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Lost Omens Character Guide

Light of Revelation Focus 2

Uncommon Divination Light Revelation

Cast [two actions] somatic, verbal

Range 30-foot emanation

Duration 5 minutes


You shed a luminous aura, illuminating a 30-foot radius with bright light. You and all allies in this area gain a +1 status bonus to Perception checks to detect hidden or undetected creatures, as well as hidden objects, doors, and other features.

Sun Blade Focus 2

Uncommon Evocation Fire Light Positive

Cast [two actions] somatic, verbal

Range 60 feet; Targets 1 creature


You fire a ray of burning sunlight from your weapon. You must be wielding a sword or spear to cast sun blade, and you perform this spell’s somatic component with the weapon. Make a spell attack roll. The ray deals 1d4 fire damage. If the target is evil, the ray deals an additional 1d4 good damage, and if the target is undead, the ray deals an additional 1d4 positive damage (both effects apply against creatures that are both evil and undead). If you are in an area of bright natural sunlight, increase the die size of each damage die by one step (from d4 to d6).

Critical Success The ray deals double damage.

Failure The ray deals full damage.


Heightened (+1) The damage increases by 1d4 fire, 1d4 good, and 1d4 positive (or 1d6 of each type of damage in bright natural sunlight).

FEATS

Advanced Order Training Feat 12

Uncommon Archetype

Archetype Hellknight Armiger

Prerequisites Hellknight Armiger Dedication; Hellknight Dedication or Hellknight Signifer Dedication


You gain the greater order benefit for the Hellknight order to which you belong.

Backup Disguise Feat 2

Uncommon 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 have master proficiency in Deception, it is instead a 2-action activity, and if you have legendary proficiency, 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).

Bravo’s Determination [reaction] Feat 8

Archetype

Archetype Firebrand Braggart

Prerequisites expert in Deception, Firebrand Braggart Dedication

Trigger A foe’s Strike reduces you to 0 Hit Points; you were not at 1 Hit Point and you would not be killed.


Your confidence borders on self-delusion, but it keeps you going against overwhelming odds. Attempt a Deception check against the attack DC of the triggering Strike. You take a penalty to this check equal to twice your wounded value, if any. If the triggering attack was a critical hit, use the result one degree of success worse than what you rolled.

Critical Success You avoid being knocked out and remain at 1 Hit Point.

Success You avoid being knocked out and remain at 1 Hit Point, but you increase your wounded value by 1.

Brightness Seeker Feat 9

Elf

Once per day, you can spend 10 minutes studying your surroundings in search of omens related to a particular course of action to cast augury as an innate divine spell. Unless the result of the augury was “nothing,” you gain the following reaction for the next 30 minutes:

Call Upon the Brightness  [reaction]

Trigger You attempt an attack roll, skill check, or saving throw while performing the course of action from your augury, but you haven’t rolled yet


You gain a +1 status bonus to the triggering check, or a +2 status bonus if the result of the augury was “woe” and you proceeded anyway.

Cascade Bearer’s Flexibility  [free action] Feat 6

Archetype Metamagic

Archetype XXX Attendant

Frequency once per day

Prerequisites Attendant Dedication, Cascade Bearers affiliation

Requirements You haven’t yet acted on your turn.


You call upon your Cascade Bearer training to help you adjust a spell for the current situation. Until the end of your turn, you gain a single metamagic feat from the druid class or the wizard class that has a level requirement of no more than half your level.

Cascade Bearer’s Spellcasting Feat 10

Archetype

Archetype XXX Attendant

Prerequisites Attendant Dedication, Cascade Bearers affiliation


Your Cascade Bearer training allows you to broaden the horizons of your halcyon spells further than most XXXs, weaving in spiritual magic. You can select halcyon spells from the divine or occult spell lists in additional to the arcane or primal spell lists, though they are still halcyon spells (so you choose when casting if they are arcane or primal spells). You gain a halcyon cantrip and a halcyon 1st-level spell.

You can select halcyon spells from the divine or occult spell lists in addition to the arcane or primal spell lists, though they are still halcyon spells (so you choose when casting if they are arcane or primal spells). You gain a halcyon cantrip and a halcyon 1st-level spell.

Charged Creation Feat 12

Archetype

Archetype Halcyon Speaker

Prerequisites Persistent Creation


Your magic is drawn to your persistent creations. While you are within 30 feet of and have line of effect to your persistent creation, you can use it as the origin point for your line or cone spells. For instance, a lightning bolt could originate from the persistent creation rather than from you.

Chosen of Lamashtu Feat 5

Goblin

Prerequisites worshiper of Lamashtu


You bear the favor and blessings of Lamashtu, the Mother of Monsters. She has bestowed a mutation upon you, granting you the benefits of another heritage. Choose one goblin heritage that you do not already have; you gain that heritage and its benefits.

Chosen of Lamashtu Feat 5

Goblin

Prerequisites worshiper of Lamashtu


You have a mutation that grants you the benefits of another heritage. Choose one goblin heritage that you do not already have; you gain that heritage and its benefits.

Clan Protector Feat 5

Dwarf

Your clan dagger can protect your allies as easily as yourself. When you use an Interact action to gain a circumstance bonus to AC from your clan dagger’s parry trait, you can grant the circumstance bonus to an adjacent ally instead of gaining it yourself. You can use multiple Interact actions to protect multiple allies, or to protect yourself and an ally. The ally benefits from the bonus to AC only when they are adjacent to you.

Clan’s Edge [two actions] Feat 1

Dwarf

Prerequisites trained in clan daggers


By moving your clan dagger with rapid precision, you can protect yourself more effectively. Make two clan dagger Strikes against different targets. Your multiple attack penalty applies normally to these Strikes. You then use an Interact action to gain the +1 circumstance bonus to your AC from your clan dagger’s parrying trait.

Cobble Dancer Feat 13

Halfling

You know how to take advantage of foes thrown off-balance by unstable flooring, loose cobblestones, or similar impediments. While in an outdoor urban environment, you can Step into difficult terrain and enemies in difficult terrain are flat-footed to you.

Courteous Comeback  [free action] Feat 1

Uncommon Fortune Human

Access Specific nationality (see source material for full details)

Requirements You’re in a settlement or community, and you haven’t used Courteous Comeback in this settlement or community within the past month.

Trigger You critically fail a Diplomacy check.


