TEXT: SECOND EDITION 
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  advanced 
  advanced 
  Player’s Guide
  Player’s Guide
  
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  Table of Contents
  Introduction 
  4
  AUTHORS
  Logan Bonner, Lyz Liddell, and Mark Seifter
  ADDITIONAL WRITING
  Amirali Attar Olyaee, Alexander Augunas, 
  Kate Baker, Brian Bauman, Carlos Cabrera, 
  James Case, Jessica Catalan, John Compton, 
  Paris Crenshaw, Jesse Decker, 
  Fabby Garza Marroquín, Steven Hammond, 
  Sasha Laranoa Harving, Joan Hong, 
  Nicolas Hornyak, Vanessa Hoskins, James Jacobs, 
  Erik Keith, Luis Loza, Ron Lundeen, 
  Patchen Mortimer, Dennis Muldoon, 
  Stephen Radney-MacFarland, Jessica Redekop, 
  Mikhail Rekun, Alex Riggs, David N. Ross, 
  Michael Sayre, Kendra Leigh Speedling, 
  Jason Tondro, Clark Valentine, and Andrew White
  DESIGN LEAD
  Mark Seifter
  DESIGNERS
  Logan Bonner, Lyz Liddell, and Mark Seifter
  EDITING LEADS
  James Case and Leo Glass
  EDITORS
  Judy Bauer, Leo Glass, Patrick Hurley, Avi Kool, 
  Kieran Newton, Lu Pellazar, and Josh Vogt
  COVER ARTIST
  Wayne Reynolds
  INTERIOR ARTISTS
  Hazem Ameen, Marius Bota, Dominik Derow, 
  Pedro Krüger Garcia, Alexander Gorbunov,  
  Igor Grechanyi, Gunship Revolution (Oliver Morit, 
  Marcus Reyno, Jen Santos), Jorge Jacinto, 
  Raf Kayupov, Ksenia Kozhevnikova, 
  Valeriya Lutfullina, Víctor Manuel Leza Moreno, 
  Stefano Moroni, Riccardo Moscatello, 
  Vladislav Orlowski, Nikolai Ostertag, 
  Mirco Paganessi, Wayne Reynolds, 
  Kiki Moch Rizky, Henrik Rosenborg, Alex Stone, 
  and Warmics Mario Vazquez
  ART DIRECTION AND GRAPHIC DESIGN
  Emily Crowell, Kent Hamilton, Sonja Morris, and 
  Sarah E. Robinson
  CREATIVE DIRECTOR
  James Jacobs
  DIRECTOR OF GAME DESIGN
  Jason Bulmahn
  PROJECT MANAGER
  Glenn Elliott
  PUBLISHER
  Erik Mona
  1 Ancestries & Backgrounds 6
  Dwarf 
  42
  Elf 
  43
  Gnome 
  44
  Goblin 
  45
  Halfling 
  46
  Human 
  47
  Common Backgrounds 
  48
  Rare Backgrounds 
  50
  Catfolk 
  8
  Kobold 
  12
  Orc 
  16
  Ratfolk 
  20
  Tengu 
  24
  Versatile Heritages 
  28
  Changeling 
  30
  Dhampir 
  32
  Planar Scions 
  34
  Investigator 
  54
  Oracle 
  66
  Swashbuckler 
  82
  Witch 
  94
  Alchemist 
  106
  Barbarian 
  108
  Bard 
  112
  Champion 
  116
  Cleric 
  122
  Druid 
  124
  Fighter 
  126
  Monk 
  128
  Ranger 
  132
  Rogue 
  134
  Sorcerer 
  138
  Wizard 
  142
  Animal Companions 
  144
  Familiars 
  146
  2 Classes 
  52
  Herbalist 
  176
  Horizon Walker 
  177
  Linguist 
  178
  Loremaster 
  179
  Marshal 
  180
  Martial Artist 
  182
  Mauler 
  183
  Medic 
  184
  Pirate 
  185
  Poisoner 
  186
  Ritualist 
  187
  Scout 
  188
  Scroll Trickster 
  189
  Scrounger 
  190
  Sentinel 
  191
  Shadowdancer 
  192
  Snarecrafter 
  194
  Talisman Dabbler 
  195
  Vigilante 
  196
  Viking 
  198
  Weapon Improviser 
  199
  Investigator 
  151
  Oracle 
  152
  Swashbuckler 
  153
  Witch 
  154
  Acrobat 
  155
  Archaeologist 
  156
  Archer 
  157
  Assassin 
  158
  Bastion 
  159
  Beastmaster 
  160
  Blessed One 
  162
  Bounty Hunter 
  163
  Cavalier 
  164
  Celebrity 
  166
  Dandy 
  167
  Dragon Disciple 
  168
  Dual-Weapon Warrior 
  170
  Duelist 
  171
  Eldritch Archer 
