
◆
GOBLIN
Requirements Your last action was a successful Strike and you have a free hand.
You hang onto a foe to harry them into submission. If your target moves while you’re hanging onto it, you can choose to move with the target. The target is released if you choose not to move with it, at the start of your next turn, or if the target Escapes. Attempts to Escape from a Cling are made against your Acrobatics DC and follow the rules for Escape, but they end the Cling instead of the conditions normally ended by the Escape action.
Special You can use this action without a free hand if your preceding Strike was made with your jaws or a similar unarmed attack you could use to hang on. The GM determines which unarmed attacks apply. Hanging on in this way prevents you from using that unarmed attack.
Requirements Your last action was a successful Strike and you have a free hand.
You hang onto a foe to harry them into submission. If your target moves while you’re hanging onto it, you can choose to move with the target. The target is released if you choose not to move with it, at the start of your next turn, or if the target Escapes. Attempts to Escape from a Cling are made against your Acrobatics DC and follow the rules for Escape, but they end the Cling instead of the conditions normally ended by the Escape action.
Special You can use this action without a free hand if your preceding Strike was made with your jaws or a similar unarmed attack you could use to hang on. The GM determines which unarmed attacks apply. Hanging on in this way prevents you from using that unarmed attack.
GOBLIN
You’ve picked up skills and tales from your goblin community.
You gain the trained proficiency rank in Nature and Stealth. If you 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 gain the Additional Lore general feat for Goblin Lore.
You’ve picked up skills and tales from your goblin community.
You gain the trained proficiency rank in Nature and Stealth. If you 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 gain the Additional Lore general feat for Goblin Lore.
↺
GOBLIN
Trigger An ally ends a move action adjacent to you.
You take advantage of your ally’s movement to adjust your position. You Step.
Trigger An ally ends a move action adjacent to you.
You take advantage of your ally’s movement to adjust your position. You Step.
◆
GOBLIN
You sing annoying goblin songs, distracting your foes with silly and repetitive lyrics.
Attempt a Performance check against the Will DC of a single enemy within 30 feet. This has all the usual traits and restrictions of a Performance check to sing.
You can affect up to two targets within range if you have expert proficiency in Performance, four if you have master proficiency, and eight if you have legendary proficiency.
Critical Success The target takes a –1 status penalty to Perception checks and Will saves for 1 minute.
Success The target takes a –1 status penalty to Perception checks and Will saves for 1 round.
Critical Failure The target is temporarily immune to Goblin Song for 1 hour.
You sing annoying goblin songs, distracting your foes with silly and repetitive lyrics.
Attempt a Performance check against the Will DC of a single enemy within 30 feet. This has all the usual traits and restrictions of a Performance check to sing.
You can affect up to two targets within range if you have expert proficiency in Performance, four if you have master proficiency, and eight if you have legendary proficiency.
Critical Success The target takes a –1 status penalty to Perception checks and Will saves for 1 minute.
Success The target takes a –1 status penalty to Perception checks and Will saves for 1 round.
Critical Failure The target is temporarily immune to Goblin Song for 1 hour.
GOBLIN
Others might look upon them with disdain, but you know that the weapons of your people are as effective as they are sharp.
You gain access to all uncommon weapons with the goblin trait. You have familiarity with weapons with the goblin trait—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
Others might look upon them with disdain, but you know that the weapons of your people are as effective as they are sharp.
You gain access to all uncommon weapons with the goblin trait. You have familiarity with weapons with the goblin trait—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
GOBLIN
You can make useful tools out of even twisted or rusted scraps.
When using the Crafting skill to Craft, you can make level 0 items, including weapons and armor, out of junk. This reduces the Price to one-quarter the usual amount but always results in a shoddy item. Shoddy items normally give a penalty, but you don’t take this penalty when using shoddy items you made (nor does the worse check penalty of shoddy armor you made apply to you).
You can also incorporate junk to save money while you Craft any item. This grants you a discount on the item as if you had spent 1 additional day working to reduce the cost, but the item is obviously made of junk. At the GM’s discretion, this might affect the item’s resale value depending on the buyer’s tastes.
You can make useful tools out of even twisted or rusted scraps.
When using the Crafting skill to Craft, you can make level 0 items, including weapons and armor, out of junk. This reduces the Price to one-quarter the usual amount but always results in a shoddy item. Shoddy items normally give a penalty, but you don’t take this penalty when using shoddy items you made (nor does the worse check penalty of shoddy armor you made apply to you).
You can also incorporate junk to save money while you Craft any item. This grants you a discount on the item as if you had spent 1 additional day working to reduce the cost, but the item is obviously made of junk. At the GM’s discretion, this might affect the item’s resale value depending on the buyer’s tastes.
◆
GOBLIN
You deliver a punishing blow to an enemy’s knee, shin, or other vulnerable anatomy within your reach. Make a melee Strike with a melee weapons or melee unarmed attack. This attack doesn’t deal damage. On a hit, the target takes a –10-foot status penalty to its Speed (or a –15-foot status penalty on a critical hit). The penalty lasts for 1 round. This penalty applies only if the target has a land Speed and depends on legs or other targetable appendages to use its land Speed. As with all penalties to Speed, this can’t reduce a creature’s Speed below 5 feet.
You deliver a punishing blow to an enemy’s knee, shin, or other vulnerable anatomy within your reach. Make a melee Strike with a melee weapons or melee unarmed attack. This attack doesn’t deal damage. On a hit, the target takes a –10-foot status penalty to its Speed (or a –15-foot status penalty on a critical hit). The penalty lasts for 1 round. This penalty applies only if the target has a land Speed and depends on legs or other targetable appendages to use its land Speed. As with all penalties to Speed, this can’t reduce a creature’s Speed below 5 feet.
GOBLIN
Prerequisites Goblin Song
Staying on pitch, proper breath control, and remembering the words are all less important than the real measure of a good singer: volume! The range of your Goblin Song is increased to 60 feet, and you can target one additional enemy when you use it.
Prerequisites Goblin Song
Staying on pitch, proper breath control, and remembering the words are all less important than the real measure of a good singer: volume! The range of your Goblin Song is increased to 60 feet, and you can target one additional enemy when you use it.
◇
FORTUNE GOBLIN
Frequency once per day
Despite a lifetime filled with questionable decisions, you’ve managed to survive, as though you have uncanny luck that lets you avoid the consequences of your own actions.
For the remainder of your turn, if you roll a failure or critical failure on a saving throw against a harmful effect, you get a success instead. Further, if you would take damage from an enemy or hazard this turn you take the minimum possible damage.
These benefits apply only to harmful effects incurred entirely during your turn in which you activate Reckless Abandon, such as running through a wall of fire. Persistent damage and conditions that were applied prior to your turn proceed normally, and as soon as your turn ends you are subject to the full consequences of any dangers still threatening you.
Frequency once per day
Despite a lifetime filled with questionable decisions, you’ve managed to survive, as though you have uncanny luck that lets you avoid the consequences of your own actions.
For the remainder of your turn, if you roll a failure or critical failure on a saving throw against a harmful effect, you get a success instead. Further, if you would take damage from an enemy or hazard this turn you take the minimum possible damage.
These benefits apply only to harmful effects incurred entirely during your turn in which you activate Reckless Abandon, such as running through a wall of fire. Persistent damage and conditions that were applied prior to your turn proceed normally, and as soon as your turn ends you are subject to the full consequences of any dangers still threatening you.
GOBLIN
You are especially good at riding traditional goblin mounts.
You gain the Ride feat, even if you don’t meet the prerequisites. You gain a +1 circumstance bonus to Nature checks to use Command an Animal on a goblin dog or wolf mount.
If you gain a wolf as an animal companion, it gains the mount special ability (and if you gain an ability that grants you an animal companion with the mount special ability, you can choose a wolf).
You are especially good at riding traditional goblin mounts.
You gain the Ride feat, even if you don’t meet the prerequisites. You gain a +1 circumstance bonus to Nature checks to use Command an Animal on a goblin dog or wolf mount.
If you gain a wolf as an animal companion, it gains the mount special ability (and if you gain an ability that grants you an animal companion with the mount special ability, you can choose a wolf).
GOBLIN
Prerequisites Goblin Scuttle
You can scuttle farther and faster when maneuvering alongside allies. When you use Goblin Scuttle, you can Stride up to half your Speed instead of Stepping.
Prerequisites Goblin Scuttle
You can scuttle farther and faster when maneuvering alongside allies. When you use Goblin Scuttle, you can Stride up to half your Speed instead of Stepping.
GOBLIN
You have a knack for breaking and dismantling things. Putting them back together is the boring part, so you largely don’t bother with that.
You become trained in Thievery. If you would automatically become trained in Thievery (from your background or class, for example), you instead become trained in a skill of your choice.
In addition, whenever you hit with a Strike against a trap or an unattended object, you ignore the first 5 points of the object’s Hardness.
You have a knack for breaking and dismantling things. Putting them back together is the boring part, so you largely don’t bother with that.
You become trained in Thievery. If you would automatically become trained in Thievery (from your background or class, for example), you instead become trained in a skill of your choice.
In addition, whenever you hit with a Strike against a trap or an unattended object, you ignore the first 5 points of the object’s Hardness.
GOBLIN
Taller folk rarely pay attention to the shadows at their feet, and you take full advantage of this.
You can move 5 feet farther when you take the Sneak action, up to your Speed.
In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don’t become observed if you don’t have cover or greater cover and aren’t concealed at the end of the Sneak action, as long as you have cover or greater cover or are concealed at the end of your turn.
Taller folk rarely pay attention to the shadows at their feet, and you take full advantage of this.
You can move 5 feet farther when you take the Sneak action, up to your Speed.
In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don’t become observed if you don’t have cover or greater cover and aren’t concealed at the end of the Sneak action, as long as you have cover or greater cover or are concealed at the end of your turn.
GOBLIN
Prerequisites Very Sneaky
You can move up to your Speed when you use the Sneak action, and you no longer need to have cover or greater cover or be concealed to Hide or Sneak.
Prerequisites Very Sneaky
You can move up to your Speed when you use the Sneak action, and you no longer need to have cover or greater cover or be concealed to Hide or Sneak.
HALFLING
Prerequisites Distracting Shadows
You excel at going unnoticed, especially among a crowd. You no longer need to have cover or be concealed to Hide or Sneak. If you would have lesser cover from a creature, you gain standard cover instead and can Take Cover; if you would have standard cover from a creature, you gain greater cover instead.
Prerequisites Distracting Shadows
You excel at going unnoticed, especially among a crowd. You no longer need to have cover or be concealed to Hide or Sneak. If you would have lesser cover from a creature, you gain standard cover instead and can Take Cover; if you would have standard cover from a creature, you gain greater cover instead.
HALFLING
During your adventures, you’ve honed your ability to adapt to the culture of the predominant ancestry around you. You gain the Adopted Ancestry general feat, and you also gain one 1st-level ancestry feat from the ancestry you chose for the Adopted Ancestry feat.
During your adventures, you’ve honed your ability to adapt to the culture of the predominant ancestry around you. You gain the Adopted Ancestry general feat, and you also gain one 1st-level ancestry feat from the ancestry you chose for the Adopted Ancestry feat.
HALFLING
Prerequisites Step Lively
You dart under the legs of your enemies in combat. You can end a successful Tumble Through action in a Large or larger enemy’s space. Also, when using the Step Lively feat, you can Step into the triggering enemy’s space. The enemy must have limbs or otherwise leave you enough room for this maneuver, as determined by the GM. For instance, you could share space with a giant or dragon, but not an ooze.
Prerequisites Step Lively
You dart under the legs of your enemies in combat. You can end a successful Tumble Through action in a Large or larger enemy’s space. Also, when using the Step Lively feat, you can Step into the triggering enemy’s space. The enemy must have limbs or otherwise leave you enough room for this maneuver, as determined by the GM. For instance, you could share space with a giant or dragon, but not an ooze.
HALFLING
You have learned to remain hidden by using larger folk as a distraction to avoid drawing attention to yourself. You can use creatures that are at least one size larger than you (usually Medium or larger) as cover for the Hide and Sneak actions, though you still can’t use such creatures as cover for other uses, such as the Take Cover action.
You have learned to remain hidden by using larger folk as a distraction to avoid drawing attention to yourself. You can use creatures that are at least one size larger than you (usually Medium or larger) as cover for the Hide and Sneak actions, though you still can’t use such creatures as cover for other uses, such as the Take Cover action.
HALFLING
You are adept at disguising coded messages as folksy idioms. Using slang, jokes, halfling loanwords, and the like, you convey a simple message consisting of three basic words (such as “Danger assassin flee” or “Meet me moonrise”). Your intended listener can attempt a DC 20 Perception check to discern the message. This DC is reduced by 5 if the listener is a halfling or has Folksy Patter, or by 10 if both apply. Eavesdroppers can also attempt a Perception check against your Deception DC to discern your meaning. Any bonuses or penalties to Perception checks to Sense Motive apply to checks to understand Folksy Patter.
You are adept at disguising coded messages as folksy idioms. Using slang, jokes, halfling loanwords, and the like, you convey a simple message consisting of three basic words (such as “Danger assassin flee” or “Meet me moonrise”). Your intended listener can attempt a DC 20 Perception check to discern the message. This DC is reduced by 5 if the listener is a halfling or has Folksy Patter, or by 10 if both apply. Eavesdroppers can also attempt a Perception check against your Deception DC to discern your meaning. Any bonuses or penalties to Perception checks to Sense Motive apply to checks to understand Folksy Patter.
HALFLING
Prerequisites Halfling Luck
Your luck guides you to look the right way and aim your blows unerringly. You can use Halfling Luck twice per day: once in response to its normal trigger, and once when you fail a Perception check or attack roll instead of the normal trigger.
Prerequisites Halfling Luck
Your luck guides you to look the right way and aim your blows unerringly. You can use Halfling Luck twice per day: once in response to its normal trigger, and once when you fail a Perception check or attack roll instead of the normal trigger.
HALFLING
You’ve dutifully learned how to keep your balance and how to stick to the shadows where it’s safe, important skills passed down through generations of halfling tradition.
You gain the trained proficiency rank in Acrobatics and Stealth. If you 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 gain the Additional Lore general feat for Halfling Lore.
You’ve dutifully learned how to keep your balance and how to stick to the shadows where it’s safe, important skills passed down through generations of halfling tradition.
You gain the trained proficiency rank in Acrobatics and Stealth. If you 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 gain the Additional Lore general feat for Halfling Lore.
◇
FORTUNE HALFLING
Frequency once per day
Trigger You fail a skill check or saving throw.
Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it’s worse.
Frequency once per day
Trigger You fail a skill check or saving throw.
Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it’s worse.
HALFLING
You favor traditional halfling weapons, so you’ve learned how to use them more effectively.
You gain access to all uncommon weapons with the halfling trait. You have familiarity with weapons with the halfling trait plus the sling and shortsword— for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
You favor traditional halfling weapons, so you’ve learned how to use them more effectively.
You gain access to all uncommon weapons with the halfling trait. You have familiarity with weapons with the halfling trait plus the sling and shortsword— for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
HALFLING
You are easily able to ward off attempts to play on your fears and emotions. When you roll a success on a saving throw against an emotion effect, you get a critical success instead. If your heritage is gutsy halfling, when you roll a critical failure on a saving throw against an emotion effect, you get a failure instead.
You are easily able to ward off attempts to play on your fears and emotions. When you roll a success on a saving throw against an emotion effect, you get a critical success instead. If your heritage is gutsy halfling, when you roll a critical failure on a saving throw against an emotion effect, you get a failure instead.
HALFLING
You grew up riding your clan’s shaggy ponies and riding dogs. You become trained in Nature. If you would automatically become trained in Nature (from your background or class, for example), you instead become trained in a skill of your choice. You also get a +1 circumstance bonus to Command an Animal if the target is a traditional halfling mount, such as a pony or riding dog.
You grew up riding your clan’s shaggy ponies and riding dogs. You become trained in Nature. If you would automatically become trained in Nature (from your background or class, for example), you instead become trained in a skill of your choice. You also get a +1 circumstance bonus to Command an Animal if the target is a traditional halfling mount, such as a pony or riding dog.
HALFLING
Prerequisites legendary Stealth
Frequency once per hour
Trigger You successfully use Stealth to Hide and become hidden from all your current foes, or use Stealth to Sneak and become undetected to all your current foes.
You slip from your adversaries’ notice and appear to be somewhere else. You become invisible for 1 minute or until you take a hostile action, whichever comes first. Choose a location within 10 feet of you. Until your invisibility ends, you appear to be hidden in that location to anyone trying to find you. If the searcher gets clear evidence that you’re not there, they no longer think you’re hidden there, but they don’t discover your actual location.
Prerequisites legendary Stealth
Frequency once per hour
Trigger You successfully use Stealth to Hide and become hidden from all your current foes, or use Stealth to Sneak and become undetected to all your current foes.
You slip from your adversaries’ notice and appear to be somewhere else. You become invisible for 1 minute or until you take a hostile action, whichever comes first. Choose a location within 10 feet of you. Until your invisibility ends, you appear to be hidden in that location to anyone trying to find you. If the searcher gets clear evidence that you’re not there, they no longer think you’re hidden there, but they don’t discover your actual location.
↺
HALFLING
Trigger A Large or larger enemy ends a move action adjacent to you.
You are an expert at avoiding the lumbering footsteps of larger creatures. You Step to another space adjacent to the enemy.
Trigger A Large or larger enemy ends a move action adjacent to you.
You are an expert at avoiding the lumbering footsteps of larger creatures. You Step to another space adjacent to the enemy.
HALFLING
Whether keeping your balance or climbing, your feet easily find purchase. If you roll a success on an Acrobatics check to Balance or an Athletics check to Climb, you get a critical success instead. You’re not off-guard when you attempt to Balance or Climb.
Whether keeping your balance or climbing, your feet easily find purchase. If you roll a success on an Acrobatics check to Balance or an Athletics check to Climb, you get a critical success instead. You’re not off-guard when you attempt to Balance or Climb.
HALFLING
You have learned how to use your sling to fell enormous creatures. When you hit on an attack with a weapon of the sling group against a Large or larger creature, increase the size of the weapon damage die by one step.
You have learned how to use your sling to fell enormous creatures. When you hit on an attack with a weapon of the sling group against a Large or larger creature, increase the size of the weapon damage die by one step.
HALFLING
Prerequisites Dance Underfoot
While sharing a creature’s space using Dance Underfoot, your melee weapons and unarmed attacks gain the trip trait, but only against the creature whose space you share. You can be in the same space as a Large or larger prone creature, even if it’s not your ally.
Prerequisites Dance Underfoot
While sharing a creature’s space using Dance Underfoot, your melee weapons and unarmed attacks gain the trip trait, but only against the creature whose space you share. You can be in the same space as a Large or larger prone creature, even if it’s not your ally.
HALFLING
You were either pressed into indentured servitude or shackled in a prison, but you’ve since escaped and have trained to ensure you’ll never be caught again. Whenever you roll a success on a check to Escape or a saving throw against an effect that would impose the grabbed, immobilized, or restrained condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to Grapple you, it gets a critical failure instead.
You were either pressed into indentured servitude or shackled in a prison, but you’ve since escaped and have trained to ensure you’ll never be caught again. Whenever you roll a success on a check to Escape or a saving throw against an effect that would impose the grabbed, immobilized, or restrained condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to Grapple you, it gets a critical failure instead.
HALFLING
You won’t allow others to restrain you. You can cast unfettered movement on yourself as a primal innate spell once per day.
You won’t allow others to restrain you. You can cast unfettered movement on yourself as a primal innate spell once per day.
HALFLING
You pay close attention to the people around you, allowing you to more easily notice when they act out of character.
You gain a +2 circumstance bonus to Perception checks when using the Sense Motive basic action to notice enchanted or possessed characters. If you aren’t actively using Sense Motive on an enchanted or possessed character, the GM rolls a secret check, without your usual circumstance bonus, for you to potentially notice the enchantment or possession anyway.
In addition to using it for skill checks, you can use the Aid basic action to grant a bonus to another creature’s saving throw or other check to overcome enchantment or possession. As usual for Aid, you need to prepare by using an action on your turn to encourage the creature to fight against the effect.
You pay close attention to the people around you, allowing you to more easily notice when they act out of character.
You gain a +2 circumstance bonus to Perception checks when using the Sense Motive basic action to notice enchanted or possessed characters. If you aren’t actively using Sense Motive on an enchanted or possessed character, the GM rolls a secret check, without your usual circumstance bonus, for you to potentially notice the enchantment or possession anyway.
In addition to using it for skill checks, you can use the Aid basic action to grant a bonus to another creature’s saving throw or other check to overcome enchantment or possession. As usual for Aid, you need to prepare by using an action on your turn to encourage the creature to fight against the effect.
HOBGOBLIN
When you terrorize your enemies, you also cause them painful mental distress. When you successfully Demoralize an enemy, that enemy takes 1d4 mental damage at the start of each of its turns. This effect ends if the creature loses the frightened condition, if it is more than 30 feet away from you, or if 1 minute passes, whichever comes first. If you have master proficiency in Intimidation, the damage increases to 2d4, and if you have legendary proficiency, the damage increases to 3d4.
When you terrorize your enemies, you also cause them painful mental distress. When you successfully Demoralize an enemy, that enemy takes 1d4 mental damage at the start of each of its turns. This effect ends if the creature loses the frightened condition, if it is more than 30 feet away from you, or if 1 minute passes, whichever comes first. If you have master proficiency in Intimidation, the damage increases to 2d4, and if you have legendary proficiency, the damage increases to 3d4.
HOBGOBLIN
You gain the Alchemical Crafting feat. If you would automatically gain that feat (from your background or the alchemist class, for example), you instead gain a different 1st-level Crafting skill feat. Add an additional common 1st-level alchemical formula to your formula book when you take this feat. Each time you gain a level beyond 1st, add one common alchemical formula of that level to your formula book.