You grew up in the proud Padishah Empire, where even insults have a certain poetic wit. Reroll the triggering Diplomacy check, using the second result.

Cunning Climber Feat 9

Halfling

Whether you are climbing a ship’s rigging, a jungle tree, or a clock tower, you have an uncanny knack for finding footholds and handholds where larger creatures can’t. You gain a climb Speed of 10 feet. You can take the Legendary Climber feat even if you don’t have the Quick Climb feat, provided you meet its other prerequisites.

Daredevil’s Gambit Feat 12

Archetype

Archetype Firebrand Braggart

Prerequisites Daring Act


If you critically succeed at your Daring Act, you can enter the target’s space and remain there until the beginning of your next turn or until the target moves, whichever comes first. You gain a +2 circumstance bonus to AC, and your target is flat-footed against your attacks while you are sharing its space in this way. If any creature other than your target hits you with an attack roll while you are sharing your target’s space, attempt a DC 15 flat check. On a success, resolve the attack against the target instead of you, using the same attack roll result that hit you.

Daring Act [two actions] Feat 6

Archetype

Archetype Firebrand Braggart

Prerequisites trained in Acrobatics or Athletics, Firebrand Braggart Dedication


You attempt a death-defying maneuver to distract your enemies. Select one foe within reach and attempt either an Acrobatics or Athletics check against your target’s Reflex DC. If you succeed, you can Stride up to half your Speed (or up to your full Speed if you critically succeed) without triggering reactions from the target due to your movement, and the target is flat-footed against the next melee attack you attempt against it before the end of your turn.

Daring Flourish Feat 10

Archetype

Archetype Firebrand Braggart

Prerequisites Daring Act


You make quick use of an opening from your daring stunts. At the end of a successful Daring Act, you can make a melee Strike against the target or attempt to Disarm the target. The target is flat-footed against the Strike you make during Daring Act as well as the next melee attack you attempt against it before the end of your turn.

Darkseer Feat 5

Human

Prerequisites Gloomseer


You have pitch-black eyes that allow you to see in shadows and darkness. You gain darkvision.

Death’s Door [reaction] Feat 14

Archetype

Archetype Swordmaster

Frequency once per 10 minutes

Prerequisites Swordmaster Dedication

Trigger You take damage that would reduce you to 0 Hit Points.


You continue to fight when others would fall. Just before taking the triggering damage, you gain temporary Hit Points equal to twice your level. If you have Hit Points remaining after gaining these temporary Hit Points, you aren’t knocked unconscious, nor do you suffer the other effects of being reduced to 0 Hit Points. Any temporary Hit Points that remain after applying the damage last for up to 4 rounds.

Defiance Unto Death Feat 5

Uncommon Elf

Access Spiresworn elf


You loathe the alghollthus and their mind magic, and you’ve been trained to be willing to die rather than give into mental manipulation. If you would start your turn confused, controlled, or fleeing due to a failed Will save, you can attempt a Will save against the same DC; on a success, you become paralyzed until your next turn, rather than act against your will.

Demanding Challenge Feat 10

Archetype

Archetype Firebrand Braggart

Prerequisites Boaster’s Challenge


If your skill check to challenge a foe is a success, the target of your challenge takes a –1 circumstance penalty to attack rolls (or –2 if you critically succeed) until the end of your next turn.

Devil’s Advocate Feat 1

Uncommon Human

Access Specific nationality (see source material for full details)


You know more about the habits of devils than is entirely safe. You gain a +2 circumstance bonus to Perception checks against devils and saving throws against their abilities. In addition, whenever you meet a devil 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.

Special If you have the Glad-Hand skill feat, you don’t take the penalty to your immediate Diplomacy check if the target is a devil.

Dragon Prince Feat 9

Human

Prerequisites Dragon Spit


The blood of the Dragon Kings runs strong in your veins. Your draconic heritage is clearly visible, with hair that is almost entirely crimson, azure, or the like, and that shines like a dragon’s scales. You can cast the dragon breath sorcerer bloodline spell as an innate arcane spell once per day, but you can use only the dragon breath that is associated with your heritage and that matches the energy type of your Dragon Spit feat. At 12th level and every 3 levels thereafter, the spell is heightened by an additional spell level.

Dragon Spit Feat 1

Human

Prerequisites Specific ethnicity (see source material)


Many claim to have dragon blood in their veins, and in your case, this is true—you can spit energy, and you might have an especially visible sign of your draconic heritage. Choose one of the following cantrips: acid splash, electric arc, produce flame, or ray of frost. You can cast this spell as an innate arcane spell at will, and when you cast it, the spell’s energy emerges from your mouth.

Dualistic Synergy [one action] Feat 8

Archetype Metamagic

Archetype Halcyon Speaker

Prerequisites Halcyon Speaker Dedication


If your next action is to Cast a Spell from your spell slots, you gain a benefit. If the spell is arcane, you can attempt a skill check to Recall Knowledge with a +1 status bonus to the check after casting the spell, or a +2 status bonus if the spell is 7th level or higher. If the spell is primal, you gain a number of temporary Hit Points equal to the spell’s level for 1 round. If the spell is a halcyon spell, you gain both benefits.

Easily Dismissed Feat 5

Uncommon Halfling

Access Specific nationality (see source material for full details)


You are practiced at blending into the background of the streets and halls of larger folk to ensure that you are overlooked. When you are in a crowd or well trafficked urban area, you can attempt to Hide and Sneak, even when observed. On a success, you aren’t hidden or undetected, but other creatures simply don’t take particular notice of you, even though they can see you. You can’t use this ability on observers who have already seen you perform obtrusive or notable actions. If you perform any action other than to Hide or Sneak or otherwise take particularly salient actions (GM’s discretion), observers notice you right away.

Eclectic Obsession Feat 5

Gnome

Frequency once per day

Prerequisites Gnome Obsession


Your desire for stimulation has led you from one pursuit to another and granted you a smattering of expertise with myriad crafts and professions. You reflect on snippets you’ve learned to temporarily become trained in one Lore skill of your choice. This proficiency lasts for 10 minutes or until you critically fail a check with that skill. Since this training is temporary, you can’t use it as a prerequisite for a permanent character option like a feat or a skill increase.