  172
  Familiar Master 
  174
  Gladiator 
  175
  3 Archetypes 
  148
  
  Advanced Player’s Guide
  4 Feats 
  200
  Feat Tables 
  201
  General and Skill Feats 
  202
  5 Spells 
  210
  Spell Lists 
  212
  Spell Descriptions 
  214
  Focus Spells 
  228
  Rituals 
  240
  Weapons and Adventuring Gear 248
  Treasure Table 
  250
  Alchemical Items 
  252
  Snares 
  256
  Magical Items 
  256
  6 Items 
  246
  Glossary & Index 
  266
  
  INTRODUCTION
  Pathfinder is a game of imagination where you can bring nearly any idea to life. The Core 
  Rulebook provides classic options to play a countless variety of customizable characters. 
  This book expands those core options, giving you even more ways to play the character 
  you want!
  More of Everything
  The Advanced Player’s Guide expands upon the options 
  for player characters provided in the Pathfinder Core 
  Rulebook. Along with the new ancestries and classes 
  summarized on the following page, there are also expanded 
  rules for the existing ancestries and classes. Following 
  these new options is an entire chapter of new archetypes, 
  including multiclass archetypes for the four new classes as 
  well as a huge selection of archetypes suitable for any 
  character. New backgrounds, additional general feats 
  and skill feats, and a bevy of new spells, equipment, and 
  treasure round out your character’s adventuring kit.
  How to Use This Book
  The options in this book expand upon the rules 
  contained in the Core Rulebook, and that book is 
  required to use the Pathfinder Advanced Player’s Guide. 
  Some rules of this book indicate other material found 
  in this book with page references. Other products 
  referencing the rules in this book may do so using the 
  superscript citation “APG.”
  ACCESS ENTRIES
  Sometimes, a stat block for an uncommon rules element 
  includes an Access entry that lists specific criteria. A 
  character who meets the criteria listed in the Access 
  entry, such as hailing from a particular locale or being 
  a member of a particular organization, gains access to 
  the rules element. For instance, a draconic bloodline 
  sorcerer gains access to the dragon disciple archetype 
  (page 168), even though the archetype is uncommon. 
  As always, the GM has the final say on who can 
  access uncommon or rarer options, or whether specific 
  options are allowed in the game at all. They may decide 
  that a character’s upbringing or abilities make sense for 
  a specific rules option and grant them access even if the 
  character doesn’t automatically qualify, or they may 
  decide that same option can’t be taken by anyone at all.
  Advanced Player's Guide
  4
  
  ANCESTRIES
  CATFOLK
  KOBOLD
  ORC
  RATFOLK
  TENGU
  Catfolk are highly 
  social, feline humanoids 
  prone to curiosity 
  and wandering.
  Kobolds are small, 
  reptilian creatures with 
  outsized personalities 
  and a love of dragons.
  Orcs are proud, strong 
  people with hardened 
  physiques who value 
  physical might and 
  glory in combat.
  Ratfolk are small, 
  clever, and adaptable 
  humanoids with ratlike 
  features and a love 
  of community.
  Tengus are gregarious 
  and resourceful avian 
  humanoids who 
  collect knowledge and 
  treasures alike.