You gain the Alchemical Crafting feat. If you would automatically gain that feat (from your background or the alchemist class, for example), you instead gain a different 1st-level Crafting skill feat. Add an additional common 1st-level alchemical formula to your formula book when you take this feat. Each time you gain a level beyond 1st, add one common alchemical formula of that level to your formula book.
HOBGOBLIN
The life energy that helped create the first hobgoblins is particularly potent in you, protecting you from ongoing maladies. If you roll a success on a saving throw against a disease or poison, you get a critical success instead. If you have a different ability that would improve the save in this way (such as the battle hardened fighter class feature), if you roll a critical failure on the save you get a failure instead.
The life energy that helped create the first hobgoblins is particularly potent in you, protecting you from ongoing maladies. If you roll a success on a saving throw against a disease or poison, you get a critical success instead. If you have a different ability that would improve the save in this way (such as the battle hardened fighter class feature), if you roll a critical failure on the save you get a failure instead.
◆◆
HEALING HOBGOBLIN VITALITY
Frequency once per day
The life-giving energy that flows in your blood revitalizes you. You recover 4d6 Hit Points and gain 10 temporary Hit Points for 1 minute. At 15th level, you instead recover 6d6 HP and gain 15 temporary HP.
Frequency once per day
The life-giving energy that flows in your blood revitalizes you. You recover 4d6 Hit Points and gain 10 temporary Hit Points for 1 minute. At 15th level, you instead recover 6d6 HP and gain 15 temporary HP.
↺
HEALING HOBGOBLIN VITALITY
Frequency once per day
Trigger A living creature within 60 feet would die.
The energy that flows in your blood can save a life in the direst of times. You prevent the creature from dying and restore 6d8 + your Constitution modifier Hit Points to it. You can’t use Cantorian Restoration if the triggering effect was a death effect or an effect that leaves no remains, such as disintegrate.
Frequency once per day
Trigger A living creature within 60 feet would die.
The energy that flows in your blood can save a life in the direst of times. You prevent the creature from dying and restore 6d8 + your Constitution modifier Hit Points to it. You can’t use Cantorian Restoration if the triggering effect was a death effect or an effect that leaves no remains, such as disintegrate.
↺
AUDITORY HOBGOBLIN MANIPULATE
Frequency once per day
Trigger An adjacent and willing ally would be reduced to 0 HP but not killed.
You physically help an ally remain standing and encourage them to push through their pain against dire odds. Your ally doesn’t fall unconscious and remains at 1 Hit Point. The ally also gains a number of temporary Hit Points equal to your level that last for 1 minute. Fighting onward with such an injury isn’t without consequence; your ally’s wounded condition increases by 1.
Frequency once per day
Trigger An adjacent and willing ally would be reduced to 0 HP but not killed.
You physically help an ally remain standing and encourage them to push through their pain against dire odds. Your ally doesn’t fall unconscious and remains at 1 Hit Point. The ally also gains a number of temporary Hit Points equal to your level that last for 1 minute. Fighting onward with such an injury isn’t without consequence; your ally’s wounded condition increases by 1.
HOBGOBLIN
While exploring, when you are leading and allies are Following the Expert, instead of granting a +2 circumstance bonus in the applicable skill, you grant a +3 circumstance bonus if you’re an expert and a +4 circumstance bonus if you’re a master.
While exploring, when you are leading and allies are Following the Expert, instead of granting a +2 circumstance bonus in the applicable skill, you grant a +3 circumstance bonus if you’re an expert and a +4 circumstance bonus if you’re a master.
HOBGOBLIN
Prerequisite animal companion
You have trained with your animal companion to become a terrifying juggernaut on the battlefield. Your animal companion becomes trained in Intimidation. If your animal companion uses Support while serving as your mount, it grants you the effects of the Aid reaction on your first Intimidation check to Demoralize on the same turn, even though it can’t take reactions.
Prerequisite animal companion
You have trained with your animal companion to become a terrifying juggernaut on the battlefield. Your animal companion becomes trained in Intimidation. If your animal companion uses Support while serving as your mount, it grants you the effects of the Aid reaction on your first Intimidation check to Demoralize on the same turn, even though it can’t take reactions.
HOBGOBLIN
You’ve studied traditional hobgoblin exercises and fieldcraft, all of which have a militaristic bent.
You gain the trained proficiency rank in Athletics and Crafting. If you 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 gain the Additional Lore general feat for Hobgoblin Lore.
You’ve studied traditional hobgoblin exercises and fieldcraft, all of which have a militaristic bent.
You gain the trained proficiency rank in Athletics and Crafting. If you 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 gain the Additional Lore general feat for Hobgoblin Lore.
HOBGOBLIN
You gain access to all uncommon weapons with the hobgoblin trait. You have familiarity with weapons with the hobgoblin trait plus the composite longbow, composite shortbow, glaive, longbow, longsword, and shortbow—for the purpose of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
You gain access to all uncommon weapons with the hobgoblin trait. You have familiarity with weapons with the hobgoblin trait plus the composite longbow, composite shortbow, glaive, longbow, longsword, and shortbow—for the purpose of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
◆◆
HOBGOBLIN
You are trained to capture deserters, or “leeches.” Make a melee Strike with weapon from the flail group. On a hit, the target takes a –10-foot status penalty to its Speed (or a –15-foot status penalty on a critical hit). The penalty lasts for 1 round. It applies only if the target has a land Speed and depends on legs or other targetable appendages to use its land Speed. As with all penalties to Speed, this can’t reduce a creature’s Speed below 5 feet.
You are trained to capture deserters, or “leeches.” Make a melee Strike with weapon from the flail group. On a hit, the target takes a –10-foot status penalty to its Speed (or a –15-foot status penalty on a critical hit). The penalty lasts for 1 round. It applies only if the target has a land Speed and depends on legs or other targetable appendages to use its land Speed. As with all penalties to Speed, this can’t reduce a creature’s Speed below 5 feet.
↺
AUDITORY EMOTION HOBGOBLIN MENTAL
Trigger An ally within 30 feet brings an enemy to 0 Hit Points.
With a shout of triumph, you grant inspiration to an ally fight on. The triggering ally gains temporary Hit Points equal to their Constitution modifier until the end of their next turn.
Trigger An ally within 30 feet brings an enemy to 0 Hit Points.
With a shout of triumph, you grant inspiration to an ally fight on. The triggering ally gains temporary Hit Points equal to their Constitution modifier until the end of their next turn.
◆◆
AUDITORY HOBGOBLIN
Frequency once per day
You call out to your allies and push them to give their all in combat. All allies in a 30-foot emanation that can hear you gain a number of temporary Hit Points equal to your level. In addition, these allies become quickened for 1 minute but can use the extra action only to Step, Stride, or Strike.
Frequency once per day
You call out to your allies and push them to give their all in combat. All allies in a 30-foot emanation that can hear you gain a number of temporary Hit Points equal to your level. In addition, these allies become quickened for 1 minute but can use the extra action only to Step, Stride, or Strike.
◇
HOBGOBLIN
Trigger You roll initiative.
Your combat training has honed you to be ready for an attack at all times. You Interact to draw a weapon.
Trigger You roll initiative.
Your combat training has honed you to be ready for an attack at all times. You Interact to draw a weapon.
HOBGOBLIN
You’re skilled at beating an enemy when their morale is already breaking. When you succeed at a melee weapon Strike against a frightened enemy, that enemy can’t reduce their frightened condition below 1 until the beginning of your next turn.
You’re skilled at beating an enemy when their morale is already breaking. When you succeed at a melee weapon Strike against a frightened enemy, that enemy can’t reduce their frightened condition below 1 until the beginning of your next turn.
HOBGOBLIN
Unlike most of your kind, who dismiss goblins as embarrassments or expendable annoyances, you have studied the methodology behind their irresponsible and incomprehensible actions. You gain the Adopted Ancestry general feat and must select goblin as the feat’s chosen ancestry. You also gain one 1st-level goblin ancestry feat.
Unlike most of your kind, who dismiss goblins as embarrassments or expendable annoyances, you have studied the methodology behind their irresponsible and incomprehensible actions. You gain the Adopted Ancestry general feat and must select goblin as the feat’s chosen ancestry. You also gain one 1st-level goblin ancestry feat.
HOBGOBLIN
Stealth is an important tool in your arsenal.
You can move 5 feet farther when you take the Sneak action, up to your Speed.
In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don’t become observed if you don’t have cover or greater cover and aren’t concealed at the end of the Sneak action, as long as you have cover or greater cover or are concealed at the end of your turn.
Stealth is an important tool in your arsenal.
You can move 5 feet farther when you take the Sneak action, up to your Speed.
In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don’t become observed if you don’t have cover or greater cover and aren’t concealed at the end of the Sneak action, as long as you have cover or greater cover or are concealed at the end of your turn.
HOBGOBLIN
You are adept at working with your allies to surround an enemy. If an enemy is within reach of you and at least two of your allies, that enemy is off-guard to you.
You are adept at working with your allies to surround an enemy. If an enemy is within reach of you and at least two of your allies, that enemy is off-guard to you.
HOBGOBLIN
You’ve mastered the art of composure, even in the face of fear. You gain a +1 circumstance bonus to saves against effects with the fear trait and a +2 circumstance bonus to your Will DC against Intimidation skill actions, such as Demoralize.
You’ve mastered the art of composure, even in the face of fear. You gain a +1 circumstance bonus to saves against effects with the fear trait and a +2 circumstance bonus to your Will DC against Intimidation skill actions, such as Demoralize.
HOBGOBLIN
You can withstand blood loss startlingly well. Whenever you would gain the drained condition, you can attempt a DC 17 flat check. On a success, you don’t gain the drained condition.
You can withstand blood loss startlingly well. Whenever you would gain the drained condition, you can attempt a DC 17 flat check. On a success, you don’t gain the drained condition.
HOBGOBLIN
You have extensive training in remote environments, allowing you to move through these areas easily. When you gain this feat, you can choose to gain either a climb Speed of 20 feet or a swim Speed of 20 feet.
You have extensive training in remote environments, allowing you to move through these areas easily. When you gain this feat, you can choose to gain either a climb Speed of 20 feet or a swim Speed of 20 feet.
HUMAN
Prerequisites spellcasting class feature
Through study of multiple magical traditions, you’ve altered a spell to suit your spellcasting style.
Choose one cantrip from a magical tradition other than your own. If you prepare spells, you can choose this spell when you prepare your cantrips, in addition to your other options. If you have a spell repertoire, replace one of your cantrips known with the chosen spell. You can cast this cantrip as a spell of your class’s tradition.
If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one.
Prerequisites spellcasting class feature
Through study of multiple magical traditions, you’ve altered a spell to suit your spellcasting style.
Choose one cantrip from a magical tradition other than your own. If you prepare spells, you can choose this spell when you prepare your cantrips, in addition to your other options. If you have a spell repertoire, replace one of your cantrips known with the chosen spell. You can cast this cantrip as a spell of your class’s tradition.
If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one.
HUMAN
Prerequisites Adapted Cantrip, can cast 3rd-rank spells
You’ve continued adapting your magic to blend your class’s tradition with your adapted tradition. Choose a cantrip or 1st‑rank spell from the same magical tradition as your cantrip from Adapted Cantrip. You gain that spell, adding it to your spell options just like the cantrip from Adapted Cantrip. You can cast this spell as a spell of your class’s magical tradition. If you choose a 1st-rank spell, you don’t gain access to the heightened versions of that spell, meaning you can’t prepare them if you prepare spells and you can’t learn them or select the spell as a signature spell if you have a spell repertoire.
Prerequisites Adapted Cantrip, can cast 3rd-rank spells
You’ve continued adapting your magic to blend your class’s tradition with your adapted tradition. Choose a cantrip or 1st‑rank spell from the same magical tradition as your cantrip from Adapted Cantrip. You gain that spell, adding it to your spell options just like the cantrip from Adapted Cantrip. You can cast this spell as a spell of your class’s magical tradition. If you choose a 1st-rank spell, you don’t gain access to the heightened versions of that spell, meaning you can’t prepare them if you prepare spells and you can’t learn them or select the spell as a signature spell if you have a spell repertoire.
HUMAN
Over the long course of your adventuring life, your adaptability has let you pick up numerous useful abilities. You gain a general feat of 7th level or lower. You must meet the feat’s prerequisites.
Special You can select this feat multiple times, choosing a different feat each time.
Over the long course of your adventuring life, your adaptability has let you pick up numerous useful abilities. You gain a general feat of 7th level or lower. You must meet the feat’s prerequisites.
Special You can select this feat multiple times, choosing a different feat each time.
◇
HUMAN
Frequency once per day
Trigger You lose the dying condition.
You recover from near-death experiences with astounding resilience. Don’t increase the value of your wounded condition due to losing the dying condition.
Frequency once per day
Trigger You lose the dying condition.
You recover from near-death experiences with astounding resilience. Don’t increase the value of your wounded condition due to losing the dying condition.
HUMAN
You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.
You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.
HUMAN
The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.
The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.
HUMAN
You have developed a soul-deep bond with your comrades and maintain an even greater degree of cooperation with them. If you are at least an expert in the skill you are Aiding, when you roll a failure or critical failure to Aid a skill check, you get a success instead.
You have developed a soul-deep bond with your comrades and maintain an even greater degree of cooperation with them. If you are at least an expert in the skill you are Aiding, when you roll a failure or critical failure to Aid a skill check, you get a success instead.
HUMAN
Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.
Special You can select this feat multiple times, choosing a different feat each time.
Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.
Special You can select this feat multiple times, choosing a different feat each time.
HUMAN
Your upbringing emphasized teamwork, and helping your allies comes naturally to you.
After you Aid an ally at a skill check that doesn’t have the attack trait, you can also Aid any other ally who attempts the same skill check for the same purpose that round. You do so as a free action rather than a reaction.
The preparation you did to help must still apply to the other allies, and you can Aid each ally only once. For example, if you helped lift up an ally to Aid them on an Athletics check to scale a wall, you could keep the same posture to give a boost to other allies attempting to scale the wall in the same round.
Your upbringing emphasized teamwork, and helping your allies comes naturally to you.
After you Aid an ally at a skill check that doesn’t have the attack trait, you can also Aid any other ally who attempts the same skill check for the same purpose that round. You do so as a free action rather than a reaction.
The preparation you did to help must still apply to the other allies, and you can Aid each ally only once. For example, if you helped lift up an ally to Aid them on an Athletics check to scale a wall, you could keep the same posture to give a boost to other allies attempting to scale the wall in the same round.
HUMAN
There’s no journey too far or burden too heavy when you have friends at your side or hope within your heart. Increase your maximum and encumbered Bulk limits by 1. In addition, you gain a +10-foot circumstance bonus to your Speed during overland travel.
There’s no journey too far or burden too heavy when you have friends at your side or hope within your heart. Increase your maximum and encumbered Bulk limits by 1. In addition, you gain a +10-foot circumstance bonus to your Speed during overland travel.
HUMAN
Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).
Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).
◆
EMOTION HUMAN MENTAL
Frequency once per day
The blood of heroes courses through your veins, and you inspire your allies to dig deep and find a new level of resolve. You grant up to 10 willing creatures within 30 feet the effects of a 6th-rank zealous conviction, though the effect automatically ends on a target if you give that target a command they would normally find repugnant. This action has the auditory trait or visual trait, depending on how you inspire your allies.
Frequency once per day
The blood of heroes courses through your veins, and you inspire your allies to dig deep and find a new level of resolve. You grant up to 10 willing creatures within 30 feet the effects of a 6th-rank zealous conviction, though the effect automatically ends on a target if you give that target a command they would normally find repugnant. This action has the auditory trait or visual trait, depending on how you inspire your allies.
◇
HUMAN
Frequency once per day
Trigger You attempt a check using a skill you’re untrained in.
A stroke of brilliance gives you a major advantage with a skill despite your inexperience. Gain a +4 circumstance bonus to the triggering skill check.
Frequency once per day
Trigger You attempt a check using a skill you’re untrained in.
A stroke of brilliance gives you a major advantage with a skill despite your inexperience. Gain a +4 circumstance bonus to the triggering skill check.
HUMAN
You’ve learned to split your focus between multiple classes with ease.
You gain a 2nd-level multiclass dedication feat, even if you normally couldn’t take another dedication feat until you take more feats from your current archetype.
If you have the aiuvarin versatile heritage, you don’t need to meet the feat’s attribute modifier prerequisites.
You’ve learned to split your focus between multiple classes with ease.
You gain a 2nd-level multiclass dedication feat, even if you normally couldn’t take another dedication feat until you take more feats from your current archetype.
If you have the aiuvarin versatile heritage, you don’t need to meet the feat’s attribute modifier prerequisites.
HUMAN
You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.
You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.
HUMAN
Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.
Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.
HUMAN
Like many humans raised in a close-knit community, you have always been strongly attuned to the presence of others. Willing allies that you are aware of within 60 feet that would otherwise be undetected by you are instead hidden from you. The flat check for you to target willing allies within 60 feet that are hidden from you is 5 instead of 11.
Like many humans raised in a close-knit community, you have always been strongly attuned to the presence of others. Willing allies that you are aware of within 60 feet that would otherwise be undetected by you are instead hidden from you. The flat check for you to target willing allies within 60 feet that are hidden from you is 5 instead of 11.
HUMAN
Humans are renowned for their ability to persist through the most grueling of trials that would leave others ready to drop. When you would become fatigued, attempt a DC 17 flat check. On a success, you aren’t fatigued. If the fatigued condition has an underlying cause that you don’t address, such as lack of rest, you must attempt the check again at an interval determined by the GM until you fail the flat check or address the underlying cause.
Humans are renowned for their ability to persist through the most grueling of trials that would leave others ready to drop. When you would become fatigued, attempt a DC 17 flat check. On a success, you aren’t fatigued. If the fatigued condition has an underlying cause that you don’t address, such as lack of rest, you must attempt the check again at an interval determined by the GM until you fail the flat check or address the underlying cause.
HUMAN
You’ve familiarized yourself with a particular weapon, potentially from another ancestry or culture.
Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of proficiency, you treat it as a simple weapon.
If you are trained in all martial weapons, you can instead choose an uncommon advanced weapon that has an ancestry’s trait or is common in another culture. You gain access to that weapon and have familiarity with that weapon. For the purpose of proficiency, you treat it as a martial weapon.
You’ve familiarized yourself with a particular weapon, potentially from another ancestry or culture.
Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of proficiency, you treat it as a simple weapon.
If you are trained in all martial weapons, you can instead choose an uncommon advanced weapon that has an ancestry’s trait or is common in another culture. You gain access to that weapon and have familiarity with that weapon. For the purpose of proficiency, you treat it as a martial weapon.
◆
UNCOMMON KHOLO
Frequency once per hour
Requirements You are adjacent to an enemy’s corpse who has been dead for no longer than 1 minute.
You consume a piece of your enemy, absorbing their strength. You gain temporary Hit Points equal to the enemy’s level that last for 1 minute.
Frequency once per hour
Requirements You are adjacent to an enemy’s corpse who has been dead for no longer than 1 minute.
You consume a piece of your enemy, absorbing their strength. You gain temporary Hit Points equal to the enemy’s level that last for 1 minute.
KHOLO
Your diet has strengthened you against diseases and poisons. You gain a +1 circumstance bonus to saving throws against diseases and poisons. If you roll a success on a saving throw against a disease or poison, you get a critical success instead. If you have a different ability that would improve the save in this way (such as the battle hardened fighter class feature), if you roll a critical failure on the save you get a failure instead.
Your diet has strengthened you against diseases and poisons. You gain a +1 circumstance bonus to saving throws against diseases and poisons. If you roll a success on a saving throw against a disease or poison, you get a critical success instead. If you have a different ability that would improve the save in this way (such as the battle hardened fighter class feature), if you roll a critical failure on the save you get a failure instead.
KHOLO
You are always searching for the perfect opportunity to ambush your enemies. You can perform the Scout exploration activity at the same time as the Avoid Notice exploration activity.
You are always searching for the perfect opportunity to ambush your enemies. You can perform the Scout exploration activity at the same time as the Avoid Notice exploration activity.
KHOLO
You transform into an enormous, otherworldly hyena. You can cast animal form (canine form only) once per day as a 5th-rank occult innate spell.
You transform into an enormous, otherworldly hyena. You can cast animal form (canine form only) once per day as a 5th-rank occult innate spell.
◇
KHOLO
Frequency once per day
You keep the bone of an ancestor or a friend to call upon for advice. Attempt to Recall Knowledge. If the bones belonged to a person particularly knowledgeable on the subject, you gain a +1 circumstance bonus to your check.
Frequency once per day
You keep the bone of an ancestor or a friend to call upon for advice. Attempt to Recall Knowledge. If the bones belonged to a person particularly knowledgeable on the subject, you gain a +1 circumstance bonus to your check.
KHOLO
Whenever an enemy starts its turn adjacent to you, it must attempt a Will saving throw against your class DC or spell DC, whichever is highest. On a failure, the enemy takes a –1 status penalty to attack rolls and skill checks for as long as it remains adjacent to you. Regardless of the result of its save, the creature is then temporarily immune to bonekeeper’s bane for 24 hours.
Whenever an enemy starts its turn adjacent to you, it must attempt a Will saving throw against your class DC or spell DC, whichever is highest. On a failure, the enemy takes a –1 status penalty to attack rolls and skill checks for as long as it remains adjacent to you. Regardless of the result of its save, the creature is then temporarily immune to bonekeeper’s bane for 24 hours.
KHOLO
Prerequisites sweetbreath kholo heritage
You smell of honey and savory things. Your circumstance bonus to checks to Make an Impression if the target can smell your breath increases to +2. In addition, you can cast enthrall as a 3rd-rank occult innate spell once per day, except the spell has a range of 30 feet and the olfactory trait instead of the auditory trait. Targets don’t gain any circumstance bonus for disagreeing with you.
Prerequisites sweetbreath kholo heritage
You smell of honey and savory things. Your circumstance bonus to checks to Make an Impression if the target can smell your breath increases to +2. In addition, you can cast enthrall as a 3rd-rank occult innate spell once per day, except the spell has a range of 30 feet and the olfactory trait instead of the auditory trait. Targets don’t gain any circumstance bonus for disagreeing with you.