Educated Assessment [one action] Feat 12

Uncommon Archetype Secret

Archetype Pathfinder Agent

Prerequisites Pathfinder Agent Dedication


You attempt to Recall Knowledge about a creature, and the GM uses the same secret roll result against the creature’s Deception or Stealth DC, giving you the information from a Battle Assessment. You might get a different degree of success on the Recall Knowledge check than what you get for the Battle Assessment. If you have the Battle Assessment feat, you gain the effects of Educated Assessment whenever you Recall Knowledge (such as with the Automatic Knowledge feat).

Elemental Wrath Feat 1

Elf

You are so attuned to the land that you can call forth a bolt of energy from your surroundings. When you gain this feat, select acid, cold, electricity, or fire. You can call to the land to cast the acid splash cantrip as an innate primal spell at will, except the spell has only verbal components and deals the type of damage you chose instead of acid damage; the spell gains the trait appropriate to its damage instead of the acid trait. A cantrip is heightened to a spell level equal to half your level rounded up.

Elven Instincts Feat 5

Elf

Your senses let you react rapidly. You gain a +2 circumstance bonus to Perception checks made as initiative rolls. Additionally, if your initiative roll result is tied with that of an opponent, you go first, regardless of whether you rolled Perception or not.

Elven Verve Feat 1

Elf

While all elves are immune to the paralyzing touch of ghouls, you can shake off flesh-numbing magic of all kinds. You gain a +1 circumstance bonus to saves against effects that would impose the immobilized, paralyzed, or slowed conditions. When you would be immobilized, paralyzed, or slowed for at least 2 rounds, reduce that duration by 1 round.

Emerald Boughs Accustomation Feat 6

Archetype Skill

Archetype XXX Attendant

Prerequisites Attendant Dedication, Emerald Boughs affiliation, expert in Society


You are comfortable and socially capable in almost any cultural context. When you use the Society skill to Subsist, if you roll a critical failure, you get a failure instead; if you roll a success, you get a critical success instead; and if you roll a critical success, you can provide for another additional creature. Furthermore, when you attempt a Society check to Recall Knowledge about cultural practices and roll a critical failure, you get a failure instead.

Emerald Boughs Hideaway Feat 10

Archetype

Archetype XXX Attendant

Prerequisites Attendant Dedication, Emerald Boughs affiliation


You use Emerald Bough techniques to create a small extradimensional space called a hideaway that lasts as long as you are conscious. The hideaway functions as a type I bag of holding, but has no Bulk and takes no hands; it holds one object with a maximum Bulk equal to your highest mental ability score modifier; as you open the hideaway with pure thought, activating it to retrieve an item is a free action with the envision component instead of a single action with the Interact component. The hideaway’s access point appears as an obviously magical gap within 1 foot of your body. Only you can access the hideaway; you can you use an Interact action each round to physically hold it open for another person. A successful dispel magic spell or similar effect against your spell DC and the hideaway’s counteract level of 2 expels the object; the object is also expelled if you become unconscious. After a successful dispel magic spell or when you become conscious again, the hideaway immediately reforms with no additional action from you. You can also dismiss the hideaway (if it is empty) or re-form it using a single action with the envision component.

Endure Death’s Touch [reaction] Feat 10

Archetype

Archetype Knight Vigilant

Prerequisites Knight Vigilant, expert in medium or heavy armor

Requirements You are wearing medium or heavy armor in which you have expert proficiency.

Trigger An undead hits you with an unarmed attack.


Your conviction redirects the undead’s attack through your armor and then harmlessly away. You gain resistance 5 to physical damage and resistance 10 to negative damage against the triggering attack. You gain a +2 circumstance bonus on any saving throws against effects from the undead’s natural attack; if you succeed at the saving throw, you get a critical success instead.

Energy Blessed Feat 9

Dwarf

Prerequisites elemental heart dwarf heritage


Energy runs through your blood more powerfully. When you use Energy Emanation, you can create an emanation of 5 feet, 10 feet, or 15 feet. The damage increases to 6d6 plus an additional 1d6 for every level you have above 9th, instead of 1d6 plus an additional 1d6 for every 2 levels above 1st.

Entourage Feat 7

Rare General Skill

Prerequisites master in Diplomacy, Hobnobber


You have a small group of admirers who tend to follow you around while you’re in civilized settlements. Your admirers are helpful to you, allowing you to make simple Requests of them such as purchasing basic equipment with your funds or finding a room at an inn. These admirers do not travel with you to places that are obviously dangerous, including most adventure locations, but they’ll wait for you at the nearest settlement. Your admirers never use actions in encounter mode other than to retreat, and they abandon you if you intentionally bring them harm or at the GM’s discretion. When you Gather Information, you can use your admirers to assist you, granting a +1 circumstance bonus to your Diplomacy check and reducing the time it takes even further (typically to 30 minutes, rather than 1 hour with the Hobnobber feat alone). If you have the Sow Rumor feat, you can have your admirers assist you, with the same benefits as Gather Information.

Envenom Fangs [one action] Feat 5

Lizardfolk

Frequency a number of times per day equal to your level

Prerequisites Sharp Fangs


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 poison damage. On a critical failure, the poison is wasted as normal.

Everstand Stance [one action] Feat 1

Uncommon Champion Fighter Stance

Requirements You are wielding a shield.


You brace your shield with both hands, enhancing its potential for both offense and defense. When in this stance, you wield the shield with both hands. When wielding a shield this way, increase the weapon damage die of the shield’s boss or spikes by one step, and increase the shield’s Hardness by 2 when using the Shield Block reaction.

Everstand Strike [one action] Feat 4

Uncommon Champion Fighter Press

Prerequisites Everstand Stance

Requirements You are wielding a shield in two hands.


Your follow-up blow leaves you an opening to set your shield. Make a Strike with the wielded shield. If the Strike hits and deals damage, you also Raise your Shield.

Everyone Duck! [reaction] Feat 10

Uncommon Archetype

Archetype Pathfinder Agent

Prerequisites Pathfinder Agent Dedication

Trigger You fail, but don’t critically fail, an attempt to Disable a Device on a trap.


You intentionally set off the trap, but you take special precautions to protect yourself and your allies from the trap’s effects. For the next 2 rounds, if the trap rolls a critical success on an attack roll, it gets a normal success instead, and if anyone rolls a critical failure on their saving throw against the trap, they get a normal failure instead.