  ABILITY BOOSTS
  Dexterity, Charisma, 
  free
  Dexterity, Charisma, 
  free
  Strength, free
  Dexterity, Intelligence, 
  free
  Dexterity, free
  ABILITY FLAW
  Wisdom
  Constitution
   —
  Strength
   —
  CLASSES 
  INVESTIGATOR
  ORACLE
  SWASHBUCKLER
  WITCH
  The investigator uses 
  knowledge to uncover 
  mysteries and best 
  their foes.
  The oracle balances 
  powerful divine magic with a 
  supernatural curse.
  The swashbuckler earns 
  panache through showy acts 
  and leverages this flair to 
  thwart their foes. 
  The witch casts spells and 
  hexes learned through a 
  powerful familiar from a 
  mysterious patron.
  KEY ABILITY SCORE* 
  Intelligence
  Charisma
  Dexterity
  Intelligence
  SECONDARY ABILITY SCORES
  Dexterity, Wisdom
  Dexterity, Constitution
  Strength, Charisma
  Dexterity, Wisdom
  * A character receives an ability boost to their class’s key ability score.
  Introduction
  1
  5
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  Advanced Player's Guide
  6
  
  This chapter expands your starting character options from those in the Core 
  Rulebook, including each of the following sections.
  Ancestries
  Expand beyond the populous ancestries found in the Core Rulebook. The 
  ancestry entry format is described on page 33 of the Core Rulebook.
  • Catfolk (page 8), or amurruns, are humanoid felines who believe they were 
  created to protect the wilderness from great danger.
  • Kobolds (page 12) are small reptiles connected to dragons and fond of traps.
  • Orcs (page 16) are warlike and honest people who respect strength, 
  toughness, and survival above all.
  • Ratfolk (page 20), or ysoki, pack into tight spaces and are markedly 
  industrious and fastidious.
  • Tengus (page 24) are corvid-like humanoids with an affinity for blades 
  and the rumored mystical ability to absorb bad luck.
  Versatile Heritages
  While the Core Rulebook presented heritages as subgroups of a particular 
  ancestry, certain heritages can occur across all ancestries. For instance, if your 
  mother was a hag, you could be a changeling whether you’re a human, orc, or 
  catfolk. Rules for versatile heritages are found on page 28. 
  • Changelings (page 30) are the children of hags, left as foundlings and 
  subject to the danger of their mother’s tempting call.
  • Dhampirs (page 32) are part vampires due to an early connection to 
  vampire blood.
  • Planar Scions (page 34) are descended from a distant planar ancestor or 
  tied strongly to another plane. This book details the celestial aasimars, 
  psychopomp-tied duskwalkers, and fiendish tieflings.
  Ancestry Options
  New heritages and ancestry feats expand on the Core Rulebook ancestries.
  • Dwarves (page 42)
  • Elves (page 43)
  • Gnomes (page 44)
  • Goblins (page 45)
  • Halflings (page 46)
  • Humans (page 47)
  Backgrounds
  This chapter contains new backgrounds for characters from all walks of 
  life, from bandits to teachers. This section also includes a set of special rare 
  backgrounds that you and your GM might agree to use in a campaign.
  • Common Backgrounds (page 48)
  • Rare Backgrounds (page 50)
  CHAPTER 1:  
  ANCESTRIES & BACKGROUNDS
  Your character’s ancestry and background tell the story of who you were before you 
  became an adventurer, as well as who you might strive to become one day. But not 
  everyone fits neatly into the most common ancestries or backgrounds. You might be a 
  birdlike tengu, a scaled kobold, or a curious catfolk, with a one-of-a-kind background in 
  your story. Perhaps your ancestry has mixed with the blood of angels or demons. Only 
  you can decide!
  UNCOMMON ANCESTRIES 
  AND HERITAGES
  Each new ancestry in this book is 
  uncommon. Though uncommon 
  elements of the game are usually 
  acquired during play, you choose your 
  ancestry and heritage at the beginning 
  of the game. This means you should 
  talk to your group and GM about 
  which uncommon ancestries and 
  heritages make sense for the story. 