KHOLO
Your jaws can crush bone and bite through armor. Your jaws unarmed attack deals 1d8 piercing damage instead of 1d6 and gains the grapple trait.
Your jaws can crush bone and bite through armor. Your jaws unarmed attack deals 1d8 piercing damage instead of 1d6 and gains the grapple trait.
KHOLO
Prerequisites witch kholo heritage
It takes a very brave person to enter the laughter-haunted forest where you dwell. You can cast ventriloquism once per day as a 1st-rank occult innate spell.
Prerequisites witch kholo heritage
It takes a very brave person to enter the laughter-haunted forest where you dwell. You can cast ventriloquism once per day as a 1st-rank occult innate spell.
KHOLO
Whenever you successfully Strike a creature that has not acted in the first round of combat, that creature is off-guard until the end of your next turn. If that creature is reduced to 0 Hit Points before the end of your next turn, you and all allies within 30 feet of the creature become quickened until the end of your next turn. You can use the extra action only to Step, Stride, or Strike.
Whenever you successfully Strike a creature that has not acted in the first round of combat, that creature is off-guard until the end of your next turn. If that creature is reduced to 0 Hit Points before the end of your next turn, you and all allies within 30 feet of the creature become quickened until the end of your next turn. You can use the extra action only to Step, Stride, or Strike.
KHOLO
You carry the bones of your ancestors with you, and you can ask them for counsel. You can cast augury twice per day as a 2nd-rank occult innate spell.
You carry the bones of your ancestors with you, and you can ask them for counsel. You can cast augury twice per day as a 2nd-rank occult innate spell.
KHOLO
Hyenas serve kholo as pets and trackers. Some kholos, such as yourself, draw the attention of smaller hyenas that are vessels for magical spirits. You gain a Tiny hyena as a familiar.
Hyenas serve kholo as pets and trackers. Some kholos, such as yourself, draw the attention of smaller hyenas that are vessels for magical spirits. You gain a Tiny hyena as a familiar.
KHOLO
Once per day, you can cast impaling spike as a 7th-rank innate occult spell, except the spike is made of bone instead of cold iron. The bone from the spell has the effects of the ghost touch property rune and can immobilize incorporeal creatures as if they were corporeal.
Once per day, you can cast impaling spike as a 7th-rank innate occult spell, except the spike is made of bone instead of cold iron. The bone from the spell has the effects of the ghost touch property rune and can immobilize incorporeal creatures as if they were corporeal.
KHOLO
You paid close attention to the senior hunters in your clan to learn their tricks.
You gain the trained proficiency rank in Stealth and Survival. If you 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 gain the Additional Lore general feat for Kholo Lore.
You paid close attention to the senior hunters in your clan to learn their tricks.
You gain the trained proficiency rank in Stealth and Survival. If you 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 gain the Additional Lore general feat for Kholo Lore.
KHOLO
You gain access to all uncommon weapons with the kholo trait. You have familiarity with weapons with the kholo trait plus the flail, khopesh, mambele, and war flail—for the purpose of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
You gain access to all uncommon weapons with the kholo trait. You have familiarity with weapons with the kholo trait plus the flail, khopesh, mambele, and war flail—for the purpose of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
KHOLO
Prerequisites master in Intimidation
Your sinister giggle is a sound of warning and threat. You gain the Battle Cry skill feat. You don’t take a penalty when you attempt to Demoralize a creature that doesn’t understand your language.
Prerequisites master in Intimidation
Your sinister giggle is a sound of warning and threat. You gain the Battle Cry skill feat. You don’t take a penalty when you attempt to Demoralize a creature that doesn’t understand your language.
◆
KHOLO
Frequency once per hour
It’s said that the flesh of the right side of a hyena can heal diseases, but that the flesh of the left side is deadly and poisonous. You deal 1 slashing damage to yourself to poison a weapon you are holding. If you hit with the weapon and deal damage, the target also takes 1d4 persistent poison damage. The poison on your weapon becomes inert after you hit, or at the end of your next turn, whichever comes first.
Frequency once per hour
It’s said that the flesh of the right side of a hyena can heal diseases, but that the flesh of the left side is deadly and poisonous. You deal 1 slashing damage to yourself to poison a weapon you are holding. If you hit with the weapon and deal damage, the target also takes 1d4 persistent poison damage. The poison on your weapon becomes inert after you hit, or at the end of your next turn, whichever comes first.
KHOLO
Prerequisites Laughing Kholo
Your laugher echoes in the minds of your enemies. You can Demoralize creatures up to 60 feet away. Additionally, whenever you successfully Demoralize a creature, it takes 3d8 mental damage (or 6d8 mental damage on a critical success).
Prerequisites Laughing Kholo
Your laugher echoes in the minds of your enemies. You can Demoralize creatures up to 60 feet away. Additionally, whenever you successfully Demoralize a creature, it takes 3d8 mental damage (or 6d8 mental damage on a critical success).
KHOLO
You were taught how to hunt as part of a pack. You gain a +2 circumstance bonus to checks to Aid, and your allies gain a +2 circumstance bonus to checks to Aid you.
You were taught how to hunt as part of a pack. You gain a +2 circumstance bonus to checks to Aid, and your allies gain a +2 circumstance bonus to checks to Aid you.
KHOLO
Prerequisites expert in Stealth
Ambushes are an honored kholo tradition. You gain the Terrain Stalker feat and can extend its effects to a single ally so long as they remain within 10 feet of you. If you have master proficiency in Stealth, you can extend the effect to two allies. If you have legendary proficiency in Stealth, you can extend it to four allies.
Prerequisites expert in Stealth
Ambushes are an honored kholo tradition. You gain the Terrain Stalker feat and can extend its effects to a single ally so long as they remain within 10 feet of you. If you have master proficiency in Stealth, you can extend the effect to two allies. If you have legendary proficiency in Stealth, you can extend it to four allies.
◆◆
FLOURISH KHOLO
Prerequisites dog kholo heritage
Requirements You have both your hands free.
You run on all fours as fast as you can. Stride three times.
Prerequisites dog kholo heritage
Requirements You have both your hands free.
You run on all fours as fast as you can. Stride three times.
KHOLO
It’s said that the flesh of the right side of a hyena can heal diseases, but that the flesh of the left side is deadly and poisonous. You can deal 1 slashing damage to yourself to feed someone blood from your right side and Administer First Aid or take 2d8 damage to Treat Disease or Treat Wounds; in either case, you don’t need a healer’s toolkit, and you gain a +1 item bonus to your check. Blood from your left side causes the check to critically fail automatically.
It’s said that the flesh of the right side of a hyena can heal diseases, but that the flesh of the left side is deadly and poisonous. You can deal 1 slashing damage to yourself to feed someone blood from your right side and Administer First Aid or take 2d8 damage to Treat Disease or Treat Wounds; in either case, you don’t need a healer’s toolkit, and you gain a +1 item bonus to your check. Blood from your left side causes the check to critically fail automatically.
KHOLO
Your large black nose isn’t just for show. You can pick up on the faintest scents near you and track them down. You gain imprecise scent with a range of 30 feet.
Special You can’t retrain out of this feat or into this feat.
Your large black nose isn’t just for show. You can pick up on the faintest scents near you and track them down. You gain imprecise scent with a range of 30 feet.
Special You can’t retrain out of this feat or into this feat.
↺
FORTUNE KOBOLD
Frequency once per day
Trigger You attempt a saving throw while adjacent to one or more allies, but you haven’t rolled yet.
You follow your allies’ example. Roll the save using an adjacent ally’s modifier for that type of saving throw instead of your own.
Frequency once per day
Trigger You attempt a saving throw while adjacent to one or more allies, but you haven’t rolled yet.
You follow your allies’ example. Roll the save using an adjacent ally’s modifier for that type of saving throw instead of your own.
◆
HEALING KOBOLD VISUAL
Frequency once per day
You tap into the grandeur of your warren’s benefactor. You gain temporary Hit Points equal to your level, which last for 1 minute. In addition, you can immediately attempt a flat check to remove each type of persistent damage you have. Finally, until the start of your next turn, any creature targeting you with a harmful attack, spell, or ability much first succeed at a DC 11 flat check or the action is disrupted as the creature avoids setting eyes upon your majesty.
Frequency once per day
You tap into the grandeur of your warren’s benefactor. You gain temporary Hit Points equal to your level, which last for 1 minute. In addition, you can immediately attempt a flat check to remove each type of persistent damage you have. Finally, until the start of your next turn, any creature targeting you with a harmful attack, spell, or ability much first succeed at a DC 11 flat check or the action is disrupted as the creature avoids setting eyes upon your majesty.
KOBOLD
You’ve learned to take advantage of slips in your foes’ defenses. When you Strike an off-guard creature using a melee weapon or unarmed attack that has the agile and finesse traits, it gains the backstabber trait.
You’ve learned to take advantage of slips in your foes’ defenses. When you Strike an off-guard creature using a melee weapon or unarmed attack that has the agile and finesse traits, it gains the backstabber trait.
KOBOLD
When you’re in difficult terrain from an environmental feature, you can Take Cover, even if the feature wouldn’t ordinarily be large enough for you to Take Cover.
When you’re in difficult terrain from an environmental feature, you can Take Cover, even if the feature wouldn’t ordinarily be large enough for you to Take Cover.
KOBOLD
If you’re Small or smaller, you can end your movement in the same square as a Small or smaller ally. No more than two creatures can share the same space when using this ability or a similar one.
If you’re Small or smaller, you can end your movement in the same square as a Small or smaller ally. No more than two creatures can share the same space when using this ability or a similar one.
↺
EMOTION KOBOLD MENTAL VISUAL
Trigger A creature you are aware of critically succeeds on a Strike against you and would deal damage to you.
With pitiful posturing, you cause your foe to pull back a deadly attack. The attacking creature takes a circumstance penalty to the damage of the triggering Strike equal to your level + 2. This penalty applies after doubling the damage for a critical hit. The attacker is then immune to your Cringe for 24 hours.
Trigger A creature you are aware of critically succeeds on a Strike against you and would deal damage to you.
With pitiful posturing, you cause your foe to pull back a deadly attack. The attacking creature takes a circumstance penalty to the damage of the triggering Strike equal to your level + 2. This penalty applies after doubling the damage for a critical hit. The attacker is then immune to your Cringe for 24 hours.
KOBOLD
Prerequisite dragonscaled kobold heritage
As kin to dragonkind, you project unflappable confidence (that collapses catastrophically against the deadliest foes).
When you roll a success on a saving throw against a fear effect, you get a critical success instead. When you roll a failure against a fear effect, you get a critical failure instead.
In addition, when you attempt to Demoralize a foe of your level or lower, you gain a +1 circumstance bonus to the Intimidation check.
Prerequisite dragonscaled kobold heritage
As kin to dragonkind, you project unflappable confidence (that collapses catastrophically against the deadliest foes).
When you roll a success on a saving throw against a fear effect, you get a critical success instead. When you roll a failure against a fear effect, you get a critical failure instead.
In addition, when you attempt to Demoralize a foe of your level or lower, you gain a +1 circumstance bonus to the Intimidation check.
KOBOLD
Prerequisites spellhorn kobold heritage
Your inborn arcane power grows. Choose one common 1st-rank arcane spell and one common 2nd-rank arcane spell. You can cast each of these spells once per day as arcane innate spells.
Prerequisites spellhorn kobold heritage
Your inborn arcane power grows. Choose one common 1st-rank arcane spell and one common 2nd-rank arcane spell. You can cast each of these spells once per day as arcane innate spells.
◆◆
AUDITORY KOBOLD SONIC
Frequency once per hour
You let out an ear-piercing screech.
Each creature in a 10-foot emanation takes 5d6 sonic damage, with a basic Fortitude saving throw against the higher of your class DC or spell DC. You then Stride, and this movement doesn’t trigger reactions from any creature that failed or critically failed its saving throw.
At 11th level and every 2 levels thereafter, the damage increases by 1d6.
Frequency once per hour
You let out an ear-piercing screech.
Each creature in a 10-foot emanation takes 5d6 sonic damage, with a basic Fortitude saving throw against the higher of your class DC or spell DC. You then Stride, and this movement doesn’t trigger reactions from any creature that failed or critically failed its saving throw.
At 11th level and every 2 levels thereafter, the damage increases by 1d6.
◆
AUDITORY CONCENTRATE EMOTION KOBOLD MENTAL
Prerequisites trained in Deception
You convince your foe you’re less of a threat. You attempt to Feint against a creature. Unlike a normal Feint, the creature can be within 30 feet instead of in your melee reach, and you make your check against its Will DC instead of its Perception DC.
Prerequisites trained in Deception
You convince your foe you’re less of a threat. You attempt to Feint against a creature. Unlike a normal Feint, the creature can be within 30 feet instead of in your melee reach, and you make your check against its Will DC instead of its Perception DC.
KOBOLD
You attentively learned key kobold survival strategies from your elders.
You gain the trained proficiency rank in Stealth and Thievery. If you 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 gain the Additional Lore general feat for Kobold Lore.
You attentively learned key kobold survival strategies from your elders.
You gain the trained proficiency rank in Stealth and Thievery. If you 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 gain the Additional Lore general feat for Kobold Lore.
KOBOLD
You gain access to all uncommon weapons with the kobold trait. You have familiarity with weapons with the kobold trait plus the greatpick, light pick, and pick—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
You gain access to all uncommon weapons with the kobold trait. You have familiarity with weapons with the kobold trait plus the greatpick, light pick, and pick—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
KOBOLD
Prerequisites Evolved Spellhorn
Your magic continues to flourish. Choose one common 3rd-rank arcane spell and one common 4th-rank arcane spell. You can cast each of these spells once per day as arcane innate spells.
Prerequisites Evolved Spellhorn
Your magic continues to flourish. Choose one common 3rd-rank arcane spell and one common 4th-rank arcane spell. You can cast each of these spells once per day as arcane innate spells.
◆
KOBOLD
Requirements You are adjacent to at least one enemy.
You Stride up to your Speed, with a +5-foot status bonus to your Speed, and you gain a +2 circumstance bonus to AC against reactions triggered by this movement. You must end this movement in a space that’s not adjacent to any enemy.
Requirements You are adjacent to at least one enemy.
You Stride up to your Speed, with a +5-foot status bonus to your Speed, and you gain a +2 circumstance bonus to AC against reactions triggered by this movement. You must end this movement in a space that’s not adjacent to any enemy.
KOBOLD
Prerequisites expert in Crafting, Snare Crafting
If the snare normally takes 1 minute to Craft, you can Craft it with 3 Interact actions instead. Each day during your daily preparations, you can prepare three snares from your formula book for quick deployment (increasing to four snares if you’re a master in Crafting and five if you’re legendary). Snares prepared in this way don’t cost you any resources to Craft.
When a creature critically fails its saving throw against and takes damage from the initial effect of a snare you Crafted and deployed, that creature is off-guard until the end of its next turn.
Prerequisites expert in Crafting, Snare Crafting
If the snare normally takes 1 minute to Craft, you can Craft it with 3 Interact actions instead. Each day during your daily preparations, you can prepare three snares from your formula book for quick deployment (increasing to four snares if you’re a master in Crafting and five if you’re legendary). Snares prepared in this way don’t cost you any resources to Craft.
When a creature critically fails its saving throw against and takes damage from the initial effect of a snare you Crafted and deployed, that creature is off-guard until the end of its next turn.
KOBOLD
Prerequisites trained in Crafting
You are adept at the time-honored kobold art of making traps. You gain the trained proficiency in Crafting. If you were already trained in Crafting, you instead become trained in a skill of your choice. You gain access to all uncommon kobold snares. You gain the Snare Crafting feat, though when choosing your formulas for that feat, you can also choose from uncommon kobold snares, as well as common snares.
Prerequisites trained in Crafting
You are adept at the time-honored kobold art of making traps. You gain the trained proficiency in Crafting. If you were already trained in Crafting, you instead become trained in a skill of your choice. You gain access to all uncommon kobold snares. You gain the Snare Crafting feat, though when choosing your formulas for that feat, you can also choose from uncommon kobold snares, as well as common snares.
◆
KOBOLD
Prerequisites expert in Acrobatics and Deception
Attempt to Tumble Through an opponent’s space. If you succeed or critically succeed and don’t end your movement adjacent to that opponent, you can attempt to Create a Diversion to distract that opponent. You gain a +1 circumstance bonus to the Deception check (or a +2 circumstance bonus if you critically succeeded at the Acrobatics check to Tumble Through) to Create a Diversion. If you succeed or critically succeed to Create a Diversion, you become hidden to only the creature whose space you Tumbled Through.
Prerequisites expert in Acrobatics and Deception
Attempt to Tumble Through an opponent’s space. If you succeed or critically succeed and don’t end your movement adjacent to that opponent, you can attempt to Create a Diversion to distract that opponent. You gain a +1 circumstance bonus to the Deception check (or a +2 circumstance bonus if you critically succeeded at the Acrobatics check to Tumble Through) to Create a Diversion. If you succeed or critically succeed to Create a Diversion, you become hidden to only the creature whose space you Tumbled Through.
KOBOLD
Prerequisites expert in Crafting, Snare Crafting
You deal an additional 1d6 precision damage with damage snares you craft. This increases to 2d6 additional precision damage if you’re legendary in Crafting.
Prerequisites expert in Crafting, Snare Crafting
You deal an additional 1d6 precision damage with damage snares you craft. This increases to 2d6 additional precision damage if you’re legendary in Crafting.
◆
KOBOLD
Prerequisites Winglets
Frequency once per round
Intense use and exercise have made your winglets more powerful. You Fly. If you don’t normally have a fly Speed, you gain a fly Speed of 20 feet for this movement. If you aren’t on solid ground at the end of this movement, you fall.
Prerequisites Winglets
Frequency once per round
Intense use and exercise have made your winglets more powerful. You Fly. If you don’t normally have a fly Speed, you gain a fly Speed of 20 feet for this movement. If you aren’t on solid ground at the end of this movement, you fall.
KOBOLD
Through the lingering influence of your warren’s patron, you’ve sprouted a small set of wings. While not suitable for full flight, these weak wings can help you jump further with a small flap. When Leaping horizontally, you move an additional 5 feet. This additional distance isn’t cumulative with the increased Leap distance from the Powerful Leap feat. In addition, when you attempt a Long Jump, you can jump a distance up to 10 feet farther than you normally would based on the result of your Athletics check, though you still can’t jump farther than your Speed. You don’t automatically fail your checks to High Jump or Long Jump if you don’t Stride at least 10 feet first.
Through the lingering influence of your warren’s patron, you’ve sprouted a small set of wings. While not suitable for full flight, these weak wings can help you jump further with a small flap. When Leaping horizontally, you move an additional 5 feet. This additional distance isn’t cumulative with the increased Leap distance from the Powerful Leap feat. In addition, when you attempt a Long Jump, you can jump a distance up to 10 feet farther than you normally would based on the result of your Athletics check, though you still can’t jump farther than your Speed. You don’t automatically fail your checks to High Jump or Long Jump if you don’t Stride at least 10 feet first.
LESHY
Small roots sprout from your feet, steadying you as you move.
You gain the Steady Balance skill feat, even if you aren’t trained in Acrobatics, and you can use the Anchor action.
Anchor ◆ Requirements You’re on a solid surface; Effect You send your roots into or across the ground, making it harder for you to stumble.
Until you move, you gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Reposition, Shove, or Trip you (or a +4 circumstance bonus if you’re a root leshy). This bonus also applies to saving throws against spells or effects that attempt to move you or knock you prone. If an effect forces you to move, you move only half the normal distance, as some of the effort goes to tearing loose the roots.
Small roots sprout from your feet, steadying you as you move.
You gain the Steady Balance skill feat, even if you aren’t trained in Acrobatics, and you can use the Anchor action.
Anchor ◆ Requirements You’re on a solid surface; Effect You send your roots into or across the ground, making it harder for you to stumble.
Until you move, you gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Reposition, Shove, or Trip you (or a +4 circumstance bonus if you’re a root leshy). This bonus also applies to saving throws against spells or effects that attempt to move you or knock you prone. If an effect forces you to move, you move only half the normal distance, as some of the effort goes to tearing loose the roots.
LESHY
You wield primal magic. You can cast entangling flora and oaken resilience as 2nd-rank primal innate spells once per day each.
You wield primal magic. You can cast entangling flora and oaken resilience as 2nd-rank primal innate spells once per day each.
LESHY
You can call forth nearby nature spirits to augment your body. Once per day, you can cast plant form as a 5th-rank primal innate spell. When you reach 17th level, you can heighten the spell to 6th rank when you cast it.
You can call forth nearby nature spirits to augment your body. Once per day, you can cast plant form as a 5th-rank primal innate spell. When you reach 17th level, you can heighten the spell to 6th rank when you cast it.
◆◆
LESHY POISON
Frequency once per day
You secrete a cloak of concentrated poison that harms any who dare attack you. For 1 minute, any creature that touches you or damages you with an unarmed attack or melee weapon without the reach trait takes 3d6 poison damage.
Frequency once per day
You secrete a cloak of concentrated poison that harms any who dare attack you. For 1 minute, any creature that touches you or damages you with an unarmed attack or melee weapon without the reach trait takes 3d6 poison damage.
LESHY
You can call upon the vital essence of your spirit to restore life to your allies and call forth vines to ensnare and bludgeon your foes. You can cast field of life and tangling creepers as 6th-rank primal innate spells once per day each.
You can call upon the vital essence of your spirit to restore life to your allies and call forth vines to ensnare and bludgeon your foes. You can cast field of life and tangling creepers as 6th-rank primal innate spells once per day each.
LESHY
You can extend a tangle of vines or tendrils to support your arms and extend your reach. When you wield a melee weapon that requires two hands, doesn’t have reach, and deals at least 1d6 damage, you can change between a typical two-handed grip and an extended two-handed grasp using an Interact action. Weapons wielded in your extended grasp gain reach of 10 feet. This grasp is less stable and powerful than a typical grip, reducing the weapon’s damage die by 1 step.