Expert Drill Sergeant Feat 5

Hobgoblin

You know how to get the most out of your allies. While exploring, when you are leading and allies are Following the Expert, you grant a +3 circumstance bonus instead of +2 if you’re an expert in the applicable skill, and a +4 circumstance bonus if you’re a master.

Fade Away Feat 9

Halfling

Prerequisites Easily Dismissed


Your ability to blend into the background allows you to fade away entirely or appear innocuous even to magical effects. You gain invisibility and misdirection as 2nd-level innate occult spells. You can target only yourself with invisibility, and you must be the primary target of misdirection. You can cast each spell once per day.

Fang Sharpener Feat 1

Goblin

Prerequisites irongut goblin or razortooth goblin heritage


You have filed your teeth into jagged points and have an unusually powerful jaw, making your mouth a dangerous weapon. If you’re an irongut goblin, you gain a jaws unarmed attack that deals 1d4 piercing damage, and if you’re a razortooth goblin, your jaws unarmed attack deals 1d8 piercing damage and loses the finesse trait. Whenever you score a critical hit with your jaws unarmed attack, your target takes 1 persistent bleed damage per weapon damage die

Firebrand Braggart Dedication [one action] Feat 4

Uncommon Archetype Dedication Misfortune

Archetype Firebrand Braggart

Prerequisites Charisma 14, second mark member of the Firebrands


Your Firebrand training has taught you that achieving something is more satisfying if you boast about it first. You declare a boast about a particular skill action, such as Balance, Demoralize, or Recall Knowledge. The first time you attempt this action within the next minute in a context the GM deems both suitably challenging and meaningful, you must roll twice and use the lower result. If you succeed at this check, you gain a +1 circumstance bonus to checks to attempt the same action for 10 minutes. If you fail this check or don’t attempt the action within 1 minute, you instead take a –1 circumstance penalty on checks to attempt the same action for 1 hour.

If the chosen action can be used with multiple skills, such as Identify Magic or Recall Knowledge, you must specify which skill you are using for that particular action, such as using Arcana to Identify Magic, and your bonus or penalty after the boast applies only to checks using that skill for that action. Once you declare a boast about a particular action, you cannot declare a boast about the same action until the next time you make daily preparations, regardless of whether you succeed or fail at the check.

Typically a challenging task is one with at least a standard DC for your level, though the difficulty may be higher depending on the situation. A meaningful context is one where the action’s success or failure is relevant to the pursuit of your goals, rather than a boast you made simply to gain a bonus later.

Special You can’t select another dedication feat until you have gained two other feats from the Firebrand Braggart archetype.

Flexible Halcyon Spellcasting Feat 12

Archetype

Archetype Halcyon Speaker

Prerequisites Halcyon Spellcasting Initiate


You broaden your ability to channel your power into halcyon magic. You gain one more common halcyon spell of each level of halcyon spell you can cast other than your highest (you do not gain an additional cantrip). You also gain one additional halcyon spell slot for each level of halcyon spell you can cast, other than the highest.

Font of Knowledge Feat 10

Archetype

Archetype Scrollmaster

Prerequisites Scrollmaster Dedication


Experience or focused study have granted you mastery of a number of topics. When you know about something, you know about it in great detail. 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, at the GM’s discretion, you might gain even more additional information or context than normal.

Forced Entry Feat 6

Uncommon Archetype Skill

Archetype Pathfinder Agent

Prerequisites expert in Athletics, Pathfinder Agent Dedication


You are trained to preserve the archaeological value of your location when entering. You don’t take a penalty to Force Open doors, windows, or containers without a crowbar. If you roll a success on a check to Force Open, you get a critical success instead.

Forest Stealth [one action] Feat 5

Elf

Prerequisites Expert in Stealth

Requirements You are in a forest or jungle environment near an environmental feature that would allow you to Take Cover


You are skilled at quickly hiding behind bits of underbrush or foliage. You Take Cover and then use that cover to Hide.

Forge-Day’s Rest Feat 1

Uncommon Dwarf

Access underground dwarf ethnicity


Your unusual rest cycle allows you to recover faster. As long as you rest for 12 hours, you gain the effects of the Fast Recovery general feat and you can go 20 hours without resting before becoming fatigued.

Formation Master Feat 13

Hobgoblin

Prerequisites Formation Training


You can assemble a formation even with members of ancestries that lack the hobgoblins’ military discipline, and you can extend these benefits to your hobgoblin allies. When you are adjacent to at least two humanoid allies, you gain the benefits of Formation Training, even if they aren’t hobgoblin allies. Hobgoblin allies adjacent to you and at least one other hobgoblin ally also gain the bonuses from your Formation Training feat.

Formation Training Feat 5

Hobgoblin

Prerequisites trained in all martial weapons


You know how to fight in formation with your brethren. When you are adjacent to at least two hobgoblin allies, you gain a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 on Reflex saves against area effects.

Fortuitous Shift Feat 9

Gnome

Prerequisites Unexpected Shift


You have grown more comfortable with your penchant for supernatural disappearance. The flat check DC of your Fortuitous Shift feat decreases to 11, and you are no longer dazzled if you succeed.

Freeze It! [one action] Feat 9

Goblin

Prerequisites snow goblin heritage


You can expel frost from your body to freeze your foes. Attempt an Athletics check against the Fortitude DC of an adjacent foe. If you have master proficiency in Athletics, you can affect up to two adjacent foes, rolling one Athletics check against each foe.

Critical Success The target becomes clumsy 2 for 1 round.

Success The target becomes clumsy 1 for 1 round.

Critical Failure The target is temporarily immune for 1 minute.

Fulminating Synergy Feat 16

Archetype

Archetype Halcyon Speaker

Prerequisites Dualistic Synergy


When you draw upon your spells’ synergy, you create a physical manifestation of their magical resonance and invoke it to harm a foe. When you use Dualistic Synergy, choose a damage type: acid, cold, electricity, or fire. In addition to Dualistic Synergy’s normal effect, a foe within 30 feet of you takes an amount of damage of the chosen type equal to the spell’s level. If the spell already deals damage of the chosen type, combine the damage before applying weaknesses and resistances.

Gaze of Veracity Feat 10

Archetype

Archetype Hellknight Signifer

Prerequisites Hellknight Signifer Dedication, ability to cast focus spells


You can channel your mask’s power to pierce through lies and see the truth in any situation. Increase the number of Focus Points in your focus pool by 1. While wearing your mask, you can cast the glimpse the truth cleric domain spell as a divine focus spell.