  In the piratical Shackles, tengus are a 
  regular sight. But they’re even more 
  common in the eastern continent of 
  Tian Xia, where halflings and dwarves 
  are uncommon! Even if your chosen 
  ancestry isn’t particularly common 
  in the area where the story takes 
  place, most times you can work 
  with your GM and the other players 
  to find a great way to incorporate 
  that character into the narrative. 
  For these options, the uncommon 
  trait just means you should take 
  that extra step to talk about it first. 
  In a Pathfinder Adventure Path, the 
  accompanying player’s guide might 
  include information about additional 
  uncommon options that make sense 
  for that story and its region and grant 
  you automatic access to play them 
  during those adventures. 
  RARE AND UNIQUE BACKGROUNDS
  Some backgrounds have enough story 
  weight that you need to work with 
  the rest of your group to determine if 
  they’re right for a particular story, like 
  being heir to a throne. You can find 
  more information about these special 
  backgrounds on page 50.
  Ancestries & Backgrounds
  1
  7
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  CATFOLK
  Curious and gregarious wanderers, catfolk combine features of felines and humanoids in 
  both appearance and temperament. They enjoy learning new things, collecting new tales 
  and trinkets, and ensuring their loved ones are safe and happy. Catfolk view themselves as 
  chosen guardians of natural places in the world and are often recklessly brave, even in the 
  face of overwhelming opposition.
  Catfolk are outgoing, active humanoids who delight in 
  discovery, whether of hidden ruins or a comfortable place 
  to nap. They are exceptionally social, both within their 
  tight-knit communities and with other creatures they meet. 
  Remarkably brave, catfolk see themselves as guardians 
  of the world against forces that would assail it, and they 
  believe that strong communities, breadth of experience, and 
  continual self-improvement aid them in this fight. 
  Catfolk have fast reflexes and are even able to twist 
  themselves in the air while falling to land on their feet. As 
  quick as these reflexes are, catfolk have quicker tempers, 
  shifting from effusive glee to aggrieved fury in an instant. 
  Like mundane felines, catfolk involuntarily purr when 
  pleased and growl when surprised or angry.
  If you want a character who is curious, brave, friendly, 
  and nimble in body and mind, you should play a catfolk.
  YOU MIGHT...
  • Demonstrate genuine interest by asking a lot of 
  enthusiastic questions.
  • Avoid interpersonal conflict by giving someone a 
  cold shoulder or by simply leaving the area.
  • Carefully scout a target or problem before 
  striking at it quickly.
  OTHERS PROBABLY...
  • Think you monopolize conversations 
  with 
  your 
  incessant 
  queries 
  or 
  opinions.
  •  Consider you haughty or prideful.
  •  Ascribe more emotion than you 
  feel to your involuntary purrs or 
  growling.
  PHYSICAL DESCRIPTION
  Although all catfolk walk upright and 
  have soft fur, a long tail, large ears, and 
  vertical pupils, they show at least as much 
  variety as ordinary felines. Catfolk have 
  nimble fingers with short claws that are usually 
  retractable. Most catfolk take great pride in maintaining 
  their appearance and rarely suffer the indignity of being 
  wet or dirty if they can avoid it. 
  Catfolk mature quickly and are able to walk at only 
  a few months old, but they otherwise start their careers 
  at roughly the same age as humans do and live to be 
  60 or 70 years of age. Catfolk are rarely taller than the 
  Advanced Player's Guide
  8
  
  RARITY
  Uncommon
  HIT POINTS
  8
  SIZE
  Medium
  SPEED
  25 feet
  ABILITY BOOSTS
  Dexterity
  Charisma
  Free
  ABILITY FLAW
  Wisdom
  LANGUAGES
  Amurrun
  Common
  Additional languages equal to your 
  Intelligence modifier (if it’s positive). 