You can extend a tangle of vines or tendrils to support your arms and extend your reach. When you wield a melee weapon that requires two hands, doesn’t have reach, and deals at least 1d6 damage, you can change between a typical two-handed grip and an extended two-handed grasp using an Interact action. Weapons wielded in your extended grasp gain reach of 10 feet. This grasp is less stable and powerful than a typical grip, reducing the weapon’s damage die by 1 step.
LESHY
Your size and demeanor make it easy for you to convince others that you mean no harm. You gain the Shameless Request skill feat as a bonus feat. Additionally, you gain a +1 circumstance bonus to initiative checks when you roll Deception for initiative.
Your size and demeanor make it easy for you to convince others that you mean no harm. You gain the Shameless Request skill feat as a bonus feat. Additionally, you gain a +1 circumstance bonus to initiative checks when you roll Deception for initiative.
◆
LESHY
Prerequisites leaf leshy heritage or Cat Fall skill feat
Using your own leaves, you can control your descent. You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. As long as you spend at least 1 action gliding each round and have not yet reached the ground, you remain in the air at the end of your turn.
Prerequisites leaf leshy heritage or Cat Fall skill feat
Using your own leaves, you can control your descent. You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. As long as you spend at least 1 action gliding each round and have not yet reached the ground, you remain in the air at the end of your turn.
LESHY
You deeply understand your people’s cultural traditions and innate strengths.
You gain the trained proficiency rank in Nature and Stealth. If you 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 gain the Additional Lore general feat for Leshy Lore.
You deeply understand your people’s cultural traditions and innate strengths.
You gain the trained proficiency rank in Nature and Stealth. If you 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 gain the Additional Lore general feat for Leshy Lore.
↺
LESHY
Trigger You attempt a saving throw against a spell or magical effect, but haven’t rolled yet.
You notice spirits that inhabit objects, learning which bring good fortune and which are unlucky. You focus on the power of a lucky object, granting you a +1 circumstance bonus to your saving throw against the triggering effect.
Trigger You attempt a saving throw against a spell or magical effect, but haven’t rolled yet.
You notice spirits that inhabit objects, learning which bring good fortune and which are unlucky. You focus on the power of a lucky object, granting you a +1 circumstance bonus to your saving throw against the triggering effect.
LESHY
Prerequisites Leshy Superstition
You have a keepsake that grants you luck. You gain a +1 circumstance bonus to saves against spells and magical effects at all times, not just when you use Leshy Superstition. If you lose the keepsake, you lose the bonus until you designate a new keepsake, typically over the course of a week.
Prerequisites Leshy Superstition
You have a keepsake that grants you luck. You gain a +1 circumstance bonus to saves against spells and magical effects at all times, not just when you use Leshy Superstition. If you lose the keepsake, you lose the bonus until you designate a new keepsake, typically over the course of a week.
LESHY
Your command over your vital essence allows you or an ally to recover from grievous wounds. You can cast regenerate as a 7th-rank primal innate spell once per day.
Your command over your vital essence allows you or an ally to recover from grievous wounds. You can cast regenerate as a 7th-rank primal innate spell once per day.
◆◆
LESHY POLYMORPH PRIMAL
You can temporarily revert to a less conspicuous form without diminishing your senses. You take the form of an ordinary specimen of the type of plant or fungus that most closely resembles you, reverting to your body’s appearance just before your spirit joined with it. This otherwise has the effects of one with plants, except that your size remains Small.
You can temporarily revert to a less conspicuous form without diminishing your senses. You take the form of an ordinary specimen of the type of plant or fungus that most closely resembles you, reverting to your body’s appearance just before your spirit joined with it. This otherwise has the effects of one with plants, except that your size remains Small.
LESHY
Your body produces a nearly endless supply of hard seedpods. You gain a seedpod ranged unarmed attack with a range increment of 30 feet that deals 1d4 bludgeoning damage. On a critical hit, a seedpod bursts, issuing forth a tangle of vegetation that imposes a –10-foot circumstance penalty on the target’s Speed until the start of your next turn. Seedpods do not add critical specialization effects.
Your body produces a nearly endless supply of hard seedpods. You gain a seedpod ranged unarmed attack with a range increment of 30 feet that deals 1d4 bludgeoning damage. On a critical hit, a seedpod bursts, issuing forth a tangle of vegetation that imposes a –10-foot circumstance penalty on the target’s Speed until the start of your next turn. Seedpods do not add critical specialization effects.
LESHY
It’s difficult to notice your passage through wild areas. As long as you’re not in an urban environment, you’re always considered to be Covering Tracks, even if you chose a different activity in exploration mode.
It’s difficult to notice your passage through wild areas. As long as you’re not in an urban environment, you’re always considered to be Covering Tracks, even if you chose a different activity in exploration mode.
LESHY
If you rest outdoors for 10 minutes during the day, you regain Hit Points equal to your Constitution modifier × half your level. You gain this benefit in addition to any healing from Treat Wounds. Leshies whose plant nourishment does not rely on photosynthesis require a similarly suitable environment. For example, fungus leshies need dark, damp environments and a pile of decaying plant matter.
If you rest outdoors for 10 minutes during the day, you regain Hit Points equal to your Constitution modifier × half your level. You gain this benefit in addition to any healing from Treat Wounds. Leshies whose plant nourishment does not rely on photosynthesis require a similarly suitable environment. For example, fungus leshies need dark, damp environments and a pile of decaying plant matter.
LESHY
You have a connection with creatures that share your physiology. You can ask questions of, receive answers from, and use the Diplomacy skill with plants and fungi. You gain a +2 circumstance bonus to Diplomacy checks with plants or fungi of your kind. Generally, fungus leshies get this bonus with mushrooms and fungi; gourd leshies with gourds, melons, and similar fruiting plants; leaf leshies with deciduous trees; and vine leshies with vines and climbing plants.
You have a connection with creatures that share your physiology. You can ask questions of, receive answers from, and use the Diplomacy skill with plants and fungi. You gain a +2 circumstance bonus to Diplomacy checks with plants or fungi of your kind. Generally, fungus leshies get this bonus with mushrooms and fungi; gourd leshies with gourds, melons, and similar fruiting plants; leaf leshies with deciduous trees; and vine leshies with vines and climbing plants.
LESHY
Prerequisites Seedpod
When your seedpods strike a felling blow, they burst into viciously thorny vines. When you critically succeed at a seedpod Strike, vines twist and stab your foe, dealing 1d4 persistent piercing damage.
Prerequisites Seedpod
When your seedpods strike a felling blow, they burst into viciously thorny vines. When you critically succeed at a seedpod Strike, vines twist and stab your foe, dealing 1d4 persistent piercing damage.
LESHY
Your spirit has endured many challenges over its long existence. You gain a +1 circumstance bonus to saves against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.
Your spirit has endured many challenges over its long existence. You gain a +1 circumstance bonus to saves against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.
LIZARDFOLK
Prerequisites Bone Magic
You encase yourself in spiritual dinosaur bones to become a Huge dinosaur. You can cast dinosaur form on yourself as a 5th-rank innate spell once per day.
Prerequisites Bone Magic
You encase yourself in spiritual dinosaur bones to become a Huge dinosaur. You can cast dinosaur form on yourself as a 5th-rank innate spell once per day.
LIZARDFOLK
Your connection to your iruxi ancestors manifests as a simple primal spell that you cast using a fragment of an ancestor’s bones. Choose one cantrip from either the occult spell list or the primal spell list. You can cast this cantrip as an innate spell at will, and it’s heightened to a spell rank equal to half your level rounded up.
Special Choose when you gain this feat whether your innate spells are primal or occult; this choice applies to all innate spells you gain from lizardfolk ancestry feats that have Bone Magic as a prerequisite.
Your connection to your iruxi ancestors manifests as a simple primal spell that you cast using a fragment of an ancestor’s bones. Choose one cantrip from either the occult spell list or the primal spell list. You can cast this cantrip as an innate spell at will, and it’s heightened to a spell rank equal to half your level rounded up.
Special Choose when you gain this feat whether your innate spells are primal or occult; this choice applies to all innate spells you gain from lizardfolk ancestry feats that have Bone Magic as a prerequisite.
LIZARDFOLK
You can hang by your tail from any suitable anchor point, such as a tree branch, balcony, or rocky outcropping (subject to the GM’s discretion), typically while climbing. While hanging, you have free use of all your other limbs, so you can perform tasks that require both hands, such as firing a bow or swinging a greatsword.
You can hang by your tail from any suitable anchor point, such as a tree branch, balcony, or rocky outcropping (subject to the GM’s discretion), typically while climbing. While hanging, you have free use of all your other limbs, so you can perform tasks that require both hands, such as firing a bow or swinging a greatsword.
◆
LIZARDFOLK
Prerequisites Iruxi Armaments (Fangs)
Frequency once per hour
You envenom your fangs. If the next fangs Strike you make before the end of your next turn hits and deals damage, the Strike deals an additional 1d6 persistent poison damage. The poison becomes inert after you hit, or at the end of your next turn, whichever comes first.
Prerequisites Iruxi Armaments (Fangs)
Frequency once per hour
You envenom your fangs. If the next fangs Strike you make before the end of your next turn hits and deals damage, the Strike deals an additional 1d6 persistent poison damage. The poison becomes inert after you hit, or at the end of your next turn, whichever comes first.
LIZARDFOLK
You can perform simple Interact actions with your tail, such as opening an unlocked door. Your tail can’t perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can’t use it to hold items.
You can perform simple Interact actions with your tail, such as opening an unlocked door. Your tail can’t perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can’t use it to hold items.
LIZARDFOLK
Prerequisites Bone Magic
Using your ancestors’ bones, you manifest their spirits around you in a fossilized form. You can cast mask of terror on yourself as an innate spell once per day. When you do, you appear as a skeletal lizardfolk ancestor, twisted in a way that inspires the deepest fears of those who observe you.
Prerequisites Bone Magic
Using your ancestors’ bones, you manifest their spirits around you in a fossilized form. You can cast mask of terror on yourself as an innate spell once per day. When you do, you appear as a skeletal lizardfolk ancestor, twisted in a way that inspires the deepest fears of those who observe you.
LIZARDFOLK
You cling to walls with a preternatural grip. You gain the Combat Climber feat as a bonus feat, and if you roll a success on an Athletics check to climb, you get a critical success instead.
Special If you have the cliffscale lizardfolk heritage, you instead gain a climb Speed of 15 feet.
You cling to walls with a preternatural grip. You gain the Combat Climber feat as a bonus feat, and if you roll a success on an Athletics check to climb, you get a critical success instead.
Special If you have the cliffscale lizardfolk heritage, you instead gain a climb Speed of 15 feet.
◆
LIZARDFOLK
Prerequisites Iruxi Armaments (Claws)
Frequency once per hour
You grind or gnaw a particularly wicked edge onto your claws. The next claws Strike you hit and deal damage with deals an additional 1d6 bleed damage. You cannot have more than one instance of Hone Claws active at a time.
Prerequisites Iruxi Armaments (Claws)
Frequency once per hour
You grind or gnaw a particularly wicked edge onto your claws. The next claws Strike you hit and deal damage with deals an additional 1d6 bleed damage. You cannot have more than one instance of Hone Claws active at a time.
LIZARDFOLK
Your weapons are those you were born with.
Choose one of the following options:
Special You can take this feat multiple times, choosing a different unarmed attack option each time.
Your weapons are those you were born with.
Choose one of the following options:
- Claws Your claw attack deals 1d6 slashing damage instead of 1d4 and gains the versatile P trait.
- Fangs You gain a fangs unarmed attack that deals 1d8 piercing damage and is in the brawling group.
- Tail You gain a tail unarmed attack that deals 1d6 bludgeoning damage, is in the brawling group, and has the sweep trait.
Special You can take this feat multiple times, choosing a different unarmed attack option each time.
LIZARDFOLK
Your iruxi unarmed attacks channel the spiritual energy of your ancestors. Any unarmed attacks you acquire from the lizardfolk ancestry, lizardfolk heritages, or lizardfolk ancestry feats gain the effects of a ghost touch property rune.
Your iruxi unarmed attacks channel the spiritual energy of your ancestors. Any unarmed attacks you acquire from the lizardfolk ancestry, lizardfolk heritages, or lizardfolk ancestry feats gain the effects of a ghost touch property rune.
LIZARDFOLK
You listened carefully to the tales passed down among your community.
You gain the trained proficiency rank in Survival and either Nature or Occultism. If you 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 gain the Additional Lore general feat for either Astrology Lore or Lizardfolk Lore.
You listened carefully to the tales passed down among your community.
You gain the trained proficiency rank in Survival and either Nature or Occultism. If you 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 gain the Additional Lore general feat for either Astrology Lore or Lizardfolk Lore.
LIZARDFOLK
Prerequisites You have a swim Speed.
When you use the Step action, you can ignore difficult terrain caused by flooding, swamps, or quicksand. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven marshy ground, you aren’t off-guard, and if you roll a success on the Acrobatics check, you get a critical success instead.
Prerequisites You have a swim Speed.
When you use the Step action, you can ignore difficult terrain caused by flooding, swamps, or quicksand. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven marshy ground, you aren’t off-guard, and if you roll a success on the Acrobatics check, you get a critical success instead.
LIZARDFOLK
You were hatched from an unfertilized egg during hard times for your people, and are a biological copy of your mother.
You gain a +1 circumstance bonus to saving throws against diseases. If you roll a success on a saving throw against a disease, you get a critical success instead. If you have a different ability that would improve the save in this way (such as the battle hardened fighter class feature), if you roll a critical failure on the save you get a failure instead.
You take damage only every 2 hours from thirst and every 2 days from starvation, rather than every hour and every day.
You were hatched from an unfertilized egg during hard times for your people, and are a biological copy of your mother.
You gain a +1 circumstance bonus to saving throws against diseases. If you roll a success on a saving throw against a disease, you get a critical success instead. If you have a different ability that would improve the save in this way (such as the battle hardened fighter class feature), if you roll a critical failure on the save you get a failure instead.
You take damage only every 2 hours from thirst and every 2 days from starvation, rather than every hour and every day.
LIZARDFOLK
You gain unfettered movement and mountain resilience as 4th-rank primal innate spells that you can cast once per day. As a 3-action activity, you can Cast a Spell twice to cast both of these innate spells, as long as they are both still available for the day.
You gain unfettered movement and mountain resilience as 4th-rank primal innate spells that you can cast once per day. As a 3-action activity, you can Cast a Spell twice to cast both of these innate spells, as long as they are both still available for the day.
LIZARDFOLK
You hear the sounds of reptiles as language. You can ask questions of, receive answers from, and use the Diplomacy skill with animals that are reptiles (the GM determines which animals count as reptiles).
You hear the sounds of reptiles as language. You can ask questions of, receive answers from, and use the Diplomacy skill with animals that are reptiles (the GM determines which animals count as reptiles).
LIZARDFOLK PRIMAL
You go into hibernation for twenty-four hours and perform a ritual dedicated to your ancestors, undergoing a one-time metamorphosis. You permanently gain the effects of enlarge, and your maximum Hit Points increase by your level. The ritual transforms most of your gear to the appropriate size for your new body (though powerful items like artifacts or items strongly tied to their original size may not transform, at the GM’s discretion).
You go into hibernation for twenty-four hours and perform a ritual dedicated to your ancestors, undergoing a one-time metamorphosis. You permanently gain the effects of enlarge, and your maximum Hit Points increase by your level. The ritual transforms most of your gear to the appropriate size for your new body (though powerful items like artifacts or items strongly tied to their original size may not transform, at the GM’s discretion).
↺
LIZARDFOLK
Prerequisites Iruxi Armaments (Tail)
Trigger You become grabbed.
Requirements You have a fully grown tail.
You can shed a portion of your tail to escape. You cease being grabbed, then Stride without triggering any reactions from the creature that grabbed you. It takes 1 day for your tail to fully grow back. Until it does, you can’t use your tail unarmed attack, and you take a –2 circumstance penalty on checks to Balance.
Prerequisites Iruxi Armaments (Tail)
Trigger You become grabbed.
Requirements You have a fully grown tail.
You can shed a portion of your tail to escape. You cease being grabbed, then Stride without triggering any reactions from the creature that grabbed you. It takes 1 day for your tail to fully grow back. Until it does, you can’t use your tail unarmed attack, and you take a –2 circumstance penalty on checks to Balance.
LIZARDFOLK
You gain a swim Speed of 15 feet.
Special If you have the wetlander lizardfolk heritage, your swim Speed instead increases to 25 feat.
You gain a swim Speed of 15 feet.
Special If you have the wetlander lizardfolk heritage, your swim Speed instead increases to 25 feat.
LIZARDFOLK
Non-lizardfolk creatures in difficult terrain are off-guard to you. If you have a swim Speed, non-lizardfolk creatures that are in water and lack a swim Speed are also off-guard to you.
Non-lizardfolk creatures in difficult terrain are off-guard to you. If you have a swim Speed, non-lizardfolk creatures that are in water and lack a swim Speed are also off-guard to you.
ORC
Surviving in hostile terrain has given you a great talent for mobility. Whenever you roll a success on an Athletics check to Climb or Swim, you get a critical success instead.
Surviving in hostile terrain has given you a great talent for mobility. Whenever you roll a success on an Athletics check to Climb or Swim, you get a critical success instead.
ORC
You have an impressive innate ability to tame and command ferocious beasts. You become trained in the Nature skill and gain your choice of the Pet general feat or the Train Animal skill feat.
You have an impressive innate ability to tame and command ferocious beasts. You become trained in the Nature skill and gain your choice of the Pet general feat or the Train Animal skill feat.
ORC
Your lethal unarmed attacks leave bloody gouges or cause severe internal bleeding. When you critically hit with a Strike using an unarmed attack that isn’t nonlethal, the target takes 1d4 persistent bleed damage. This can be because you’re taking the penalty to use a fist for a lethal attack or because you have an unarmed attack without the nonlethal trait due to Tusks or a similar ability.
Your lethal unarmed attacks leave bloody gouges or cause severe internal bleeding. When you critically hit with a Strike using an unarmed attack that isn’t nonlethal, the target takes 1d4 persistent bleed damage. This can be because you’re taking the penalty to use a fist for a lethal attack or because you have an unarmed attack without the nonlethal trait due to Tusks or a similar ability.
ORC
Prerequisites Orc Ferocity
You’re exceptionally difficult to kill. The DC of your recovery checks is equal to 9 + your dying value, or 8 + your dying value if you have the Toughness general feat. In addition, whenever someone returns you to life using magic that would normally leave you debilitated for a week (such as raise dead or the resurrect ritual), you don’t suffer that condition.
Prerequisites Orc Ferocity
You’re exceptionally difficult to kill. The DC of your recovery checks is equal to 9 + your dying value, or 8 + your dying value if you have the Toughness general feat. In addition, whenever someone returns you to life using magic that would normally leave you debilitated for a week (such as raise dead or the resurrect ritual), you don’t suffer that condition.
ORC
Prerequisites animal companion, Pet, or Bonded Animal; Orc Ferocity
Since ancient times, the mightiest orc beast tamers would draw out the true fighting spirit of their companion beasts by feeding the creatures a draft incorporating the orc’s own blood. All animal companions, pets, familiars, and bonded animals you have gain the Orc Ferocity feat, and gain one reaction per round they can use only for Orc Ferocity. If you have the Undying Ferocity ancestry feat, all animal companions, pets, familiars, and bonded animals you have also gain the benefits of that feat when using the Orc Ferocity reaction.
Prerequisites animal companion, Pet, or Bonded Animal; Orc Ferocity
Since ancient times, the mightiest orc beast tamers would draw out the true fighting spirit of their companion beasts by feeding the creatures a draft incorporating the orc’s own blood. All animal companions, pets, familiars, and bonded animals you have gain the Orc Ferocity feat, and gain one reaction per round they can use only for Orc Ferocity. If you have the Undying Ferocity ancestry feat, all animal companions, pets, familiars, and bonded animals you have also gain the benefits of that feat when using the Orc Ferocity reaction.
ORC
You bear scars or tattoos enhanced by the mark of your community’s prowess.
When you select this feat, choose one of the options from the below table. You are trained in the listed skill and gain a +1 status bonus to saves against spells from the listed tradition. You gain a large brand or tattoo in the shape of the chosen emblem or a similar concept (for example, the Burning Sun could be a torch, sun, volcano, or other fiery symbol, while the Empty Hand could be a fist or claw).
You bear scars or tattoos enhanced by the mark of your community’s prowess.
When you select this feat, choose one of the options from the below table. You are trained in the listed skill and gain a +1 status bonus to saves against spells from the listed tradition. You gain a large brand or tattoo in the shape of the chosen emblem or a similar concept (for example, the Burning Sun could be a torch, sun, volcano, or other fiery symbol, while the Empty Hand could be a fist or claw).
| Hold Mark Emblem | Skill | Tradition |
|---|---|---|
| Burning Sun | Diplomacy | Arcane |
| Death’s Head | Survival | Primal |
| Defiled Corpse | Religion | Divine |
| Empty Hand | Intimidation | Occult |
ORC
Prerequisites Orc Ferocity
Given time to collect yourself after a near-death scrape, you can rebuild your ferocity and withstand additional finishing blows. You can use Orc Ferocity with a frequency of once per hour, rather than once per day.
Prerequisites Orc Ferocity
Given time to collect yourself after a near-death scrape, you can rebuild your ferocity and withstand additional finishing blows. You can use Orc Ferocity with a frequency of once per hour, rather than once per day.
ORC
Your fists have been forged by battle, your naturally tough skin and dense bone further hardened by conflict. Your fist unarmed attacks no longer have the nonlethal trait and gain the shove weapon trait.
Your fists have been forged by battle, your naturally tough skin and dense bone further hardened by conflict. Your fist unarmed attacks no longer have the nonlethal trait and gain the shove weapon trait.
↺
ORC
Frequency once per day
Trigger You would be reduced to 0 Hit Points but not immediately killed.
Fierceness in battle runs through your blood, and you refuse to fall from your injuries no matter how terrible they may be. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1.