Gecko’s Grip Feat 5

Lizardfolk

Prerequisites cliffscale lizardfolk


You stick to walls with a preternatural grip. You gain a climb Speed of 15 feet.

Gloomseer Feat 1

Human

Prerequisites Specific ethnicity (see source material for details)


Gloom holds few terrors for you, and the pall of darkness has made you comfortable in dim light. You gain low-light vision.

Gnome Polyglot Feat 1

Gnome

Your extensive travels, curiosity, and love of learning help you to learn languages quickly. You learn three new languages, chosen from common languages and uncommon languages you have access to. These languages take the same form (signed or spoken) as your other languages. When you select the Multilingual feat, you learn three new languages instead of two.

Grasping Reach Feat 1

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.

Great Boaster Feat 8

Archetype

Archetype Firebrand Braggart

Prerequisites Charisma 16, Firebrand Braggart Dedication


Your bragging is particularly effective. If you succeed at a boast, you can attempt a great boast about that same skill by using your Firebrand Braggart Dedication action about the same action during the duration of your original boast’s circumstance bonus; this is an exception to the rule that you can’t make another boast about the same action until your next daily preparations. A great boast uses the Firebrand Braggart Dedication action, except that if you succeed, your circumstance bonus increases to +2 and remains for 1 hour. If you fail the great boast, you take a –2 circumstance penalty to attempt the same action for 4 hours. Once you declare a great boast about a particular action, you can’t declare a great boast about the same action until the next time you make daily preparations, regardless of whether you succeed or fail at the check. The minimum challenging task for a great boast is one with at least a hard DC for your level.

Grim Insight Feat 1

Gnome

Prerequisites umbral gnome heritage


Others’ attempts to scare you often grant you insights about your would-be bullies that you can then exploit. If you roll a success on a saving throw against a fear effect, you get a critical success instead, and the source of the fear effect is flat-footed to you until the end of your next turn.

Halcyon Speaker Dedication Feat 6

Uncommon Archetype Dedication

Archetype Halcyon Speaker

Prerequisites Attendant Dedication, member of the Academy of conversant rank


You devote much of your study to halcyon magic. You gain access to two common Halcyon cantrips and two common 1st-level halcyon spells. In addition to being able to cast your halcyon spells via your arcane or primal spell slots, you also gain a 1st-level halcyon spell slot. You can use your halcyon spell slots to spontaneously cast your halcyon spells.

Special You cannot select another dedication feat until you have gained two other feats from the halcyon speaker archetype.

Halcyon Spellcasting Adept Feat 14

Archetype

Archetype Halcyon Speaker

Prerequisites Halcyon Spellcasting Initiate; master in either Arcana or Nature, expert in the other


You refine your halcyon magic. You gain two common 4th-level halcyon spells and two 5th-level halcyon spells. You also gain a 4th-level halcyon spell slot and a 5th-level halcyon spell slot. Your proficiency rank in either arcane or primal spell DCs and spell attack rolls advances from trained to expert.

Halcyon Spellcasting Initiated Feat 10

Archetype

Archetype Halcyon Speaker

Prerequisites Halcyon Speaker Dedication


Your knowledge of halcyon magic increases. You gain two common 2nd-level halcyon spells and two 3rd-level halcyon spells. You also gain a 2nd-level halcyon spell slot and a 3rd-level halcyon spell slot. These and all future halcyon spell slots work like the 1st-level halcyon spell slot you gained from Halcyon Speaker Dedication.

Halcyon Spellcasting Sage Feat 18

Archetype

Archetype Halcyon Speaker

Prerequisites Halcyon Spellcasting Adept; legendary in either Arcana or Nature, master in the other


Your command over halcyon magic is nearly unmatched. You gain two common 6th-level and 7th-level halcyon spells. You also gain a 6th-level halcyon spell slot and a 7th-level halcyon spell slot. Your proficiency rank in either arcane or primal spell DCs and spell attack rolls advances from expert to master.

Halfling Ingenuity Feat 5

Halfling

Prerequisites Halfling Luck


While your willingness to dig into a task you know little about might get you into trouble, your incredible luck often saves you from danger. You can attempt skill actions that normally require you to be trained even if you aren’t trained in that skill. If you use Halfling Luck when you fail a check for a skill with which you are untrained, you can add a proficiency bonus equal to your level, rather than 0, when you reroll the triggering skill check. You gain a +4 circumstance bonus to this rerolled skill check.

Hard Tail Feat 1

Goblin

Prerequisites tailed goblin heritage


Your tail is much stronger than most, and you can lash out with it with the strength of a whip. You gain a tail unarmed attack that deals 1d6 bludgeoning damage.

Harmlessly Cute Feat 1

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.

Harrying Strike [one action] Feat 10

Archetype Attack Press

Archetype Swordmaster

Prerequisites Swordmaster Dedication


Your attack prevents a foe from pursuing your allies. Make a melee Strike, adding the following effects in addition to the normal effects of the Strike.

Critical Success The target takes a –15-foot status penalty to its Speeds until the start of your next turn.

Success The target takes a –10-foot status penalty to its Speeds until the start of your next turn.

Failure The target takes a –5-foot status penalty to its Speeds until the start of your next turn.

Heir of the Stars Feat 9

Human

Prerequisites Astrology


When you use Astrology, roll 1d4 instead; on a 1, you take a –1 penalty to the skill check. On any other result, you gain a circumstance bonus of that value (for instance, a +3 circumstance bonus on a 3).

Hellknight Dedication Feat 6

Uncommon Archetype Dedication

Archetype Hellknight

Prerequisites Hellknight Armiger Dedication, lawful alignment, member of a Hellknight order, passed the Hellknight Test


You have forged your body to comply with the commands of your mind—orders steeped in the Measure and the Chain. You gain expert proficiency in Intimidation (or in another skill in which you’re trained of your choice, if you were already an expert in Intimidation). You gain the armor specialization effects of Hellknight plate, and your resistance from that armor specialization is 1 higher than normal. In addition, you gain a +1 circumstance bonus to Intimidation checks while wearing your Hellknight plate.

Special You cannot select another dedication feat until you have gained two other feats from the Hellknight or Hellknight armiger archetypes.