  Choose from Draconic, Elven, 
  Gnomish, Goblin, Halfling, Iruxi 
  (the language of lizardfolk), Jotun, 
  Sylvan, and any other languages to 
  which you have access (such as the 
  languages prevalent in your region).
  TRAITS
  Catfolk
  Humanoid
  LOW-LIGHT VISION
  You can see in dim light as though it 
  were bright light, so you ignore the 
  concealed condition due to dim light.
  LAND ON YOUR FEET
  When you fall, you take only half the 
  normal damage and don’t land prone.
  average human and, because of their lean builds, almost never weigh as 
  much as a human of similar height.
  SOCIETY
  Catfolk call themselves amurruns, although many consider this name to be 
  private. They raise their children in large extended families, where they are 
  given what many other humanoids see as a distressing latitude to explore and 
  get into trouble from a remarkably young age. Catfolk learn a trade in a loose 
  apprenticeship, and the majority learn several trades over their lives. 
  Catfolk societies are often led by an appointed leader who speaks on behalf 
  of the community and mediates disputes. A catfolk leader is most often a 
  spellcaster and usually female. Catfolk prefer to deal with grievances by 
  making an elaborate showing of disinterest, or even leaving a community for 
  a time so the problem can die away or work itself out.
  ALIGNMENT AND RELIGION
  Catfolk aren’t a particularly religious people, but most do believe they were 
  uplifted from great primeval cats to confront the evil abominations despoiling 
  natural places and laboring to unmake reality. The gods blessed catfolk with 
  language, the use of tools and weapons, and a strong sense of community.
  Most catfolk are good. They enjoy the freedom to travel and like to set their 
  own paths in life, so more catfolk are chaotic than lawful. Religious catfolk 
  most often practice a nebulous form of animism, appeasing the spirits of the 
  land and the creatures they hunt to preserve the natural order.
  NAMES
  Catfolk are given short names in their youth. Adolescent catfolk are free 
  to choose a different name when they first leave home, though some 
  simply keep the name they’ve gotten used to. Catfolk love to add titles and 
  honorifics to their names. Some catfolk use their titles exclusively among 
  non-catfolk, and so become known by epithets like Six Fates, Fiend Killer, 
  or Mistcloak.
  Sample NameS
  Alyara, Crinto, Drewan, Espes, Ferrus, Gerran, Halhat, Hoya, Ruun, Sevastin, 
  Tespa, Yonsol, Zakkar, Zathra
  Catfolk Heritages
  Catfolk have ancestors as varied as any felines. Choose one of the following 
  catfolk heritages at 1st level.
  CLAWED CATFOLK
  Your family has particularly long, sharp claws capable of delivering bleeding 
  wounds with a wicked swipe. You gain a claw unarmed attack that deals 1d6 
  slashing damage. Your claws are in the brawling group and have the agile, 
  finesse, and unarmed traits.
  HUNTING CATFOLK
  You come from a long line of skilled hunters and trackers and have a 
  particularly keen sense of smell. You gain imprecise scent with a range of 30 
  feet. This means you can use your sense of smell to determine a creature’s 
  location, as explained on page 465 of the Core Rulebook. The GM will usually 
  double the range if you’re downwind from the creature or halve the range if 
  you’re upwind.
  In addition, you gain a +2 circumstance bonus to Track a creature or object 
  if you’ve smelled it before.
  Ancestries & Backgrounds
  1
  9
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  JUNGLE CATFOLK
  You’re descended from jungle stalkers and can move 
  swiftly through scrub and underbrush. You ignore 
  difficult terrain from undergrowth, and greater difficult 
  terrain from undergrowth is only difficult terrain for you.
  NINE LIVES CATFOLK
  Your family has always seemed to bounce back from 
  disaster, not through physical hardiness or specialized 
  skill, but from sheer luck. Other catfolk whisper that you 
  have nine lives. If you are reduced to 0 Hit Points by a 
  critical hit on an attack roll, you become dying 1 instead 
  of dying 2.