Frequency once per day
Trigger You would be reduced to 0 Hit Points but not immediately killed.
Fierceness in battle runs through your blood, and you refuse to fall from your injuries no matter how terrible they may be. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1.
ORC
The hold elders taught you your people’s histories, told tales of great athletic feats, and shared with you the hardships your ancestors endured so that you can pass this wisdom down to future generations.
You become trained in Athletics and Survival. If you 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 gain the Additional Lore general feat for Orc Lore.
The hold elders taught you your people’s histories, told tales of great athletic feats, and shared with you the hardships your ancestors endured so that you can pass this wisdom down to future generations.
You become trained in Athletics and Survival. If you 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 gain the Additional Lore general feat for Orc Lore.
↺
CONCENTRATE ORC
Trigger You attempt a saving throw against a spell or magical effect, and have not yet rolled.
You defend yourself against magic by relying on techniques derived from orc cultural superstitions. You gain a +1 circumstance bonus to your saving throw against the triggering spell or magical effect.
Trigger You attempt a saving throw against a spell or magical effect, and have not yet rolled.
You defend yourself against magic by relying on techniques derived from orc cultural superstitions. You gain a +1 circumstance bonus to your saving throw against the triggering spell or magical effect.
ORC
In combat, you favor the brutal weapons that are traditional for your orc ancestors.
You gain access to all uncommon weapons with the orc trait. You have familiarity with weapons with the orc trait plus the falchion and greataxe—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
In combat, you favor the brutal weapons that are traditional for your orc ancestors.
You gain access to all uncommon weapons with the orc trait. You have familiarity with weapons with the orc trait plus the falchion and greataxe—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
ORC
Prerequisites Orc Superstition
You steep yourself in superstition and practice ancient orc mental exercises for shrugging off the effects of magic. You gain a +1 circumstance bonus to saving throws against spells and magical effects at all times.
Prerequisites Orc Superstition
You steep yourself in superstition and practice ancient orc mental exercises for shrugging off the effects of magic. You gain a +1 circumstance bonus to saving throws against spells and magical effects at all times.
◇
ORC
Prerequisites Orc Ferocity
Trigger You use Orc Ferocity.
You lash out viciously even as you fend off death. Make a single melee Strike. If this Strike brings a foe to 0 Hit Points, this activation of Orc Ferocity doesn’t count against its frequency.
Prerequisites Orc Ferocity
Trigger You use Orc Ferocity.
You lash out viciously even as you fend off death. Make a single melee Strike. If this Strike brings a foe to 0 Hit Points, this activation of Orc Ferocity doesn’t count against its frequency.
ORC
Glorious, storied scars cover and protect much of your body, girding you in fleshly armor that resists any wound weaker than those you have already survived. Your DC on flat checks to end persistent bleed damage is reduced from 15 to 10, or from 10 to 5 after receiving especially appropriate assistance.
Glorious, storied scars cover and protect much of your body, girding you in fleshly armor that resists any wound weaker than those you have already survived. Your DC on flat checks to end persistent bleed damage is reduced from 15 to 10, or from 10 to 5 after receiving especially appropriate assistance.
ORC
Prerequisites Orc Superstition
You don’t just resist magic; you devour it. Whenever you succeed at a saving throw against a spell or magical effect, you gain temporary Hit Points equal to double the spell’s rank, or equal to the level if the magical effect isn’t a spell. These temporary Hit Points last until the end of your next turn.
Prerequisites Orc Superstition
You don’t just resist magic; you devour it. Whenever you succeed at a saving throw against a spell or magical effect, you gain temporary Hit Points equal to double the spell’s rank, or equal to the level if the magical effect isn’t a spell. These temporary Hit Points last until the end of your next turn.
ORC
You have particularly long, jagged tusks perfect for tearing meat from bone. You gain a tusks unarmed attack that deals 1d6 piercing damage. Your tusks are in the brawling group and have the finesse and unarmed traits.
Special You can’t retrain into this feat. You can retrain out of this feat only through drastic measures, such as breaking, filing, or extracting your tusks.
You have particularly long, jagged tusks perfect for tearing meat from bone. You gain a tusks unarmed attack that deals 1d6 piercing damage. Your tusks are in the brawling group and have the finesse and unarmed traits.
Special You can’t retrain into this feat. You can retrain out of this feat only through drastic measures, such as breaking, filing, or extracting your tusks.
ORC
Prerequisites Orc Ferocity
You resist death’s clutches with supernatural vigor, daring death to claim you while promising that any such attempt will surely fail. When you use Orc Ferocity, you gain temporary Hit Points equal to your level.
Prerequisites Orc Ferocity
You resist death’s clutches with supernatural vigor, daring death to claim you while promising that any such attempt will surely fail. When you use Orc Ferocity, you gain temporary Hit Points equal to your level.
RATFOLK
Prerequisites Cheek Pouches
Instead of storing up to four items of Light Bulk in your cheek pouches, you can store up to 1 Bulk worth of items. The maximum size of a given item is unchanged.
Prerequisites Cheek Pouches
Instead of storing up to four items of Light Bulk in your cheek pouches, you can store up to 1 Bulk worth of items. The maximum size of a given item is unchanged.
◆◆◆
RATFOLK
Prerequisites Ratspeak
Frequency once per day
You give a shrill whistle and point, and a massive swarm of rats pours forth from the surrounding terrain to fill a 30-foot burst within 120 feet. The rats scurry over the ground and climb up walls and surfaces, biting and clawing as they deal 6d8 piercing damage to all enemies in the area. The rats continue to swarm in the area for the next minute, dealing 3d8 piercing damage to any enemy that ends its turn in the area and transforming the area into difficult terrain (though the rats allow you and your allies to pass normally). You can Dismiss the effect.
Prerequisites Ratspeak
Frequency once per day
You give a shrill whistle and point, and a massive swarm of rats pours forth from the surrounding terrain to fill a 30-foot burst within 120 feet. The rats scurry over the ground and climb up walls and surfaces, biting and clawing as they deal 6d8 piercing damage to all enemies in the area. The rats continue to swarm in the area for the next minute, dealing 3d8 piercing damage to any enemy that ends its turn in the area and transforming the area into difficult terrain (though the rats allow you and your allies to pass normally). You can Dismiss the effect.
RATFOLK
Your cheeks are stretchy, and you can store up to four items of light Bulk or less in these cheek pouches. None of these items can have a dimension longer than 1 foot. As long as you have at least one item in your cheek pouches, your speech is noticeably difficult to understand. Placing an item in your cheek pouch or retrieving one is an Interact action. You can empty your mouth with a single action, causing everything you had stored in your cheek pouches to fall to the ground in your square.
Your cheeks are stretchy, and you can store up to four items of light Bulk or less in these cheek pouches. None of these items can have a dimension longer than 1 foot. As long as you have at least one item in your cheek pouches, your speech is noticeably difficult to understand. Placing an item in your cheek pouch or retrieving one is an Interact action. You can empty your mouth with a single action, causing everything you had stored in your cheek pouches to fall to the ground in your square.
RATFOLK
If a foe of a larger size than you critically hits and damages you, that foe is off-guard to you for 1 round.
If a foe of a larger size than you critically hits and damages you, that foe is off-guard to you for 1 round.
RATFOLK
You call upon the familial bonds you share with your allies and other ratfolk to become an overwhelming force in battle. You can cast enlarge as a 6th-rank primal innate spell once per day.
You call upon the familial bonds you share with your allies and other ratfolk to become an overwhelming force in battle. You can cast enlarge as a 6th-rank primal innate spell once per day.
RATFOLK
You’ve spent more than your share of time in an alchemy lab. You have been exposed to a wide variety of alchemical poisons and harmful substances, leaving you with an increased tolerance of their effects. You have a +1 circumstance bonus to saves against poisons and diseases. If you roll a success on your saving throw against a poison or disease, you get a critical success instead.
You’ve spent more than your share of time in an alchemy lab. You have been exposed to a wide variety of alchemical poisons and harmful substances, leaving you with an increased tolerance of their effects. You have a +1 circumstance bonus to saves against poisons and diseases. If you roll a success on your saving throw against a poison or disease, you get a critical success instead.
RATFOLK
As long as you are Small, you can end your movement in the same square as a Small ally. Only two creatures total can share the same space when using this ability or a similar one.
As long as you are Small, you can end your movement in the same square as a Small ally. Only two creatures total can share the same space when using this ability or a similar one.
RATFOLK
You’ve learned how to cram vast quantities into small spaces. You can fit an additional 50% of the listed Bulk capacity into mundane storage containers or vehicles. For example, you can fit 6 Bulk in a backpack, or 12 Bulk in a chest. This doesn’t alter the items’ Bulk, nor does it change how much you can store in a magical or extradimensional storage space, such as a spacious pouch.
You’ve learned how to cram vast quantities into small spaces. You can fit an additional 50% of the listed Bulk capacity into mundane storage containers or vehicles. For example, you can fit 6 Bulk in a backpack, or 12 Bulk in a chest. This doesn’t alter the items’ Bulk, nor does it change how much you can store in a magical or extradimensional storage space, such as a spacious pouch.
◇
RATFOLK
Prerequisites Cheek Pouches
Frequency once per round
You Interact to store one item you’re holding in your cheek pouches (provided it fits).
Prerequisites Cheek Pouches
Frequency once per round
You Interact to store one item you’re holding in your cheek pouches (provided it fits).
RATFOLK
You have a pet rat that has become magically bonded to you. You gain a familiar, and this familiar must be a rat. It still gets the benefits of familiar abilities, but its base form remains a rat.
You have a pet rat that has become magically bonded to you. You gain a familiar, and this familiar must be a rat. It still gets the benefits of familiar abilities, but its base form remains a rat.
◆
CONCENTRATE POLYMORPH PRIMAL RATFOLK
You can transform into an innocuous-looking rat. You gain the effects of a 1st-rank pest form spell, but you must assume the battle form of a Tiny rat.
You can transform into an innocuous-looking rat. You gain the effects of a 1st-rank pest form spell, but you must assume the battle form of a Tiny rat.
RATFOLK
There always seems to be a little rat around to carry messages for you. You can cast animal messenger once per day as a primal innate spell. When you do, the animal that responds is always a rat. If there are no rats within range, the spell is lost.
There always seems to be a little rat around to carry messages for you. You can cast animal messenger once per day as a primal innate spell. When you do, the animal that responds is always a rat. If there are no rats within range, the spell is lost.
RATFOLK
Years of experience among ratfolk communities have made you nimble, and you’ve learned to run and hide when enemies threaten.
You gain the trained proficiency rank in Acrobatics and Stealth. If you 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 gain the Additional Lore general feat for Ratfolk Lore.
Years of experience among ratfolk communities have made you nimble, and you’ve learned to run and hide when enemies threaten.
You gain the trained proficiency rank in Acrobatics and Stealth. If you 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 gain the Additional Lore general feat for Ratfolk Lore.
◆◆
MOVE RATFOLK
You roll up into a ball and move up to four times your Speed in a straight line down an incline. If you reach the bottom of the incline or hit an obstacle during this first turn of movement, you stop rolling safely. Otherwise, you automatically keep rolling at this Speed during subsequent turns until you hit the bottom of the incline or an obstacle ends this movement (which can happen in the middle of your turn). You’re slowed 2 each turn after the first that you keep rolling, and if you hit an obstacle on a turn after the first, you and the obstacle both take 4d6 bludgeoning damage and you stop rolling.
You roll up into a ball and move up to four times your Speed in a straight line down an incline. If you reach the bottom of the incline or hit an obstacle during this first turn of movement, you stop rolling safely. Otherwise, you automatically keep rolling at this Speed during subsequent turns until you hit the bottom of the incline or an obstacle ends this movement (which can happen in the middle of your turn). You’re slowed 2 each turn after the first that you keep rolling, and if you hit an obstacle on a turn after the first, you and the obstacle both take 4d6 bludgeoning damage and you stop rolling.
RATFOLK
You can ask questions of, receive answers from, and use the Diplomacy skill with rodents, including beavers, mice, porcupines, rats, and squirrels, but not with other mammals, such as dogs or bats. The GM determines which animals count as rodents.
You can ask questions of, receive answers from, and use the Diplomacy skill with rodents, including beavers, mice, porcupines, rats, and squirrels, but not with other mammals, such as dogs or bats. The GM determines which animals count as rodents.
RATFOLK
Prerequisites Overcrowd
As long as you’re Small or smaller, you can end your movement in the same square as an ally of any size. Only two creatures total can share the same space when using this ability or a similar one.
Prerequisites Overcrowd
As long as you’re Small or smaller, you can end your movement in the same square as an ally of any size. Only two creatures total can share the same space when using this ability or a similar one.
RATFOLK
You squish, slink, and skitter from cover to cover with great speed and stealth. You can move up to your full Speed when you Sneak.
You squish, slink, and skitter from cover to cover with great speed and stealth. You can move up to your full Speed when you Sneak.
RATFOLK
You’re trained in Crafting. If you are trained in Crafting from another source (from your background or class, for example), you instead become trained in a skill of your choice. You can Repair an item without using a repair toolkit without taking the –2 circumstance penalty, improvising tools from whatever you have at hand. You gain a +1 circumstance bonus to Crafting checks to Repair an item when you have a repair toolkit.
You’re trained in Crafting. If you are trained in Crafting from another source (from your background or class, for example), you instead become trained in a skill of your choice. You can Repair an item without using a repair toolkit without taking the –2 circumstance penalty, improvising tools from whatever you have at hand. You gain a +1 circumstance bonus to Crafting checks to Repair an item when you have a repair toolkit.
RATFOLK
You gain the Prescient Consumable and Prescient Planner feats, except that you always withdraw the objects from your cheek pouches. This means the object you retrieve must fit in your cheek pouches; this is generally an item of negligible Bulk unless you also have the Cheek Pouches feat.
You gain the Prescient Consumable and Prescient Planner feats, except that you always withdraw the objects from your cheek pouches. This means the object you retrieve must fit in your cheek pouches; this is generally an item of negligible Bulk unless you also have the Cheek Pouches feat.
RATFOLK
Your jaws unarmed attack deals 1d6 piercing damage instead of 1d4, and gains the backstabber trait. You can file down your teeth and regrow them later on, enabling you to retrain into and out of this feat.
Your jaws unarmed attack deals 1d6 piercing damage instead of 1d4, and gains the backstabber trait. You can file down your teeth and regrow them later on, enabling you to retrain into and out of this feat.
RATFOLK
You’ve learned to put your sturdy claws to work digging through the earth. You gain a burrow Speed of 15 feet.
You’ve learned to put your sturdy claws to work digging through the earth. You gain a burrow Speed of 15 feet.
RATFOLK
You gain the trained proficiency rank in Survival. If you would automatically become trained in Survival (from your background or class, for example), you become trained in another skill of your choice. When you Sense Direction or attempt a roll against a quandary spell, you get a result one degree of success better than you rolled. You don’t take a penalty to Sense Direction when you lack a compass.
You gain the trained proficiency rank in Survival. If you would automatically become trained in Survival (from your background or class, for example), you become trained in another skill of your choice. When you Sense Direction or attempt a roll against a quandary spell, you get a result one degree of success better than you rolled. You don’t take a penalty to Sense Direction when you lack a compass.
↺
CONCENTRATE DIVINE TENGU
Frequency once per day
Trigger A creature within 60 feet uses a fortune or misfortune effect.
As someone tries to twist fate, you consume the interference. The triggering effect is disrupted. If it’s a misfortune effect, Eat Fortune gains the fortune trait; if it’s a fortune effect, Eat Fortune gains the misfortune trait. This fortune or misfortune applies to the same roll the triggering effect would have, so you couldn’t negate a fortune effect with Eat Fortune and then apply a misfortune effect to the same roll.
Frequency once per day
Trigger A creature within 60 feet uses a fortune or misfortune effect.
As someone tries to twist fate, you consume the interference. The triggering effect is disrupted. If it’s a misfortune effect, Eat Fortune gains the fortune trait; if it’s a fortune effect, Eat Fortune gains the misfortune trait. This fortune or misfortune applies to the same roll the triggering effect would have, so you couldn’t negate a fortune effect with Eat Fortune and then apply a misfortune effect to the same roll.
TENGU
Prerequisites Long-Nosed Form
You take on the imposing form of a large, winged spirit. Once per day, as part of using Long-Nosed Form, you also gain the benefits of 4th-rank enlarge and fly. This lasts for 5 minutes or until you shift out of your Long-Nosed Form, whichever happens first.
Prerequisites Long-Nosed Form
You take on the imposing form of a large, winged spirit. Once per day, as part of using Long-Nosed Form, you also gain the benefits of 4th-rank enlarge and fly. This lasts for 5 minutes or until you shift out of your Long-Nosed Form, whichever happens first.
↺
AUDITORY DIVINE MISFORTUNE TENGU
Frequency once per day
Trigger A creature within 60 feet is about to attempt an attack roll or skill check.
You caw ominously, cursing the creature with misfortune. The target creature must roll the triggering check twice and take the lower result.
Frequency once per day
Trigger A creature within 60 feet is about to attempt an attack roll or skill check.
You caw ominously, cursing the creature with misfortune. The target creature must roll the triggering check twice and take the lower result.
TENGU
Prerequisites Eat Fortune
You can Eat Fortune once per hour, rather than once per day.
Prerequisites Eat Fortune
You can Eat Fortune once per hour, rather than once per day.
◆
CONCENTRATE POLYMORPH PRIMAL TENGU
You transform into a specific, curious-looking human form. This human form is the same age and body type as your tengu form and has roughly analogous physical traits, such as height, though your nose remains as long as your beak and your complexion has red undertones, no matter the skin color of your human form. Using Long-Nosed Form counts as creating a disguise for the Impersonate use of Deception. Due to your imperfect transformation, your transformation doesn’t automatically defeat Perception DCs to determine whether you are human, though you may be able to explain away or hide your tengu traits.
You lose your beak unarmed Strike in your human form, as well as any other unarmed Strikes you gained from a tengu heritage or ancestry feat. You remain in your human form indefinitely, until you Dismiss this effect.
You transform into a specific, curious-looking human form. This human form is the same age and body type as your tengu form and has roughly analogous physical traits, such as height, though your nose remains as long as your beak and your complexion has red undertones, no matter the skin color of your human form. Using Long-Nosed Form counts as creating a disguise for the Impersonate use of Deception. Due to your imperfect transformation, your transformation doesn’t automatically defeat Perception DCs to determine whether you are human, though you may be able to explain away or hide your tengu traits.
You lose your beak unarmed Strike in your human form, as well as any other unarmed Strikes you gained from a tengu heritage or ancestry feat. You remain in your human form indefinitely, until you Dismiss this effect.
◆◆
TENGU
You move quickly, snatching a shiny item that catches your eye. Stride twice, and you can Interact to pick up an unattended object at any point during your movement.
You move quickly, snatching a shiny item that catches your eye. Stride twice, and you can Interact to pick up an unattended object at any point during your movement.
TENGU
You conjure uncanny orbs of spiritual flame that float above or below the water’s surface. You can cast the ignition cantrip as a primal innate spell at will, heightened to a spell rank equal to half your level rounded up. Your ignition spell takes the form of orbs of fire, and you can cast it underwater.
You conjure uncanny orbs of spiritual flame that float above or below the water’s surface. You can cast the ignition cantrip as a primal innate spell at will, heightened to a spell rank equal to half your level rounded up. Your ignition spell takes the form of orbs of fire, and you can cast it underwater.
◆
TENGU
Assuming a peculiar stance, you make a short hop on each toe. You make a vertical Leap without triggering reactions that can be triggered by move actions or upon leaving or entering a square.
Assuming a peculiar stance, you make a short hop on each toe. You make a vertical Leap without triggering reactions that can be triggered by move actions or upon leaving or entering a square.
TENGU
You’re always on the lookout for supplies and valuables. You gain a +2 circumstance bonus to locate objects (including secret doors and hazards) you search for within 30 feet with a Seek action.
You’re always on the lookout for supplies and valuables. You gain a +2 circumstance bonus to locate objects (including secret doors and hazards) you search for within 30 feet with a Seek action.
◆
TENGU
Prerequisites skyborn tengu heritage
Frequency once per round
You Fly. If you don’t normally have a fly Speed, you gain a fly Speed of 20 feet for this movement. If you aren’t on solid ground at the end of this movement, you fall.
Prerequisites skyborn tengu heritage
Frequency once per round
You Fly. If you don’t normally have a fly Speed, you gain a fly Speed of 20 feet for this movement. If you aren’t on solid ground at the end of this movement, you fall.
TENGU
Prerequisites Soaring Flight
You have a fly Speed of 20 feet at all times.
Prerequisites Soaring Flight
You have a fly Speed of 20 feet at all times.
↺
TENGU
Trigger You critically fail a Deception, Diplomacy, or Intimidation check against a creature that doesn’t have the tengu trait.
You let out an awkward squawk, ruffle your feathers, or fake some other birdlike tic to cover up a social misstep or faux pas. You get a failure on the triggering check, rather than a critical failure. All creatures that witnessed you Squawk are temporarily immune for 24 hours.
Trigger You critically fail a Deception, Diplomacy, or Intimidation check against a creature that doesn’t have the tengu trait.
You let out an awkward squawk, ruffle your feathers, or fake some other birdlike tic to cover up a social misstep or faux pas. You get a failure on the triggering check, rather than a critical failure. All creatures that witnessed you Squawk are temporarily immune for 24 hours.
TENGU
Wind and lightning have always been friends to you. You can cast the electric arc cantrip as a primal innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up.
Wind and lightning have always been friends to you. You can cast the electric arc cantrip as a primal innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up.
TENGU
You’ve learned to bind some of your feathers together into a fan to focus your ancestral magic.
You gain a tengu feather fan: a magic item of light Bulk with a level equal to your level and the primal trait. You (and only you) can cast tengu magic with the Wave Fan activation. If your fan is lost or destroyed, you can create a replacement during your daily preparations; if you do so, your previous fan falls apart into mundane feathers.