Hellknight Order Cross-Training Feat 12

Uncommon Archetype

Archetype Hellknight Armiger

Prerequisites Hellknight Armiger Dedication; Hellknight Dedication or Hellknight Signifer Dedication


You gain the lesser order benefit of a Hellknight order other than the one to which you belong. This represents your time spent training with members of that order to learn their techniques and teachings. If you aren’t in good standing with a given order, you can’t receive their training.

Special You can select this feat multiple times, gaining the lesser order benefit from a different order each time by training with members of that order.

Hellknight Signifer Dedication Feat 6

Uncommon Archetype Dedication

Archetype Hellknight Signifer

Prerequisites spellcasting class feature, Hellknight Armiger Dedication, lawful alignment, member of a Hellknight order, passed the Hellknight Test


You have bolstered your force of will with the power of the Measure and the Chain. Upon initiation, you receive a signifer mask, often devoid of eyeholes or other decorative features. The mask doesn’t obscure your vision, though it makes it impossible for others to see your eyes. While wearing your signifer’s mask, you gain +1 circumstance bonus to Deception checks to Lie, Intimidation checks, and Deception DCs against Sense Motive. You gain expert proficiency in Intimidation (or in another skill in which you’re trained of your choice, if you were already an expert in Intimidation) as well as in your choice of Arcana, Nature, Occultism, or Religion.

Special You cannot select another dedication feat until you have gained two other feats from the Hellknight signifer or Hellknight armiger archetypes.

Hell’s Armaments Feat 12

Archetype

Archetype Hellknight

Prerequisites Hellknight Dedication


You’ve trained with your order’s weapon and your Hellknight plate long enough to apply your expertise from other weapons and armor. If you have expert proficiency in any weapon or unarmed attack, you gain expert proficiency in your order’s weapon as well. If you have expert proficiency in any armor or unarmored defense, you gain expert proficiency in Hellknight plate as well.

Helpful Halfling Feat 9

Halfling

When you aid a friend with a task, you find many ways to help and avoid interfering. On a critical success to Aid, you grant your ally a +3 circumstance bonus if you have expert proficiency in the skill (rather than +2), and you grant your ally a +4 circumstance bonus if you have master proficiency (rather than +3). If you roll a critical failure on a check to Aid, you don’t give your ally a –1 circumstance penalty to their check.

Heroes’ Call Feat 9

Dwarf

The songs of ancient heroes echo through your mind and quicken your pulse, especially in dire straits. You gain heroism as a 3rd-level innate occult spell that you can cast once per day. If you Cast the Spell when you have half or fewer Hit Points, you also gain temporary Hit Points equal to twice your level.

Hobgoblin Lore Feat 1

Hobgoblin

You’ve studied traditional hobgoblin exercises and fieldcraft, all of which have a militaristic bent. You become trained in Athletics and Crafting. For each of these skills in which you were already trained, you become trained in a skill of your choice. You also become trained in Hobgoblin Lore.

Hobgoblin Weapon Discipline Feat 5

Hobgoblin

Prerequisites Hobgoblin Weapon Familiarity


You know how to efficiently utilize the weapons soldiers use in close quarters. Whenever you score a critical hit using a weapon of the polearm, spear, or sword group, you apply the weapon’s critical specialization effect.

Hobgoblin Weapon Expertise Feat 13

Hobgoblin

Prerequisites Hobgoblin Weapon Familiarity


You increase your training in battlefield weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all weapons you are trained in from Hobgoblin Weapon Familiarity.

Hobgoblin Weapon Familiarity Feat 1

Hobgoblin

You are trained with composite longbows, composite shortbows, glaives, halberds, longbows, longspears, longswords, shortbows, and spears. In addition, you gain access to all uncommon hobgoblin weapons. For the purpose of determining your proficiency, martial hobgoblin weapons are simple weapons and advanced hobgoblin weapons are martial weapons.

Hungry Goblin Feat 9

Goblin

Prerequisites Fang Sharpener


You’ll eat anything and anyone. Whenever you inflict persistent bleed damage with your jaws unarmed attack, you gain temporary Hit Points equal to half your level for 1 minute.

Impassable Wall Stance [one action] Feat 8

Uncommon Champion Fighter

Prerequisites Attack of Opportunity


You refuse to let foes past your guard. As long as you are in this stance, when you critically hit with an Attack of Opportunity triggered by a move action, you disrupt that move action.

Incredible Luck Feat 13

Halfling

Prerequisites Halfling Luck


Even other halflings consider you to be particularly lucky. You can use Halfling Luck once per hour, rather than once per day. If you have Guiding Luck, you can still use Halfling Luck when you fail a Perception check or attack roll only once per day (though you can use it within the same hour that you used Halfling Luck), and if you have Helpful Halfling, you can still use Halfling Luck on an ally instead of yourself only once per day.

Innocuous Feat 1

Halfling

Access Specific ethnicity (see source material for full details)


Halflings have been unobtrusive assistants of larger folk for untold ages, and your people count on this assumption of innocence. You gain the trained proficiency rank in Deception (or another skill of your choice, if you’re already trained in Deception). If you fail a Deception check to Create a Diversion, humanoid creatures aren’t aware that you were trying to trick them unless you get a critical failure on your roll.

Intuitive Cooperation Feat 1

Uncommon Halfling

Access Specific ethnicity (see source material for full details)


You are accustomed to working alongside others, relying on each other to get by. You gain a +2 circumstance bonus to checks to Aid, and your allies gain a +2 circumstance bonus to checks to Aid you.

Intuitive Illusions  [free action] Feat 5

Gnome

Frequency once per day

Prerequisites Illusion Sense

Trigger Your turn begins.


Illusion magic comes to you so naturally that you can effortlessly sustain your magical ruses. You immediately gain the effects of a Sustain a Spell action to extend the duration of one of your active illusion spells.

Inventive Offensive  [three actions] Feat 1

Gnome

Prerequisites trained in Crafting


You can jury-rig your weapons to perform in unexpected ways. When you use this ability, add one of the following weapon traits to a melee weapon you wield: deadly d6, disarm, nonlethal, shove, trip, versatile B, versatile P, or versatile S. You cannot add a trait that the weapon already has. The weapon retains this trait until you a successfully hit and deal damage with the weapon. The weapon retains this trait only while you wield it, and you can have only one weapon modified in this way at any time.