  WINTER CATFOLK
  You have a thick coat of fur that protects you from the 
  cold. You gain cold resistance equal to half your level 
  (minimum 1). You treat environmental cold effects 
  as if they were one step less extreme (incredible cold 
  becomes extreme, extreme cold becomes severe, and 
  so on). 
  Ancestry Feats
  At 1st level, you gain one ancestry feat, and you gain an 
  additional ancestry feat every 4 levels thereafter (at 5th, 
  9th, 13th, and 17th level). As a catfolk, you select from 
  among the following ancestry feats.
  1ST LEVEL
  CAT’S LUCK � 
  FEAT 1
  CATFOLK
  FORTUNE
  Frequency once per day
  Trigger You fail a Reflex saving throw.
  You instinctively twist away from danger. You can reroll the 
  triggering saving throw and use the better result.
  CATFOLK LORE 
  FEAT 1
  CATFOLK
  Growing up among catfolk has taught you the traditional 
  values of freedom to travel, stewardship of the land, and quick 
  reactions when your curiosity lands you in 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 become 
  trained in Catfolk Lore.
  CATFOLK WEAPON FAMILIARITY 
  FEAT 1
  CATFOLK
  You favor weapons that you can use with quick, darting 
  slashes like a cat’s claws. You are trained with the hatchet, 
  kama, kukri, scimitar, and sickle. In addition, you gain access 
  to kama, kukris, and all uncommon catfolk weapons. For you, 
  martial catfolk weapons are simple weapons and advanced 
  catfolk weapons are martial weapons. 
  WELL-MET TRAVELER 
  FEAT 1
  CATFOLK
  You have seen people from so many walks of life in your 
  travels that 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.
  5TH LEVEL
  CATFOLK WEAPON RAKE 
  FEAT 5
  CATFOLK
  Prerequisites Catfolk Weapon Familiarity
  You know how to efficiently use weapons that rake across your 
  enemies. Whenever you critically hit using a catfolk weapon 
  or one of the weapons listed in Catfolk Weapon Familiarity, 
  you apply the weapon’s critical specialization effect.
  CLIMBING CLAWS 
  FEAT 5
  CATFOLK
  You can extend your claws to aid you in climbing. You gain a 
  climb Speed of 10 feet.
  EXPANDED LUCK 
  FEAT 5
  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 or Will saving 
  throw in addition to Reflex saving throws. You still can use 
  Cat’s Luck only once per day.
  LIGHT PAWS � 
  FEAT 5
  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.
  SPRINGING LEAPER 
  FEAT 5
  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. 
  9TH LEVEL
  AGGRAVATING SCRATCH 
  FEAT 9
  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 
  Advanced Player's Guide
  1010
  
  persistent poison damage on a critical hit.
  SHARED LUCK 
  FEAT 9
  CATFOLK
  Prerequisites Cat’s Luck
  When you use Cat’s Luck to reroll a Reflex saving throw, any creatures you choose 
  within 10 feet who also just failed a Reflex saving throw against the same effect 
  (such as a single spell) can also reroll their saving throws and use the better result.
  WARY SKULKER 
  FEAT 9
  CATFOLK
  Ever alert, you scout for danger even when you are trying to stay hidden. You can perform 
  the Scout exploration activity at the same time as the Avoid Notice exploration activity.
  WELL-GROOMED 
  FEAT 9
  CATFOLK
  You are fastidious about keeping yourself clean, whether licking your fur or 
  carefully using traditional catfolk hygiene products, to salubrious effect. 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.
  13TH LEVEL
  BLACK CAT CURSE � 
  FEAT 13
  CATFOLK
  DIVINATION
  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 at the creature. The target must reroll the triggering saving 
  throw and use the worse result.
  CATERWAUL � 
  FEAT 13
  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 in the face of adversity, calling your companion 
  back from the brink of unconsciousness. Your ally isn’t knocked out 
  and remains at 1 Hit Point. Your ally’s wounded condition still 
  increases by 1 as though they had been dying and recovered.