Your tengu feather fan contains a 1st-rank gust of wind spell. Further feats might add more spells and grant you additional activations of your tengu feather fan, but you can never have more than three activations per day, no matter how many such feats you have.
Activate—Wave Fan (manipulate) Frequency once per day;
Effect You cast your choice of one spell contained in your tengu feather fan. You can instead cast a cantrip you’ve gained from a heritage or an ancestry feat; this doesn’t use up one of the fan’s daily activations.
This activation takes the spell’s normal number of actions. The spell’s DC is your class DC or spell DC, whichever is higher.
You’ve learned to bind some of your feathers together into a fan to focus your ancestral magic.
You gain a tengu feather fan: a magic item of light Bulk with a level equal to your level and the primal trait. You (and only you) can cast tengu magic with the Wave Fan activation. If your fan is lost or destroyed, you can create a replacement during your daily preparations; if you do so, your previous fan falls apart into mundane feathers.
Your tengu feather fan contains a 1st-rank gust of wind spell. Further feats might add more spells and grant you additional activations of your tengu feather fan, but you can never have more than three activations per day, no matter how many such feats you have.
Activate—Wave Fan (manipulate) Frequency once per day;
Effect You cast your choice of one spell contained in your tengu feather fan. You can instead cast a cantrip you’ve gained from a heritage or an ancestry feat; this doesn’t use up one of the fan’s daily activations.
This activation takes the spell’s normal number of actions. The spell’s DC is your class DC or spell DC, whichever is higher.
TENGU
You learned skills for surviving in the place where your people were dispersed.
You gain the trained proficiency rank in Society and Survival. If you 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 gain the Additional Lore general feat for Tengu Lore.
You learned skills for surviving in the place where your people were dispersed.
You gain the trained proficiency rank in Society and Survival. If you 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 gain the Additional Lore general feat for Tengu Lore.
TENGU
You gain access to all uncommon weapons with the tengu trait plus the katana, khakkara, temple sword, and wakizashi. You have familiarity with these weapons—for the purpose of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
During your daily preparations, you can practice with a weapon from the sword group that’s in your possession. You gain familiarity with that weapon as well. This lasts until you practice with a different sword in the same way.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
You gain access to all uncommon weapons with the tengu trait plus the katana, khakkara, temple sword, and wakizashi. You have familiarity with these weapons—for the purpose of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
During your daily preparations, you can practice with a weapon from the sword group that’s in your possession. You gain familiarity with that weapon as well. This lasts until you practice with a different sword in the same way.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
TENGU
Prerequisites Tengu Feather Fan
Your fan unleashes the fury of the storm. You can use the Wave Fan activation one additional time per day. Add a 5th-rank lightning bolt spell to the spells contained within your fan.
Prerequisites Tengu Feather Fan
Your fan unleashes the fury of the storm. You can use the Wave Fan activation one additional time per day. Add a 5th-rank lightning bolt spell to the spells contained within your fan.
TENGU
You can transform yourself or the bodies of others to express your displeasure. Once per day, you can cast either aerial form or cursed metamorphosis as a 7th-rank primal innate spell. You must take the form of a bird when casting this aerial form.
You can transform yourself or the bodies of others to express your displeasure. Once per day, you can cast either aerial form or cursed metamorphosis as a 7th-rank primal innate spell. You must take the form of a bird when casting this aerial form.
TENGU
You have near-supernatural poise that lets you move swiftly across the most unsteady surfaces. You gain the Steady Balance skill feat. You can Step into difficult terrain caused by uneven ground, such as a rocky field, hilly incline, or rocking ship.
You have near-supernatural poise that lets you move swiftly across the most unsteady surfaces. You gain the Steady Balance skill feat. You can Step into difficult terrain caused by uneven ground, such as a rocky field, hilly incline, or rocking ship.
TENGU
Prerequisites Tengu Feather Fan
Your fan can stir up even more powerful winds. You can use the Wave Fan activation one additional time per day. Add a 3rd-rank wall of wind spell to the spells contained within your fan.
Prerequisites Tengu Feather Fan
Your fan can stir up even more powerful winds. You can use the Wave Fan activation one additional time per day. Add a 3rd-rank wall of wind spell to the spells contained within your fan.
↺
TRIPKEE
Prerequisites You are not immune to diseases or poisons
Trigger You attempt a saving throw against a disease or poison effect that affects an area.
Your skin readily absorbs poison and can consciously draw toxins into your body to spare others. Attempt a counteract check against the triggering effect; your counteract rank equals half your level (rounded up), and for the roll use either your class DC – 10 or your spellcasting attribute modifier plus your spellcasting proficiency bonus. If you counteract the triggering effect, you end the effect for all other creatures in the area; however, you must still save against the effect with a –2 penalty to the initial save.
Prerequisites You are not immune to diseases or poisons
Trigger You attempt a saving throw against a disease or poison effect that affects an area.
Your skin readily absorbs poison and can consciously draw toxins into your body to spare others. Attempt a counteract check against the triggering effect; your counteract rank equals half your level (rounded up), and for the roll use either your class DC – 10 or your spellcasting attribute modifier plus your spellcasting proficiency bonus. If you counteract the triggering effect, you end the effect for all other creatures in the area; however, you must still save against the effect with a –2 penalty to the initial save.
TRIPKEE
You can communicate with the simplest of frogs and other similar creatures using long-winded croaks. You can ask questions of, receive answers from, and use the Diplomacy skill with animals that are amphibians (most amphibians have the amphibious trait).
You can communicate with the simplest of frogs and other similar creatures using long-winded croaks. You can ask questions of, receive answers from, and use the Diplomacy skill with animals that are amphibians (most amphibians have the amphibious trait).
TRIPKEE
With a combination of your poison glands and herbal concoctions, you can consistently deliver venomous attacks when you hit an enemy’s weak points. When you critically hit using a Strike with a weapon or unarmed attack and deal slashing or piercing damage with that Strike, you deal an additional 1d4 persistent poison damage to your target.
With a combination of your poison glands and herbal concoctions, you can consistently deliver venomous attacks when you hit an enemy’s weak points. When you critically hit using a Strike with a weapon or unarmed attack and deal slashing or piercing damage with that Strike, you deal an additional 1d4 persistent poison damage to your target.
TRIPKEE
Your leaps seem to defy gravity as you soar through the air in a single bound. When Leaping, increase the maximum distance you can Leap horizontally by 10 feet, and the maximum distance you can Leap vertically by 5 feet.
Your leaps seem to defy gravity as you soar through the air in a single bound. When Leaping, increase the maximum distance you can Leap horizontally by 10 feet, and the maximum distance you can Leap vertically by 5 feet.
◇
TRIPKEE
Trigger You lose the unconscious condition.
Your frog-like agility awakens as soon as you do. You Stand. This movement doesn’t trigger reactions.
Trigger You lose the unconscious condition.
Your frog-like agility awakens as soon as you do. You Stand. This movement doesn’t trigger reactions.
↺
TRIPKEE
Prerequisites trained in Nature
Frequency once per hour
Trigger A creature with the animal, beast, elemental, fey, fungus, or plant trait attacks you, and you can see the attacker.
Your canny understanding of natural and primal creatures helps you predict and dodge their attacks. The triggering attack roll targets your Nature DC instead of your AC. Though this allows you to avoid taking penalties to your AC, it doesn’t remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to you for being off-guard, even though you wouldn’t take the –2 circumstance penalty against the attack.
Prerequisites trained in Nature
Frequency once per hour
Trigger A creature with the animal, beast, elemental, fey, fungus, or plant trait attacks you, and you can see the attacker.
Your canny understanding of natural and primal creatures helps you predict and dodge their attacks. The triggering attack roll targets your Nature DC instead of your AC. Though this allows you to avoid taking penalties to your AC, it doesn’t remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to you for being off-guard, even though you wouldn’t take the –2 circumstance penalty against the attack.
TRIPKEE
You are adept at dodging roots, foliage, and other jungle obstacles. You ignore difficult terrain in forests and jungles. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of plant material, you aren’t off-guard, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.
You are adept at dodging roots, foliage, and other jungle obstacles. You ignore difficult terrain in forests and jungles. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of plant material, you aren’t off-guard, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.
TRIPKEE
Prerequisites snaptongue tripkee
You’ve learned to stretch your exceptionally long tongue beyond its original limits. When you use your tongue to deliver touch-range spells or perform very simple Interact actions, you can do so at a distance that is 5 feet beyond your usual reach.
Prerequisites snaptongue tripkee
You’ve learned to stretch your exceptionally long tongue beyond its original limits. When you use your tongue to deliver touch-range spells or perform very simple Interact actions, you can do so at a distance that is 5 feet beyond your usual reach.
◆
MANIPULATE TRIPKEE
Frequency one per day
Your moist skin is especially resistant to damage from temperature-altering effects. Attempt a DC 10 flat check; on a success you recover from any ongoing persistent fire and persistent cold damage. Additionally, you gain fire and cold resistance equal to half your level for 1 minute.
Frequency one per day
Your moist skin is especially resistant to damage from temperature-altering effects. Attempt a DC 10 flat check; on a success you recover from any ongoing persistent fire and persistent cold damage. Additionally, you gain fire and cold resistance equal to half your level for 1 minute.
TRIPKEE
You tend to do most of your hunting and work at night and have adapted to the requirements of nocturnal life. You gain darkvision, allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness, you see in black-and-white only.
Special You can’t retrain out of this feat or into this feat.
You tend to do most of your hunting and work at night and have adapted to the requirements of nocturnal life. You gain darkvision, allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness, you see in black-and-white only.
Special You can’t retrain out of this feat or into this feat.
TRIPKEE
Your natural climbing ability and technique has made you a potent climber. You gain a climb Speed of 10 feet.
Special If you have the stickytoe tripkee heritage, you instead gain a climb Speed of 20 feet.
Your natural climbing ability and technique has made you a potent climber. You gain a climb Speed of 10 feet.
Special If you have the stickytoe tripkee heritage, you instead gain a climb Speed of 20 feet.
TRIPKEE
Prerequisites Wall Jump
You quickly use your momentum to topple and spring off of foes. You can use Wall Jump to make additional jumps off of creatures larger than you as if they were walls. Once per turn when you make an additional jump off of a creature in this way, you can also attempt to Shove or Trip that creature as a free action.
Prerequisites Wall Jump
You quickly use your momentum to topple and spring off of foes. You can use Wall Jump to make additional jumps off of creatures larger than you as if they were walls. Once per turn when you make an additional jump off of a creature in this way, you can also attempt to Shove or Trip that creature as a free action.
TRIPKEE
Escaping your nets is no simple task. The Athletics DC to Force Open or Escape your nets increases from 16 to 18. After a creature you grabbed with a net Escapes or Forces Open the net, stray strands of the net cling to the creature, causing them to remain off-guard until the beginning of their next turn.
Escaping your nets is no simple task. The Athletics DC to Force Open or Escape your nets increases from 16 to 18. After a creature you grabbed with a net Escapes or Forces Open the net, stray strands of the net cling to the creature, causing them to remain off-guard until the beginning of their next turn.
◆
TRIPKEE
Prerequisites trained in Intimidation
You release a haunting croak that reminds those around you of their fears. Attempt an Intimidation check to Demoralize a creature within 30 feet; you do not take a penalty to this check for not speaking a language. If the check is successful, the target cannot reduce their frightened condition below 1 for 1 round.
Prerequisites trained in Intimidation
You release a haunting croak that reminds those around you of their fears. Attempt an Intimidation check to Demoralize a creature within 30 feet; you do not take a penalty to this check for not speaking a language. If the check is successful, the target cannot reduce their frightened condition below 1 for 1 round.
TRIPKEE
Prerequisites snaptongue tripkee
Your tongue can momentarily latch on as readily as your hands. So long as you can freely open your mouth, you do not need free hands in order to Disarm, Grab an Edge, Reposition, or Trip. If you have the Long Tongue feat, you can Disarm, Grab an Edge, Reposition, and Trip with your tongue at a distance that is 5 feet beyond your normal reach.
Prerequisites snaptongue tripkee
Your tongue can momentarily latch on as readily as your hands. So long as you can freely open your mouth, you do not need free hands in order to Disarm, Grab an Edge, Reposition, or Trip. If you have the Long Tongue feat, you can Disarm, Grab an Edge, Reposition, and Trip with your tongue at a distance that is 5 feet beyond your normal reach.
◆
TRIPKEE
Prerequisites windweb tripkee
Requirements You must have at least one hand free.
You can use your webbed feet to guide your fall. You glide slowly toward the ground, 5 feet down (10 feet if you don’t have both hands free) and up to 25 feet forward through the air. As long as you spend at least 1 action gliding each round and have not yet reached the ground, you remain in the air at the end of your turn.
Prerequisites windweb tripkee
Requirements You must have at least one hand free.
You can use your webbed feet to guide your fall. You glide slowly toward the ground, 5 feet down (10 feet if you don’t have both hands free) and up to 25 feet forward through the air. As long as you spend at least 1 action gliding each round and have not yet reached the ground, you remain in the air at the end of your turn.
TRIPKEE
You are well versed in tripkee culture and tactics.
You gain the trained proficiency in Nature and Stealth. If you would automatically become trained in one of those skills, you instead become trained in a skill of your choice.
You also gain the Additional Lore general feat for Tripkee Lore.
You are well versed in tripkee culture and tactics.
You gain the trained proficiency in Nature and Stealth. If you would automatically become trained in one of those skills, you instead become trained in a skill of your choice.
You also gain the Additional Lore general feat for Tripkee Lore.
TRIPKEE
You gain access to all uncommon weapons with the tripkee trait. You have familiarity with weapons with the tripkee trait plus the blowgun, dart, hatchet, scythe, and shortbow—for the purpose of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
You gain access to all uncommon weapons with the tripkee trait. You have familiarity with weapons with the tripkee trait plus the blowgun, dart, hatchet, scythe, and shortbow—for the purpose of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
TRIPKEE
Your jumping prowess is unmatched. You can Leap up to 30 feet in any direction without touching the ground and without requiring an Athletics check; when doing so, you must land on a space of solid ground within 30 feet of you, or else you fall after using your next action. You can exceed your normal Speed while Leaping.
Special If you have the Fantastic Leaps feat, the total distance you can Leap horizontally is 40 feet, and the total distance you can Leap vertically is 35 feet.
Your jumping prowess is unmatched. You can Leap up to 30 feet in any direction without touching the ground and without requiring an Athletics check; when doing so, you must land on a space of solid ground within 30 feet of you, or else you fall after using your next action. You can exceed your normal Speed while Leaping.
Special If you have the Fantastic Leaps feat, the total distance you can Leap horizontally is 40 feet, and the total distance you can Leap vertically is 35 feet.
↺
TRIPKEE
Trigger You gain the sickened condition or fail a saving throw against an ingested poison.
Frequency once per day
In dire circumstances you can vomit out your stomach to expel toxins. Reduce your sickened condition by 2 and immediately attempt a saving throw with a +2 circumstance bonus against any ingested poisons you have been exposed to within the last minute. You become off-guard for 1 round as your exposed stomach makes you especially vulnerable to attacks.
Trigger You gain the sickened condition or fail a saving throw against an ingested poison.
Frequency once per day
In dire circumstances you can vomit out your stomach to expel toxins. Reduce your sickened condition by 2 and immediately attempt a saving throw with a +2 circumstance bonus against any ingested poisons you have been exposed to within the last minute. You become off-guard for 1 round as your exposed stomach makes you especially vulnerable to attacks.
Versatile Heritage Feats
AIUVARIN
Elves often struggle with underestimating aiuvarins, and you are experienced at telling stories of your accomplishments to gain their respect.
You are trained in Performance. If you would automatically become trained in Performance (from your background or class, for example), you instead become trained in a skill of your choice.
You gain the Impressive Performance feat. When you attempt a Performance check to Make an Impression on an elf, if you roll a critical failure, you get a failure instead.
Elves often struggle with underestimating aiuvarins, and you are experienced at telling stories of your accomplishments to gain their respect.
You are trained in Performance. If you would automatically become trained in Performance (from your background or class, for example), you instead become trained in a skill of your choice.
You gain the Impressive Performance feat. When you attempt a Performance check to Make an Impression on an elf, if you roll a critical failure, you get a failure instead.
AIUVARIN
Your elven blood runs particularly strong, granting you features far more elven than those of a typical aiuvarin. You may also have been raised among elves, steeped in your elven ancestors’ heritage. You gain the benefits of the elf heritage of your elven parent or ancestors. You typically can’t select a heritage that depends on or improves an elven feature you don’t have. For example, you couldn’t take the Ancient Elf heritage unless your non-elf ancestry also has a lifespan measured in multiple centuries. In these cases, at the GM’s discretion, you might gain a different benefit.
Special You can’t retrain out of this feat or into this feat.
Your elven blood runs particularly strong, granting you features far more elven than those of a typical aiuvarin. You may also have been raised among elves, steeped in your elven ancestors’ heritage. You gain the benefits of the elf heritage of your elven parent or ancestors. You typically can’t select a heritage that depends on or improves an elven feature you don’t have. For example, you couldn’t take the Ancient Elf heritage unless your non-elf ancestry also has a lifespan measured in multiple centuries. In these cases, at the GM’s discretion, you might gain a different benefit.
Special You can’t retrain out of this feat or into this feat.
AIUVARIN
Your actions inspire your allies to great achievements. Whenever you critically succeed at a skill check, you automatically qualify to use the Aid reaction when attempting to help an ally using the same skill, even without spending an action to prepare to do so.
Your actions inspire your allies to great achievements. Whenever you critically succeed at a skill check, you automatically qualify to use the Aid reaction when attempting to help an ally using the same skill, even without spending an action to prepare to do so.
AIUVARIN
The elven magic in your blood manifests as a force you can use to become more appealing or alluring. You can cast 1st-rank charm as an arcane innate spell once per day.
The elven magic in your blood manifests as a force you can use to become more appealing or alluring. You can cast 1st-rank charm as an arcane innate spell once per day.
CHANGELING
Prerequisites claw unarmed attack
Your claws carry your mother’s hag magic. When you critically hit with a claw Strike, the target takes an additional 1d4 persistent mental damage.
Prerequisites claw unarmed attack
Your claws carry your mother’s hag magic. When you critically hit with a claw Strike, the target takes an additional 1d4 persistent mental damage.
CHANGELING LINEAGE
Your mother was a sea hag, granting you one sea-green or blue eye. You find comfort both in the sea and on the shore. Whenever you roll a success on an Athletics check to Swim, you get a critical success instead. If you end your turn in water without having succeeded at a Swim action that round, you don’t sink (but you might still be moved by the current).
Your mother was a sea hag, granting you one sea-green or blue eye. You find comfort both in the sea and on the shore. Whenever you roll a success on an Athletics check to Swim, you get a critical success instead. If you end your turn in water without having succeeded at a Swim action that round, you don’t sink (but you might still be moved by the current).
CHANGELING
You’ve heard the Call, and by resisting it, you’ve developed a bulwark against effects that target your mind. You gain a +1 circumstance bonus to Will saving throws against mental effects. If you roll a success on your saving throw against a mental effect that would make you controlled, you get a critical success instead.
You’ve heard the Call, and by resisting it, you’ve developed a bulwark against effects that target your mind. You gain a +1 circumstance bonus to Will saving throws against mental effects. If you roll a success on your saving throw against a mental effect that would make you controlled, you get a critical success instead.
CHANGELING LINEAGE
You are among the most common of changelings—those born to sweet hags—and a vibrant green eye signifies that parentage. Your mother’s manipulative nature and versatile voice gives you an edge when deceiving others. You gain the Charming Liar skill feat. If you roll Deception for initiative, foes in that combat encounter that haven’t acted yet are off-guard against you.
You are among the most common of changelings—those born to sweet hags—and a vibrant green eye signifies that parentage. Your mother’s manipulative nature and versatile voice gives you an edge when deceiving others. You gain the Charming Liar skill feat. If you roll Deception for initiative, foes in that combat encounter that haven’t acted yet are off-guard against you.
CHANGELING
All too aware of your true nature, you’ve studied hags and their powers.
You gain the trained proficiency rank in Deception and Occultism. If you 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 gain the Additional Lore general feat for Hag Lore.
All too aware of your true nature, you’ve studied hags and their powers.
You gain the trained proficiency rank in Deception and Occultism. If you 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 gain the Additional Lore general feat for Hag Lore.
CHANGELING LINEAGE
You are the child of a cuckoo hag, making one of your eyes violet or even black.
Your mother’s powers over sleep and dreams have given you a degree of resistance to those effects, granting you a +2 circumstance bonus to all saving throws against sleep effects and effects that cause or alter dreams.
In addition, sleep is more restorative for you.
You regain HP equal to your Constitution modifier × double your level (instead of just × your level), and you reduce any drained and doomed conditions you have by 2 instead of by 1.
You are the child of a cuckoo hag, making one of your eyes violet or even black.
Your mother’s powers over sleep and dreams have given you a degree of resistance to those effects, granting you a +2 circumstance bonus to all saving throws against sleep effects and effects that cause or alter dreams.
In addition, sleep is more restorative for you.
You regain HP equal to your Constitution modifier × double your level (instead of just × your level), and you reduce any drained and doomed conditions you have by 2 instead of by 1.
CHANGELING
When you came of age, your fingernails grew long and sharp. You gain a claw unarmed attack that deals 1d4 slashing damage. Your claws are in the brawling group and have the agile, finesse, and unarmed traits.
Special Hag claws can develop at any point in a changeling’s life. You can select this feat anytime you would gain an ancestry feat, but you can’t retrain out of it.
When you came of age, your fingernails grew long and sharp. You gain a claw unarmed attack that deals 1d4 slashing damage. Your claws are in the brawling group and have the agile, finesse, and unarmed traits.
Special Hag claws can develop at any point in a changeling’s life. You can select this feat anytime you would gain an ancestry feat, but you can’t retrain out of it.
CHANGELING
Through your heritage, you can replicate a hag’s magic.
Choose one common spell of 4th rank or lower from those available to a coven, including the spells contributed to a coven by a hag of your mother’s type. You can cast this spell once per day as a 4th-rank occult innate spell.