If you have expert proficiency in Crafting, you can use this feat as a 2-action activity. If you have legendary proficiency in Crafting, you can apply two weapon traits from the list when using this feat.

Invoke the Crimson Oath Feat 8

Archetype

Archetype Knight Reclaimant

Prerequisites Knight Reclaimant Dedication


You can invoke the Crimson Oath to unleash blasts of ruby energy from your weapon. You gain the invoke the Crimson Oath focus spell. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can regain using the Refocus activity to recite the Crimson Oath and meditate on its teachings; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your knight reclaimant focus spells are divine spells; when you gain this feat, you become trained in divine spell attacks and spell DCs.

Ice-Witch Feat 13

Human

Prerequisites Specific ethnicity, wintertouched human heritage


Your resistance to cold increases to 5 + half your level, and you can cast 5th-level wall of ice as an innate arcane spell once per day.

Iruxi Unarmed Cunning Feat 5

Lizardfolk

You make the most of your iruxi unarmed attacks. Whenever you score a critical hit with a claw or an unarmed attack you gained from a lizardfolk ancestry feat, you apply the unarmed attack’s critical specialization effect.

Iruxi Unarmed Expertise Feat 13

Lizardfolk

Prerequisites Iruxi Unarmed Cunning


Your unarmed attacks blend tradition and training. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in the claw and unarmed attacks you gained from lizardfolk ancestry feats.

Keep Up Appearances [reaction] Feat 1

Uncommon Human

Access Specific nationality (see source material for full details)

Trigger You are affected by an emotion effect.


Pride means you never show weakness. Roll a Deception check and compare the result to any observing creatures’ Perception DCs. On a success, that creature believes you were unaffected by the emotion effect. A creature tricked in this manner can’t benefit from the emotion effect and can’t use abilities that require you to be under this emotion effect; for example, if you successfully use this ability to trick a will-o’-wisp into believing you aren’t under a fear effect, it can’t use its Feed on Fear ability on you.

Kneel for No God Feat 9

Dwarf

Prerequisites ancient-blooded dwarf heritage

Access Specific ethnicity (see source material for full details)


Your ancestors’ defiance of magic and your people’s strictly egalitarian mindset mean that certain forms of magic have little effect on you. When you use your Call on Ancient Blood reaction against a divine spell and roll a critical failure on the saving throw against that spell, you get a failure instead.

Knight in Shining Armor Feat 12

Archetype

Archetype Knight Vigilant

Prerequisites Knight Vigilant; expert in light armor, medium armor, or unarmored defense; trained in heavy armor


As a knight in shining armor, you train daily in the heaviest armor, expanding your expertise to heavy armor. You gain expert proficiency in heavy armor.

Knight Reclaimant Dedication Feat 6

Uncommon Archetype Dedication

Archetype Knight Reclaimant

Prerequisites trained in Survival and Stealth, any non-evil alignment, member of the Knights of the Fallen of knight rank


You have sworn the Crimson Oath and become a full member of the Crimson Reclaimers. You gain expert proficiency in Stealth and Survival. Whenever you roll a success on a saving throw against an undead’s special ability, you get a critical success instead. This applies to any abilities that come from being undead, including an undead’s innate spells (but not its prepared or spontaneous spells).

Special You cannot select another dedication feat until you have gained two other feats from the Knight Reclaimant archetype.

Knight Vigilant Feat 6

Uncommon Archetype Dedication

Archetype Knight Vigilant

Prerequisites trained in Religion, any good alignment, member of the Knights of the Fallen of knight rank


You are dedicated to the cause of the Shining Sentinels. You gain expert proficiency in Religion. When you are between an ally and a foe and would provide lesser cover to your ally against the foe’s attacks, you twist to become even more obtrusive, providing standard cover instead.

Special You cannot select another dedication feat until you have gained two other feats from the Knight Vigilant archetype.

Know Oneself [reaction] Feat 1

Uncommon Fortune Human

Frequency once per day

Access Specific ethnicity (see source material for full details)

Trigger You roll a critical failure on a saving throw against an emotion effect.


You center yourself and call to mind the monastic ideals of mindfulness and self-knowledge. You fail the save against the emotion effect instead of critically failing.

Leech-Clipper Feat 1

Hobgoblin

You are trained to capture deserters, or “leeches.” If you critically hit a foe with a weapon from the flail weapon group, you can wrap the weapon around the target’s legs and then drop it, causing the foe to take a –10-foot circumstance penalty to their Speeds until they or their allies disentangle the weapon, which takes a total of 2 Interact actions.

Leshy Glide [one action] Feat 5

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.

Leshy Lore Feat 1

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 become trained in Leshy Lore.

Leshy Superstition [reaction] Feat 1

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.

Life-Giving Magic [reaction] Feat 1

Gnome

Frequency once per minute

Trigger You cast an innate spell from a gnome heritage or ancestry feat.


The upwelling of innate magic refreshes your body. You gain a number of temporary Hit Points equal to half your level (minimum 1) that last until the end of your next turn.

Light of Revelation Feat 4

Uncommon Champion

You’ve learned to call upon light to reveal what is hidden. You gain the light of revelation devotion spell. Increase the number of Focus Points in your focus pool by 1.

Lizardfolk Lore Feat 1

Lizardfolk

You listened carefully to the tales passed down among your community. You gain the trained proficiency rank in Nature 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 become trained in Iruxi Lore.

Lore Seeker Feat 8

Archetype

Archetype Scrollmaster

Prerequisites Scrollmaster Dedication


You see what others don’t, and you’ve developed magical tricks to find hidden truth. You can cast comprehend language, restore senses, and see invisibility as innate spells, each once per day. If you could already cast spells, these spells are of the same tradition. Otherwise, they are arcane spells, you use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for arcane spells.

Undaunted Feat 1

Leshy

Your spirit has endured many challenges over its long existence, and you are certain you can overcome whatever hardships life throws your way. 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.

Unexpected Shift [reaction] Feat 1

Gnome

Trigger You would take damage from an attack, spell, or other effect.


Your supernatural connection sometimes causes you to phase from reality when under threat, disappearing for split seconds before reappearing—often surprising you as much as your enemies. Roll a DC 16 flat check. On a success, you gain resistance to all damage equal to your level against the triggering effect, you gain a +2 circumstance bonus to saving throws against that effect until the start of your turn, and you gain the dazzled condition for 1 round.