Spells available to all covens are augury, charm, clairaudience, clairvoyance, dream message, and illusory disguise. The eligible spells granted by the most prominent types of hag are: Cuckoo Hag nightmare, spellwrack; Iron Hag earthbind, spellwrack; Sea Hag humanoid form, mariner’s curse, water walk; Sweet Hag charm, honeyed words, outcast’s curse
Through your heritage, you can replicate a hag’s magic.
Choose one common spell of 4th rank or lower from those available to a coven, including the spells contributed to a coven by a hag of your mother’s type. You can cast this spell once per day as a 4th-rank occult innate spell.
Spells available to all covens are augury, charm, clairaudience, clairvoyance, dream message, and illusory disguise. The eligible spells granted by the most prominent types of hag are: Cuckoo Hag nightmare, spellwrack; Iron Hag earthbind, spellwrack; Sea Hag humanoid form, mariner’s curse, water walk; Sweet Hag charm, honeyed words, outcast’s curse
CHANGELING
You’ve nurtured the supernatural abilities gifted by your hag mother, particularly your sight. You gain darkvision.
You’ve nurtured the supernatural abilities gifted by your hag mother, particularly your sight. You gain darkvision.
CHANGELING
You blend in with unnatural subtlety. When you are concealed or hidden, increase the DC of the flat check to target you to 6 if you’re concealed or 12 if you’re hidden.
You blend in with unnatural subtlety. When you are concealed or hidden, increase the DC of the flat check to target you to 6 if you’re concealed or 12 if you’re hidden.
CHANGELING
Prerequisites expert in Occultism
Your study of occult practices has shown you how to best defend against them. You gain a +1 circumstance bonus to all saving throws against occult effects.
Prerequisites expert in Occultism
Your study of occult practices has shown you how to best defend against them. You gain a +1 circumstance bonus to all saving throws against occult effects.
CHANGELING LINEAGE
Your mother was an iron hag known for physical prowess, and you have one violet or steel-gray eye. You have thick, sturdy claws made of cold iron that grow naturally from your body. You gain a claw unarmed attack that deals 1d6 slashing damage. Your claws are in the brawling group, have the unarmed and grapple traits, and are cold iron.
Your mother was an iron hag known for physical prowess, and you have one violet or steel-gray eye. You have thick, sturdy claws made of cold iron that grow naturally from your body. You gain a claw unarmed attack that deals 1d6 slashing damage. Your claws are in the brawling group, have the unarmed and grapple traits, and are cold iron.
DHAMPIR
Prerequisites fangs unarmed attack
You emulate your vampiric parent’s techniques for drawing blood from a victim. Your fangs Strikes deal an additional 1d4 persistent bleed damage on a critical hit.
Prerequisites fangs unarmed attack
You emulate your vampiric parent’s techniques for drawing blood from a victim. Your fangs Strikes deal an additional 1d4 persistent bleed damage on a critical hit.
DHAMPIR
The powers of domination employed by your progenitors have manifested in you as well. You can cast charm as a divine innate spell once per day. Its spell rank is equal to half your level rounded up, but it doesn’t increase its duration or number of targets at 4th and 8th rank.
The powers of domination employed by your progenitors have manifested in you as well. You can cast charm as a divine innate spell once per day. Its spell rank is equal to half your level rounded up, but it doesn’t increase its duration or number of targets at 4th and 8th rank.
DHAMPIR
You can see in the darkness as easily as a true vampire. You gain darkvision.
Special You can’t retrain into or out of this feat.
You can see in the darkness as easily as a true vampire. You gain darkvision.
Special You can’t retrain into or out of this feat.
DHAMPIR
Your incisors have grown into true fangs: long, sharp, and well-suited to drawing blood. You gain a fangs unarmed attack that deals 1d6 piercing damage. Your fangs are in the brawling group and have the grapple and unarmed traits.
Your incisors have grown into true fangs: long, sharp, and well-suited to drawing blood. You gain a fangs unarmed attack that deals 1d6 piercing damage. Your fangs are in the brawling group and have the grapple and unarmed traits.
◆
CONCENTRATE DHAMPIR DIVINE POLYMORPH
Frequency once per hour
You can transform into a harmless bat. You gain the effects of a 4th-rank pest form, except you always transform into a bat.
Frequency once per hour
You can transform into a harmless bat. You gain the effects of a 4th-rank pest form, except you always transform into a bat.
DHAMPIR
Your unusual physiology has developed in a way that makes it difficult for parasites and other infestations to prey upon you. You gain a +2 circumstance bonus to saving throws against diseases. If you roll a success on a saving throw against a disease, you get a critical success instead. If you have a different ability that would improve the save in this way (such as the battle hardened fighter class feature), if you roll a critical failure on the save you get a failure instead.
Your unusual physiology has developed in a way that makes it difficult for parasites and other infestations to prey upon you. You gain a +2 circumstance bonus to saving throws against diseases. If you roll a success on a saving throw against a disease, you get a critical success instead. If you have a different ability that would improve the save in this way (such as the battle hardened fighter class feature), if you roll a critical failure on the save you get a failure instead.
DHAMPIR
You can tap into the magic that runs through your blood. You gain animal form (wolf only, using the statistics for a canine) and mist as 2nd-rank divine innate spells. You can cast each of these spells once per day.
You can tap into the magic that runs through your blood. You gain animal form (wolf only, using the statistics for a canine) and mist as 2nd-rank divine innate spells. You can cast each of these spells once per day.
DHAMPIR LINEAGE
You descend from one of the truly ancient vampires, a nosferatu cursed to eternal life but not eternal youth. People call you straveika, or ancient-born. The vestiges of your forebear’s powers of domination have left you with an understanding of how a creature’s intentions change its behaviors. You gain a +1 circumstance bonus to Perception checks to Sense Motive and Perception DCs against attempts to Lie to you.
You descend from one of the truly ancient vampires, a nosferatu cursed to eternal life but not eternal youth. People call you straveika, or ancient-born. The vestiges of your forebear’s powers of domination have left you with an understanding of how a creature’s intentions change its behaviors. You gain a +1 circumstance bonus to Perception checks to Sense Motive and Perception DCs against attempts to Lie to you.
DHAMPIR LINEAGE
You were born to a moroi, the most common vampires, and you share their supernatural fortitude and power of persuasion. When you have the drained condition, calculate the penalty to your Fortitude saves and your Hit Point reduction as though the condition value were 1 lower. You’re trained in Diplomacy. If you would automatically be trained in it, you instead become trained in a skill of your choice.
You were born to a moroi, the most common vampires, and you share their supernatural fortitude and power of persuasion. When you have the drained condition, calculate the penalty to your Fortitude saves and your Hit Point reduction as though the condition value were 1 lower. You’re trained in Diplomacy. If you would automatically be trained in it, you instead become trained in a skill of your choice.
DHAMPIR
You call forth the blood of your foes to grant you vigor. You can cast vampiric exsanguination as a 7th-rank divine innate spell once per day.
You call forth the blood of your foes to grant you vigor. You can cast vampiric exsanguination as a 7th-rank divine innate spell once per day.
DHAMPIR
Your knowledge of your own not-quite-living anatomy, combined with your experience in combat, helps you take down undead foes with ease. Against undead creatures, you gain a circumstance bonus to damage with weapon and unarmed Strikes equal to the number of weapon damage dice for the Strike. This bonus increases to double the number of weapon damage dice if your target has the vampire trait.
Your knowledge of your own not-quite-living anatomy, combined with your experience in combat, helps you take down undead foes with ease. Against undead creatures, you gain a circumstance bonus to damage with weapon and unarmed Strikes equal to the number of weapon damage dice for the Strike. This bonus increases to double the number of weapon damage dice if your target has the vampire trait.
DHAMPIR
You were raised by your vampiric parent, or you’ve invested substantial time and energy researching the secrets of your undead progenitors.
You’re trained in Religion and Society. If you 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 gain the Additional Lore general feat for Vampire Lore.
You were raised by your vampiric parent, or you’ve invested substantial time and energy researching the secrets of your undead progenitors.
You’re trained in Religion and Society. If you 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 gain the Additional Lore general feat for Vampire Lore.
DHAMPIR
You hear and understand the words of creatures you share the darkness with. You can ask questions of, receive answers from, and use the Diplomacy skill with bats, rats, and wolves. You also gain a +1 circumstance bonus to Make an Impression on such animals.
You hear and understand the words of creatures you share the darkness with. You can ask questions of, receive answers from, and use the Diplomacy skill with bats, rats, and wolves. You also gain a +1 circumstance bonus to Make an Impression on such animals.
DRAGONBLOOD LINEAGE
You descend from a dragon that wields mastery of their magical abilities, such as a fortune dragon or mirage dragon. As such, you can instinctively grasp the intricacies of magic. You gain the trained proficiency rank in Arcana. If you would automatically become trained in Arcana (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Arcane Sense skill feat. If you choose a draconic exemplar, you must choose an arcane dragon.
You descend from a dragon that wields mastery of their magical abilities, such as a fortune dragon or mirage dragon. As such, you can instinctively grasp the intricacies of magic. You gain the trained proficiency rank in Arcana. If you would automatically become trained in Arcana (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Arcane Sense skill feat. If you choose a draconic exemplar, you must choose an arcane dragon.
◆◆
DRAGONBLOOD MAGICAL
Tapping into the physiology of your draconic ancestor, you can exhale a torrent of energy in a 15-foot cone or a 30-foot line, dealing 1d4 damage. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. You can’t use this ability again for 1d4 rounds.
At 3rd level and every 2 levels thereafter, the damage increases by 1d4. The shape of the breath, the damage type, and the saving throw match those of your draconic exemplar. This ability has the trait associated with the type of damage it deals.
Tapping into the physiology of your draconic ancestor, you can exhale a torrent of energy in a 15-foot cone or a 30-foot line, dealing 1d4 damage. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. You can’t use this ability again for 1d4 rounds.
At 3rd level and every 2 levels thereafter, the damage increases by 1d4. The shape of the breath, the damage type, and the saving throw match those of your draconic exemplar. This ability has the trait associated with the type of damage it deals.
DRAGONBLOOD
Prerequisites Draconic Aspect
You have honed the unarmed attack your draconic heritage has granted you to a lethal degree. The unarmed attack you gained from Draconic Aspect gains the deadly d8 trait.
Prerequisites Draconic Aspect
You have honed the unarmed attack your draconic heritage has granted you to a lethal degree. The unarmed attack you gained from Draconic Aspect gains the deadly d8 trait.
DRAGONBLOOD LINEAGE
You can trace your lineage to a dragon with almost deific powers, such as a diabolic dragon or empyreal dragon. You are blessed with a small bit of divine protection. You gain the trained proficiency rank in Religion. If you would automatically become trained in Religion (from your background or class, for example), you instead become trained in a skill of your choice. In addition, you are endowed quick reactions. You gain a +1 circumstance bonus to initiative rolls. If you choose a draconic exemplar, you must choose a divine dragon.
You can trace your lineage to a dragon with almost deific powers, such as a diabolic dragon or empyreal dragon. You are blessed with a small bit of divine protection. You gain the trained proficiency rank in Religion. If you would automatically become trained in Religion (from your background or class, for example), you instead become trained in a skill of your choice. In addition, you are endowed quick reactions. You gain a +1 circumstance bonus to initiative rolls. If you choose a draconic exemplar, you must choose a divine dragon.
DRAGONBLOOD
You have an obvious draconic feature, such as sharp claws, a snout full of sharp teeth, or strong reptilian tail, that you can use offensively.
You gain your choice of one of the following unarmed attacks. The attack is in the brawling group and has the listed damage die and traits.
You have an obvious draconic feature, such as sharp claws, a snout full of sharp teeth, or strong reptilian tail, that you can use offensively.
You gain your choice of one of the following unarmed attacks. The attack is in the brawling group and has the listed damage die and traits.
- Claw 1d4 slashing (agile, finesse, unarmed)
- Jaws 1d6 piercing (forceful, unarmed)
- Tail 1d6 bludgeoning (sweep, trip, unarmed)
DRAGONBLOOD
Draconic magic safeguards you against harm.
You gain resistance equal to half your level (minimum 1) to the damage type associated with your draconic exemplar. Double this resistance against damage of that type dealt to you by dragons.
If your draconic exemplar is associated with bludgeoning, piercing, or slashing damage, instead of gaining resistance to that type you can choose acid, cold, fire, electricity, or sonic.
Draconic magic safeguards you against harm.
You gain resistance equal to half your level (minimum 1) to the damage type associated with your draconic exemplar. Double this resistance against damage of that type dealt to you by dragons.
If your draconic exemplar is associated with bludgeoning, piercing, or slashing damage, instead of gaining resistance to that type you can choose acid, cold, fire, electricity, or sonic.
DRAGONBLOOD
Your sense of smell has heightened to be as keen as that of a dragon. You gain imprecise scent with a range of 30 feet. At their discretion, the GM might double this range if you’re downwind from the creature or halve this range if you’re upwind.
Your sense of smell has heightened to be as keen as that of a dragon. You gain imprecise scent with a range of 30 feet. At their discretion, the GM might double this range if you’re downwind from the creature or halve this range if you’re upwind.
DRAGONBLOOD
You have a fraction of the senses of your draconic forebear. You gain low-light vision, or you gain darkvision if your ancestry already grants you low-light vision.
You have a fraction of the senses of your draconic forebear. You gain low-light vision, or you gain darkvision if your ancestry already grants you low-light vision.
DRAGONBLOOD
Like some dragons, your forebear had the supernatural ability to change their shape to walk among humanoids. You have learned how to mimic this ability. You can cast humanoid form as a 5th-rank innate spell once per day, except that the duration is increased to 1 hour. The spell’s tradition matches your draconic exemplar’s.
Like some dragons, your forebear had the supernatural ability to change their shape to walk among humanoids. You have learned how to mimic this ability. You can cast humanoid form as a 5th-rank innate spell once per day, except that the duration is increased to 1 hour. The spell’s tradition matches your draconic exemplar’s.
DRAGONBLOOD
You’ve set your mind on learning more about your ancestor and their kin, and perhaps you were even raised by a dragon parent. You’ve come to understand how dragons can invoke fear but also how they’ve contributed to society as a whole.
You gain the trained proficiency rank in Diplomacy and Intimidation. If you 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 gain the Additional Lore general feat for Dragon Lore.
You’ve set your mind on learning more about your ancestor and their kin, and perhaps you were even raised by a dragon parent. You’ve come to understand how dragons can invoke fear but also how they’ve contributed to society as a whole.
You gain the trained proficiency rank in Diplomacy and Intimidation. If you 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 gain the Additional Lore general feat for Dragon Lore.
◆
DRAGONBLOOD
Frequency once per round
You have grown a small pair of draconic wings or have honed your use of the wings you’ve had since birth. You Fly. If you don’t normally have a fly Speed, you gain a fly Speed of 20 feet for this movement. If you aren’t on solid ground at the end of this movement, you fall.
Frequency once per round
You have grown a small pair of draconic wings or have honed your use of the wings you’ve had since birth. You Fly. If you don’t normally have a fly Speed, you gain a fly Speed of 20 feet for this movement. If you aren’t on solid ground at the end of this movement, you fall.
DRAGONBLOOD
You can briefly transform into a paragon of your draconic ancestry. You can cast dragon form as an 8th-rank innate spell once per day. This spell has the same tradition as your draconic exemplar. When you cast this innate spell, you must transform into your draconic exemplar. However, if you have the Arcane Dragonblood, Divine Dragonblood, Occult Dragonkin, or Primal Dragonblood lineage feat, you can instead choose any dragon of that tradition.
You can briefly transform into a paragon of your draconic ancestry. You can cast dragon form as an 8th-rank innate spell once per day. This spell has the same tradition as your draconic exemplar. When you cast this innate spell, you must transform into your draconic exemplar. However, if you have the Arcane Dragonblood, Divine Dragonblood, Occult Dragonkin, or Primal Dragonblood lineage feat, you can instead choose any dragon of that tradition.
DRAGONBLOOD
Prerequisites Breath of the Dragon
Thanks to rigorous breathing exercises and a diet similar to that of your lineage, your magical breath is more powerful. The area of your Breath of the Dragon increases to 30 feet for a cone or 60 feet for a line, and the damage dice are d6s instead of d4s.
Prerequisites Breath of the Dragon
Thanks to rigorous breathing exercises and a diet similar to that of your lineage, your magical breath is more powerful. The area of your Breath of the Dragon increases to 30 feet for a cone or 60 feet for a line, and the damage dice are d6s instead of d4s.
DRAGONBLOOD
Prerequisites Breath of the Dragon
Your draconic breath destroys the surrounding environment and leaves your enemies in pain. When you use Breath of the Dragon, the area of your breath becomes difficult terrain for 1 minute. In addition, a creature who fails or critically fails its saving throw takes 2d6 persistent damage of the same type.
Prerequisites Breath of the Dragon
Your draconic breath destroys the surrounding environment and leaves your enemies in pain. When you use Breath of the Dragon, the area of your breath becomes difficult terrain for 1 minute. In addition, a creature who fails or critically fails its saving throw takes 2d6 persistent damage of the same type.
◆
DRAGONBLOOD EMOTION FEAR MENTAL VISUAL
By taking an impressive stance, the full force of your personality cows lesser beings.
Each creature in a 20-foot emanation must attempt a Will save against the higher of your class DC or spell DC. Regardless of the result of the saving throw, the creature is temporarily immune to your Majestic Presence for 24 hours.
Critical Success The creature is unaffected.
Success The creature is frightened 1.
Failure The creature is frightened 2.
Critical Failure The creature is frightened 4.
By taking an impressive stance, the full force of your personality cows lesser beings.
Each creature in a 20-foot emanation must attempt a Will save against the higher of your class DC or spell DC. Regardless of the result of the saving throw, the creature is temporarily immune to your Majestic Presence for 24 hours.
Critical Success The creature is unaffected.
Success The creature is frightened 1.
Failure The creature is frightened 2.
Critical Failure The creature is frightened 4.
DRAGONBLOOD LINEAGE
Your blood contains a tiny fragment of unusual or inexplicable power from a mysterious dragon, such as a conspirator dragon or omen dragon. You are drawn to the stranger parts of the world and can generally spot them with a glance. You gain the trained proficiency rank in Occultism. If you would automatically become trained in Occultism (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Oddity Identification skill feat. If you choose a draconic exemplar, you must choose an occult dragon.
Your blood contains a tiny fragment of unusual or inexplicable power from a mysterious dragon, such as a conspirator dragon or omen dragon. You are drawn to the stranger parts of the world and can generally spot them with a glance. You gain the trained proficiency rank in Occultism. If you would automatically become trained in Occultism (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Oddity Identification skill feat. If you choose a draconic exemplar, you must choose an occult dragon.
DRAGONBLOOD LINEAGE
A dragon with a deep connection to the natural world, such as an adamantine dragon or a horned dragon, resides somewhere on your family tree. You tend to trust your instincts and might take on the role of a protector of the wilderness. You gain the trained proficiency rank in Nature. If you would automatically become trained in Nature (from your background or class, for example), you instead become trained in a skill of your choice. You can use Nature to Sense Direction and Subsist in the wilds. If you choose a draconic exemplar, you must choose a primal dragon.
A dragon with a deep connection to the natural world, such as an adamantine dragon or a horned dragon, resides somewhere on your family tree. You tend to trust your instincts and might take on the role of a protector of the wilderness. You gain the trained proficiency rank in Nature. If you would automatically become trained in Nature (from your background or class, for example), you instead become trained in a skill of your choice. You can use Nature to Sense Direction and Subsist in the wilds. If you choose a draconic exemplar, you must choose a primal dragon.
DRAGONBLOOD
You were born with a layer of scales across your entire body that resemble those of your draconic progenitor. When you’re unarmored, the scales give you a +1 item bonus to AC with a Dexterity cap of +3. The item bonus to AC increases to +2 at 5th level. The item bonus to AC from these scales is cumulative with armor potency runes on your explorer’s clothing, the mystic armor spell, or bands of force.
Special You can’t retrain into or out of this feat.
You were born with a layer of scales across your entire body that resemble those of your draconic progenitor. When you’re unarmored, the scales give you a +1 item bonus to AC with a Dexterity cap of +3. The item bonus to AC increases to +2 at 5th level. The item bonus to AC from these scales is cumulative with armor potency runes on your explorer’s clothing, the mystic armor spell, or bands of force.
Special You can’t retrain into or out of this feat.
DRAGONBLOOD
Prerequisites Arcane Dragonblood, Divine Dragonblood, Occult Dragonblood, or Primal Dragonblood
Due to your blood, you have some resistance to certain types of magic. You gain a +1 status bonus to AC and saves against spells and other magical effects from the same tradition as your lineage. This bonus increases to +2 against sleep and paralysis effects.
Prerequisites Arcane Dragonblood, Divine Dragonblood, Occult Dragonblood, or Primal Dragonblood
Due to your blood, you have some resistance to certain types of magic. You gain a +1 status bonus to AC and saves against spells and other magical effects from the same tradition as your lineage. This bonus increases to +2 against sleep and paralysis effects.
DRAGONBLOOD
Prerequisites Dragon’s Flight
Your wings have grown more powerful, capable of keeping you aloft longer. You have a fly Speed of 20 feet at all times.
Prerequisites Dragon’s Flight
Your wings have grown more powerful, capable of keeping you aloft longer. You have a fly Speed of 20 feet at all times.
◆◆
ATTACK DRAGONBLOOD
Prerequisites expert in Athletics
You have a pair of draconic wings strong enough to batter your foes away and shove them away.
Choose up to two creatures adjacent to you. Attempt an Athletics check and compare it to the Fortitude DC of each target. This counts as two attacks for your multiple attack penalty, but the penalty doesn’t increase until after both attacks.
Critical Success The target takes bludgeoning damage equal to double your level and is pushed up to 10 feet away from you.
Success The target takes bludgeoning damage equal to your level and is pushed up to 5 feet away from you.
Failure The target takes bludgeoning damage equal to half your level.
Critical Failure You fall prone at the end of this activity.
Prerequisites expert in Athletics
You have a pair of draconic wings strong enough to batter your foes away and shove them away.
Choose up to two creatures adjacent to you. Attempt an Athletics check and compare it to the Fortitude DC of each target. This counts as two attacks for your multiple attack penalty, but the penalty doesn’t increase until after both attacks.
Critical Success The target takes bludgeoning damage equal to double your level and is pushed up to 10 feet away from you.
Success The target takes bludgeoning damage equal to your level and is pushed up to 5 feet away from you.
Failure The target takes bludgeoning damage equal to half your level.
Critical Failure You fall prone at the end of this activity.
DROMAAR
Your dual human and orc nature has given you a unique perspective, allowing you to bridge the gap between humans and the many intelligent creatures in the world that humans consider monsters. You gain a +1 circumstance bonus to Diplomacy checks against non-humanoid intelligent creatures and against humanoids that are marginalized in human society (at the GM’s discretion, but typically at least including giants, goblins, kobolds, and orcs). You also gain this bonus on Perception checks to Sense the Motives of such creatures.
Your dual human and orc nature has given you a unique perspective, allowing you to bridge the gap between humans and the many intelligent creatures in the world that humans consider monsters. You gain a +1 circumstance bonus to Diplomacy checks against non-humanoid intelligent creatures and against humanoids that are marginalized in human society (at the GM’s discretion, but typically at least including giants, goblins, kobolds, and orcs). You also gain this bonus on Perception checks to Sense the Motives of such creatures.
DROMAAR
Prerequisites low-light vision
Your orc blood grants you the keen vision of your forebears. You gain darkvision, allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness, you see in black and white only.
Special You can’t retrain out of this feat or into this feat.
Prerequisites low-light vision
Your orc blood grants you the keen vision of your forebears. You gain darkvision, allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness, you see in black and white only.
Special You can’t retrain out of this feat or into this feat.
UNCOMMON DUSKWALKER
You have a powerful connection to the Boneyard and its courts, granting you the ability to travel to and from the Boneyard. You can cast interplanar teleport as a divine innate spell twice per week. This can be used only to travel to the Boneyard or from the Boneyard to the Universe. Due to your unique connection to the Boneyard, your body serves as the locus, and you don’t require a planar key.
You have a powerful connection to the Boneyard and its courts, granting you the ability to travel to and from the Boneyard. You can cast interplanar teleport as a divine innate spell twice per week. This can be used only to travel to the Boneyard or from the Boneyard to the Universe. Due to your unique connection to the Boneyard, your body serves as the locus, and you don’t require a planar key.
↺
DUSKWALKER FORTUNE
Frequency once per day
Trigger You would die as a result of a failed recovery check or saving throw.
Your previous life ended due to sheer poor luck, struck by lightning or choking on a fish bone. You can reroll the triggering recovery check or saving throw, but you must use the new result, even if it’s worse.
Special You can’t retrain into or out of this feat.
Frequency once per day
Trigger You would die as a result of a failed recovery check or saving throw.
Your previous life ended due to sheer poor luck, struck by lightning or choking on a fish bone. You can reroll the triggering recovery check or saving throw, but you must use the new result, even if it’s worse.
Special You can’t retrain into or out of this feat.
↺
DUSKWALKER
Frequency once per day
Trigger You are about to gain the dying condition as a result of another creature’s attack or ability, and that creature is within your melee reach.
Once, you died because someone—murderer, monster, or soldier— chose to strike you down. Just before losing consciousness, make a melee Strike against the triggering creature.
Special You can’t retrain into or out of this feat.
Frequency once per day
Trigger You are about to gain the dying condition as a result of another creature’s attack or ability, and that creature is within your melee reach.
Once, you died because someone—murderer, monster, or soldier— chose to strike you down. Just before losing consciousness, make a melee Strike against the triggering creature.
Special You can’t retrain into or out of this feat.
DUSKWALKER
You either found another duskwalker who taught you the secrets of your kind, or you managed to research your unusual heritage.
You gain the trained proficiency rank in Medicine and Religion. If you 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 gain the Additional Lore general feat for Boneyard Lore.
You either found another duskwalker who taught you the secrets of your kind, or you managed to research your unusual heritage.
You gain the trained proficiency rank in Medicine and Religion. If you 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 gain the Additional Lore general feat for Boneyard Lore.
DUSKWALKER
Your connection to psychopomps gives you the power to glimpse the near future and protect corpses from the ravages of undeath. You can cast augury and peaceful rest each once per day as 2nd-rank divine innate spells.
Your connection to psychopomps gives you the power to glimpse the near future and protect corpses from the ravages of undeath. You can cast augury and peaceful rest each once per day as 2nd-rank divine innate spells.
DUSKWALKER
You have familiarity with the bo staff, longbow, composite longbow, scythe, and staff—for the purpose of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
You have familiarity with the bo staff, longbow, composite longbow, scythe, and staff—for the purpose of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
DUSKWALKER
Your connection to the Boneyard ensures that your blows strike true against spectral beings. Your weapon and unarmed Strikes against incorporeal creatures become magical. If they are already magical, they instead gain the effects of a ghost touch property rune.
Your connection to the Boneyard ensures that your blows strike true against spectral beings. Your weapon and unarmed Strikes against incorporeal creatures become magical. If they are already magical, they instead gain the effects of a ghost touch property rune.
DUSKWALKER
You can see in the darkness as easily as a psychopomp. You gain darkvision.
Special You can’t retrain into or out of this feat.
You can see in the darkness as easily as a psychopomp. You gain darkvision.
Special You can’t retrain into or out of this feat.
DIVINE DUSKWALKER
You have a limited ability to sense life force, like your psychopomp forebears. You gain lifesense as an imprecise sense with a range of 10 feet. This allows you to sense the life force of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
You have a limited ability to sense life force, like your psychopomp forebears. You gain lifesense as an imprecise sense with a range of 10 feet. This allows you to sense the life force of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
DUSKWALKER
Your connection to the Boneyard empowers you to bring death to all forms of life and unlife, exploiting their weaknesses. All your weapon and unarmed Strikes are magical and deal 1 additional void damage to living creatures and 1 additional vitality damage to undead. The extra damage increases to 2 if the Strike has a +3 potency rune.
Your connection to the Boneyard empowers you to bring death to all forms of life and unlife, exploiting their weaknesses. All your weapon and unarmed Strikes are magical and deal 1 additional void damage to living creatures and 1 additional vitality damage to undead. The extra damage increases to 2 if the Strike has a +3 potency rune.
DUSKWALKER
Your duskwalker heritage allows you to extend protection against void energy. You gain resistance 5 to void, and once per day, you can cast false vitality as a 5th-rank divine innate spell.
Your duskwalker heritage allows you to extend protection against void energy. You gain resistance 5 to void, and once per day, you can cast false vitality as a 5th-rank divine innate spell.
DUSKWALKER
You are attuned to the minute sounds and sensations of restless spirits. Even if you aren’t Searching, you can attempt a check to find haunts that normally require you to be Searching. You still need to meet any other requirements to find the haunt. You gain a +1 circumstance bonus to checks to disable haunts.
You are attuned to the minute sounds and sensations of restless spirits. Even if you aren’t Searching, you can attempt a check to find haunts that normally require you to be Searching. You still need to meet any other requirements to find the haunt. You gain a +1 circumstance bonus to checks to disable haunts.
DUSKWALKER
Your soul is warded against the power of undeath and plague, as well as that of the evil former psychopomps known as sahkils. You gain a +1 circumstance bonus to saving throws against death effects, disease, and all effects from undead or sahkils. This bonus increases to +2 against an undead or sahkil’s death effect or disease.
Your soul is warded against the power of undeath and plague, as well as that of the evil former psychopomps known as sahkils. You gain a +1 circumstance bonus to saving throws against death effects, disease, and all effects from undead or sahkils. This bonus increases to +2 against an undead or sahkil’s death effect or disease.
LINEAGE NEPHILIM
You descend from an angel, a winged messenger from Nirvana or one of the other celestial realms. You gain the trained proficiency rank in Society. If you would automatically become trained in Society (from your background or class, for example), you instead become trained in a skill of your choice. You know the Empyrean language, and you gain the Multilingual skill feat.
You descend from an angel, a winged messenger from Nirvana or one of the other celestial realms. You gain the trained proficiency rank in Society. If you would automatically become trained in Society (from your background or class, for example), you instead become trained in a skill of your choice. You know the Empyrean language, and you gain the Multilingual skill feat.
NEPHILIM
Part of your body has an animalistic influence from a planar creature. Your hands end in claws, you have hooves instead of feet, sharp teeth fill your mouth, or a tail extends from your spine.
You gain your choice of one of the following unarmed attacks. The attack is in the brawling group and has the listed damage die and traits.
Claw 1d4 slashing (agile, finesse, unarmed, versatile piercing)
Hoof 1d6 bludgeoning (finesse, unarmed)
Jaws 1d6 piercing (finesse, unarmed)
Tail 1d4 bludgeoning (agile, finesse, unarmed)
Special You can’t retrain into or out of this feat, nor can you change the type of attack you gained.
Part of your body has an animalistic influence from a planar creature. Your hands end in claws, you have hooves instead of feet, sharp teeth fill your mouth, or a tail extends from your spine.
You gain your choice of one of the following unarmed attacks. The attack is in the brawling group and has the listed damage die and traits.
Claw 1d4 slashing (agile, finesse, unarmed, versatile piercing)
Hoof 1d6 bludgeoning (finesse, unarmed)
Jaws 1d6 piercing (finesse, unarmed)
Tail 1d4 bludgeoning (agile, finesse, unarmed)
Special You can’t retrain into or out of this feat, nor can you change the type of attack you gained.
NEPHILIM
Your spilled blood is sanctified, with effects similar to those of holy water. Whenever a fiend, undead, or creature with a weakness to holy drinks your blood or deals piercing or slashing damage to you with jaws, fangs, or a similar attack, that creature takes 1d6 spirit damage with the holy trait. You gain a +4 circumstance bonus to Crafting checks to Craft holy water using your blood as one of the ingredients.
Your spilled blood is sanctified, with effects similar to those of holy water. Whenever a fiend, undead, or creature with a weakness to holy drinks your blood or deals piercing or slashing damage to you with jaws, fangs, or a similar attack, that creature takes 1d6 spirit damage with the holy trait. You gain a +4 circumstance bonus to Crafting checks to Craft holy water using your blood as one of the ingredients.
NEPHILIM
Prerequisites Angelkin, Lawbringer, Musetouched, or another lineage feat associated with celestials
You possess celestial magic.
Choose two of the following spells: clear mind, everlight, humanoid form, revealing light, share life, or sure footing. You can use each of the chosen spells once per day as 2nd-rank divine innate spells.
Angelkin typically take clear mind and humanoid form, lawbringers typically have everlight and share life, and musetouched typically have revealing light and sure footing.
Prerequisites Angelkin, Lawbringer, Musetouched, or another lineage feat associated with celestials
You possess celestial magic.
Choose two of the following spells: clear mind, everlight, humanoid form, revealing light, share life, or sure footing. You can use each of the chosen spells once per day as 2nd-rank divine innate spells.
Angelkin typically take clear mind and humanoid form, lawbringers typically have everlight and share life, and musetouched typically have revealing light and sure footing.
NEPHILIM
Prerequisites Angelkin, Lawbringer, Musetouched, or another lineage feat associated with celestials
Your celestial powers allow you to remove lesser afflictions with ease. You can cast cleanse affliction twice per day as a 4th-rank divine innate spell.
Prerequisites Angelkin, Lawbringer, Musetouched, or another lineage feat associated with celestials
Your celestial powers allow you to remove lesser afflictions with ease. You can cast cleanse affliction twice per day as a 4th-rank divine innate spell.
NEPHILIM
You’ve studied your extraplanar heritage with the intent of better defending yourself, whether against creatures aligned with or opposed to your extraplanar lineage, and you’ve found that your techniques are equally powerful against celestials, fiends, and other divine entities. You gain a +1 circumstance bonus to all saving throws against divine effects.
You’ve studied your extraplanar heritage with the intent of better defending yourself, whether against creatures aligned with or opposed to your extraplanar lineage, and you’ve found that your techniques are equally powerful against celestials, fiends, and other divine entities. You gain a +1 circumstance bonus to all saving throws against divine effects.
NEPHILIM
You can call forth a holy or unholy word from the realms beyond to punish your foes. Once per day, you can cast divine decree as a 7th-rank divine innate spell.
You can call forth a holy or unholy word from the realms beyond to punish your foes. Once per day, you can cast divine decree as a 7th-rank divine innate spell.
◆◆
DIVINE MORPH NEPHILIM
Frequency once per day
With effort, you can call forth magical wings from your back, similar in appearance to those of your extraplanar forebear, whether they be elegantly feathered wings or ominous bat wings. These wings remain for 10 minutes. You gain a fly Speed equal to your Speed while you’ve manifested your wings.
Frequency once per day
With effort, you can call forth magical wings from your back, similar in appearance to those of your extraplanar forebear, whether they be elegantly feathered wings or ominous bat wings. These wings remain for 10 minutes. You gain a fly Speed equal to your Speed while you’ve manifested your wings.
NEPHILIM
Prerequisites Divine Wings
Your wings are now a permanent part of your body. You gain the effects of Divine Wings at all times, rather than just once per day for 10 minutes.
Prerequisites Divine Wings
Your wings are now a permanent part of your body. You gain the effects of Divine Wings at all times, rather than just once per day for 10 minutes.
NEPHILIM
You call upon divine power to place a benediction upon your allies or a malediction upon your foes. Choose either bless or bane. You can cast the chosen spell once per day as a 1st-rank divine innate spell.
You call upon divine power to place a benediction upon your allies or a malediction upon your foes. Choose either bless or bane. You can cast the chosen spell once per day as a 1st-rank divine innate spell.
NEPHILIM
Prerequisites Grimspawn, Pitborn, Hellspawn, or another fiend-associated lineage feat
You possess fiendish magic.
Choose two of the following spells: disguise magic, false vitality, invisibility, see the unseen, shatter, or paranoia. You can use each of the chosen spells once per day as 2nd-rank divine innate spells.
Grimspawn typically take false vitality and see the unseen, pitborn typically take paranoia and shatter, and hellspawn typically take invisibility and disguise.
Prerequisites Grimspawn, Pitborn, Hellspawn, or another fiend-associated lineage feat
You possess fiendish magic.
Choose two of the following spells: disguise magic, false vitality, invisibility, see the unseen, shatter, or paranoia. You can use each of the chosen spells once per day as 2nd-rank divine innate spells.
Grimspawn typically take false vitality and see the unseen, pitborn typically take paranoia and shatter, and hellspawn typically take invisibility and disguise.
LINEAGE NEPHILIM
Your lineage traces back to a daemon, one of the manifestations of horrific forms of death that devour souls within their foul home of Abaddon. As a result, you cling tenaciously to the last shreds of your own life force. You gain the Diehard general feat.
Your lineage traces back to a daemon, one of the manifestations of horrific forms of death that devour souls within their foul home of Abaddon. As a result, you cling tenaciously to the last shreds of your own life force. You gain the Diehard general feat.
NEPHILIM
You have a halo of light and goodness that sheds light with the effects of a divine light cantrip. A cantrip is heightened to a spell rank equal to half your level rounded up. You can Sustain to suppress or reestablish the halo.
You have a halo of light and goodness that sheds light with the effects of a divine light cantrip. A cantrip is heightened to a spell rank equal to half your level rounded up. You can Sustain to suppress or reestablish the halo.
LINEAGE NEPHILIM
Your lineage descends from devils, conniving schemers of Hell. You’re as skilled at noticing lies and twisted wordings as you are at constructing them. You are trained in Deception and Legal Lore. If you were already trained in Deception (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Lie to Me skill feat.
Your lineage descends from devils, conniving schemers of Hell. You’re as skilled at noticing lies and twisted wordings as you are at constructing them. You are trained in Deception and Legal Lore. If you were already trained in Deception (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Lie to Me skill feat.
LINEAGE NEPHILIM
You trace your lineage to archons, guardians of the seven-tiered mountain of Heaven and nurturers of law and virtue within mortals. You gain a +1 circumstance bonus to saves against emotion effects, and if you roll a success on a save against an emotion effect, you get a critical success instead.
You trace your lineage to archons, guardians of the seven-tiered mountain of Heaven and nurturers of law and virtue within mortals. You gain a +1 circumstance bonus to saves against emotion effects, and if you roll a success on a save against an emotion effect, you get a critical success instead.
LINEAGE NEPHILIM
Your blood sings with the liberating power of the azatas, living embodiments of freedom from the wild realm of Elysium. You gain a +1 circumstance bonus to Escape. When you roll a critical failure on a check to Escape, you get a failure instead, and when you roll a success, you get a critical success instead.
Your blood sings with the liberating power of the azatas, living embodiments of freedom from the wild realm of Elysium. You gain a +1 circumstance bonus to Escape. When you roll a critical failure on a check to Escape, you get a failure instead, and when you roll a success, you get a critical success instead.
NEPHILIM
Prerequisites low-light vision
Your eyes can see through darkness with visual acuity akin to that possessed by most extraplanar beings. You gain darkvision.
Prerequisites low-light vision
Your eyes can see through darkness with visual acuity akin to that possessed by most extraplanar beings. You gain darkvision.
NEPHILIM
You know the secrets of the Multiverse.
You gain the trained proficiency rank in either Diplomacy or Intimidation, and Religion. If you 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 gain the Additional Lore general feat for a Lore subcategory of a plane to which you trace your lineage.
You know the secrets of the Multiverse.
You gain the trained proficiency rank in either Diplomacy or Intimidation, and Religion. If you 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 gain the Additional Lore general feat for a Lore subcategory of a plane to which you trace your lineage.
NEPHILIM
You resist energy like your extraplanar predecessors.
Choose one of the following energy damage types: acid, cold, electricity, fire, or sonic. You gain resistance 5 to that damage type.
The damage type typically matches an extraplanar entity associated with your bloodline. For instance, an angelkin might choose resistance to cold, while a hellspawn might choose resistance to fire.
You resist energy like your extraplanar predecessors.
Choose one of the following energy damage types: acid, cold, electricity, fire, or sonic. You gain resistance 5 to that damage type.
The damage type typically matches an extraplanar entity associated with your bloodline. For instance, an angelkin might choose resistance to cold, while a hellspawn might choose resistance to fire.
NEPHILIM
You possess hooves, ankle wings, or some other feature that hastens your movement. Your Speed increases by 5 feet.
Special The Speed increase from this feat isn’t cumulative with any Speed increase from other ancestry feats.
You possess hooves, ankle wings, or some other feature that hastens your movement. Your Speed increases by 5 feet.
Special The Speed increase from this feat isn’t cumulative with any Speed increase from other ancestry feats.
LINEAGE NEPHILIM
Your blood bears the mark of a demon, a living embodiment of sin from the fetid depths of the Outer Rifts. Demonic power pulses through your veins and manifests in a different way for each pitborn, whether you have webbed fingers and thrive in the water, large hands capable of wrestling larger foes, or some other manifestation.
You are trained in Athletics. If you were already trained in Athletics (from your background or class, for example), you instead become trained in a skill of your choice.
You also gain any one common 1st-level skill feat with a prerequisite of trained in Athletics, as reflects the manifestation of your fiendish blood.
Your blood bears the mark of a demon, a living embodiment of sin from the fetid depths of the Outer Rifts. Demonic power pulses through your veins and manifests in a different way for each pitborn, whether you have webbed fingers and thrive in the water, large hands capable of wrestling larger foes, or some other manifestation.
You are trained in Athletics. If you were already trained in Athletics (from your background or class, for example), you instead become trained in a skill of your choice.
You also gain any one common 1st-level skill feat with a prerequisite of trained in Athletics, as reflects the manifestation of your fiendish blood.
NEPHILIM
The long and complicated history of your bloodline manifests in your ability to draw power from more planar sources than most other nephilim. Choose one nephilim lineage feat that you do not already possess; you gain that feat and all of its benefits, even if you already took a lineage feat at 1st level.
The long and complicated history of your bloodline manifests in your ability to draw power from more planar sources than most other nephilim. Choose one nephilim lineage feat that you do not already possess; you gain that feat and all of its benefits, even if you already took a lineage feat at 1st level.
NEPHILIM
You’ve always had a tail, but with practice, you’ve learned to use it for more than signaling your mood. You can perform simple Interact actions with your tail, such as opening an unlocked door. Your tail can’t perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can’t use it to hold items.
You’ve always had a tail, but with practice, you’ve learned to use it for more than signaling your mood. You can perform simple Interact actions with your tail, such as opening an unlocked door. Your tail can’t perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can’t use it to hold items.
NEPHILIM
Prerequisites Grimspawn, Pitborn, or Hellspawn, or another lineage feat associated with fiends or the Maelstrom
Like many fiends, you have the supernatural ability to teleport yourself to safety. Once per day, you can cast translocate as a 5th-rank divine innate spell.
Prerequisites Grimspawn, Pitborn, or Hellspawn, or another lineage feat associated with fiends or the Maelstrom
Like many fiends, you have the supernatural ability to teleport yourself to safety. Once per day, you can cast translocate as a 5th-rank divine innate spell.
NEPHILIM
Prerequisites any nephilim lineage feat
You have a connection to the Outer Planes, allowing you to summon a divine ally. Choose either summon celestial, summon fiend, or another 5th-rank spell capable of summoning an extraplanar creature appropriate to your lineage. Once per day, you can cast the chosen spell as a 5th-rank divine innate spell, but the creature summoned must be from the same category as your own lineage, such as a creature with the angel trait if you are an angelkin.
Prerequisites any nephilim lineage feat
You have a connection to the Outer Planes, allowing you to summon a divine ally. Choose either summon celestial, summon fiend, or another 5th-rank spell capable of summoning an extraplanar creature appropriate to your lineage. Once per day, you can cast the chosen spell as a 5th-rank divine innate spell, but the creature summoned must be from the same category as your own lineage, such as a creature with the angel trait if you are an angelkin.