Unravel Mysteries Feat 8

Archetype Skill

Archetype Scrollmaster

Prerequisites master in a Decipher Writing skill, Scrollmaster Dedication


You can understand the true meaning of texts quickly, and even when you get lost or hit a dead end, you aren’t discouraged from making further attempts to get to the bottom of things. When you Decipher Writing, you need only half as long as usual (reducing the time from about 1 minute to about half a minute per page), and if you fail, you don’t take the usual –2 circumstance penalty to further checks to decipher that text.

Unshakable Idealism Feat 8

Archetype

Archetype Knight Vigilant

Prerequisites Knight Vigilant, expert in Will saves


Your faith and hope can’t be shaken, and you won’t flee when lives are at stake. You gain a +1 circumstance bonus on saves against fear effects and emotion effects that inflict despair. When you would gain the fleeing condition, you can choose to stand your ground and be stunned for the effect’s duration as well, preventing you from running and allowing you to re-enter the fight more quickly when the effect ends.

Uzunjati Recollection [one action] Feat 10

Archetype Skill

Archetype XXX Attendant

Prerequisites Uzunjati Storytelling, master in a Recall Knowledge skill


You tell a story spontaneously from nearly forgotten facts, delving into your memory and entertaining your audience in the process. Recall Knowledge with a skill in which you have master proficiency, then use Uzunjati Storytelling with the same skill. You gain a +1 circumstance bonus to your skill check for Uzunjati Storytelling from the added details.

Uzunjati Storytelling [one action] Feat 6

Archetype Concentrate Skill

Archetype XXX Attendant

Prerequisites Attendant Dedication, Uzunjati affiliation, master in a Recall Knowledge skill


You tell a quick story or begin telling a longer tale. This is most useful when you want to prove your scholarly credibility or impress someone quickly. Roll a check with a skill that can be used to Recall Knowledge in which you have expert proficiency, using the result entry for the Perform action. Like Performing, Storytelling rarely has an effect 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. This action is not a Performance and cannot be used in place of anything that requires you to Perform.

Vibrant Display Feat 1

Gnome

Frequency once every 10 minutes

Prerequisites chameleon gnome heritage


Whereas most gnomes’ coloration is static or changes slowly, you can cause your hair, eye, and skin color to scintillate in brief and disorienting bursts. Once every 10 minutes, when you use the Feint action, you can compare your Deception check result to the Perception DCs of all adjacent creatures rather than just one creature within melee reach. It’s possible to get a different degree of success for each target.

These changes are imprecise and usually short-lived, so while they allow you to periodically change your appearance in unpredictable ways, they are of little use in providing camouflage or aiding a disguise.

Vigorous Health Feat 1

Hobgoblin

Your physique is robust and 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.

Viking Shieldbearer Feat 1

Uncommon Human

Access Specific ethnicity (see source material for full details)


You trained with shields and weapons as soon as you were old enough to hold them, eager to win honor and glory for yourself. You gain the Shield Block reaction and are trained in your choice of the battle axe or longsword.

Virtue-Forged Tattooed Feat 9

Human

Prerequisites Ornate Tattoo


Your tattoos are a work of eldritch genius, a masterpiece of art, magic, and skin. Choose a 3rd-level arcane spell from the same school as your Arcane Tattoos, either a common spell or another to which you have access, including a lower-level spell heightened to 3rd level if you wish. You can cast that spell once per day as an innate arcane spell.

Wandering Heart Feat 13

Elf

Prerequisites arctic elf, cavern elf, desert elf, woodland elf, or any other elf heritage based on adapting to an environment


While all elves adapt to their environments over time, you have traveled so widely and become attuned to so many environs that your body now changes more rapidly than other elves. After spending a week in an environment associated with an elf heritage (such as snow for arctic elf, or a forest or jungle for woodland elf) your heritage automatically changes to become that heritage. This never causes you to change to an elf heritage that isn’t related to an environment, such as ancient elf, seer elf, or whisper elf.

Ward Casting [reaction] Feat 10

Archetype

Archetype Spellmaster

Prerequisites Spellmaster Dedication, Steady Spellcasting

Trigger You attempt a flat check for Steady Spellcasting, but you haven’t rolled yet.


You carefully ward your spell by drawing from a mantle of magical energy you prepared to protect your casting, increasing your chance of retaining the spell. You reduce the DC of the flat check for Steady Spellcasting from 15 to 10.

Wavetouched Paragon Feat 5

Human

Prerequisites Specific ethnicity (see source material)


You have been blessed by the sea, granting you the ability to swim like a fish. You gain a 15-foot swim Speed.

Special If you have the Wavetouched background, you can take this feat at 1st level instead of 5th.

Wildborn Adept Feat 5

Elf

Prerequisites Wildborn Magic


The whispers of the jungle grant you more diverse access to simple primal magic. You can cast dancing lights, disrupt undead, and tanglefoot as innate primal spells at will. If you chose one of those spells with Wildborn Magic, you can select a new spell for Wildborn Magic.

Wildborn Magic Feat 1

Uncommon Elf

Access Specific ethnicity (see source material for full details)


You have learned to access the old magic of wild places. Choose one cantrip from the primal spell list. You can cast this cantrip as an innate primal spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

Witch Warden Feat 1

Uncommon Human

Access Specific ethnicity (see source material for full details)


You and your family have fought long and hard against witches, particularly the winter witches, and you’ve learned to be wary of their curses and the otherworldly powers their patrons grant. You gain a +1 circumstance bonus to saving throws against curses, and to saving throws against spells cast by a witch or hag. If you roll a success on a saving throw against a curse or a spell cast by a witch or hag, you get a critical success instead.

Woodcraft Feat 1

Elf

You have a innate familiarity with forested areas. When in a forest or jungle environment, if you roll a critical failure on a Survival skill check to Sense Direction, Subsist, or Cover Tracks, you get a failure instead, and if you roll a success, you get a critical success instead.

Section 15: Copyright Notice

Pathfinder Lost Omens Character Guide (Second Edition) © 2019, Paizo Inc.; Authors: John Compton, Sasha Lindley Hall, Amanda Hamon, Mike Kimmel, Luis Loza, Ron Lundeen, Matt Morris, Patchen Mortimer, Andrew Mullen, Mikhail Rekun, Micheal Sayre, Owen K.C. Stephens, Isabelle Thorne, and Linda Zayas-Palmer.

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