  CATFOLK WEAPON EXPERTISE 
  FEAT 13
  CATFOLK
  Prerequisites Catfolk Weapon Familiarity
  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 
  Catfolk Weapon Familiarity. 
  17TH LEVEL
  RELIABLE LUCK 
  FEAT 17
  CATFOLK
  Prerequisites Cat’s Luck
  You have gone well past nine lives to survive danger with 
  surprising regularity. You can use Cat’s Luck once per hour, 
  rather than once per day.
  CATFOLK ADVENTURERS
  Catfolk delight in venturing into 
  unexplored areas, whether untrammeled 
  wildernesses or ancient dungeons. 
  They like finding treasures and 
  baubles, but for most catfolk, the 
  experience of the journey itself is the 
  true reward.
  Typical catfolk backgrounds include 
  acrobat, artist, gambler, hunter, nomad, 
  and scout from the Core Rulebook, plus 
  bandit, courier, insurgent, outrider, and 
  root worker from this book. Catfolk’s 
  inherent curiosity and agility mean they 
  excel as swashbucklers, bards, fighters, 
  and rogues. Their love of the natural 
  world and drive to puzzle out secrets 
  of all types leads many to become 
  investigators, druids, or sorcerers.
  Ancestries & Backgrounds
  1
  1111
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  Kobolds are resourceful survivors whose snare-guarded 
  warrens and opportunistic scavenging have cast them 
  as villains to most other humanoids, with their draconic 
  reverence lending them a reputation as mere minions and 
  nuisances. Yet some kobolds have emerged from their 
  secluded warrens seeking the relative safety of surface 
  settlements, the lucrative prospects of the adventuring 
  life, or validating awe from followers of their own.
  If you want a character with oversized confidence, 
  deadly cunning, and the ancient power of dragons flowing 
  through their veins, you should play a kobold.
  YOU MIGHT...
  • Take pride in your draconic connections, whether you 
  believe dragons are your ancestors or simply patrons.
  • Analyze your surroundings, always looking for 
  ambushes, advantageous terrain, and escape routes.
  KOBOLD
  Every kobold knows that their slight frame belies true, mighty draconic power. They are 
  ingenious crafters and devoted allies within their warrens, but those who trespass into their 
  territory find them to be inspired skirmishers, especially when they have the backing of 
  a draconic sorcerer or true dragon overlord. However, these reptilian opportunists prove 
  happy to cooperate with other humanoids when it’s to their benefit, combining caution 
  and cunning to make their fortunes in the wider world.
  • Naturally observe, adopt, and respect group dynamics, 
  whether as leader, subordinate, or equal.
  OTHERS PROBABLY...
  • Assume that you are cowardly and won’t stick around 
  in the face of danger.
  • Appreciate your ingenuity and resourcefulness, 
  especially when it comes to building defenses.
  • Consider your claims of draconic power to be 
  overblown, delusional, or endearing.
  PHYSICAL DESCRIPTION
  Kobolds are short (about 3 feet tall) reptilian humanoids 
  with slender bodies and long tails. They often boast distant 
  draconic ancestry, and every kobold displays one or more 
  draconic features, such as stout horns, razor-sharp teeth, 
  or—more rarely—vestigial wings or draconic breath. They 
  mature quickly, reaching adulthood by about 12 years and 
  living to about 60.
  The color of a kobold’s scales can vary widely. Most 
  often, they mimic the hues of chromatic or metallic 
  dragons, with a mix of slightly darker or lighter scales that 
  create a mottled appearance. The scales of newly hatched 
  kobolds often reflect the community’s draconic exemplar 
  (page 13), whether that’s the dragon they currently serve 
  or the dragon type from which they’re descended.
  SOCIETY
  Kobolds have an ingrained cautiousness that keeps 
  them alive. They’re secretive or subservient around 
  powerful creatures to avoid becoming victims. 
  This meekness fades once kobolds secure either a 
  formidable patron (like a dragon) or a potent source 
  of supernatural power (like an artifact or 
  sorcerous leader). They often achieve 
  an unshakable fervor and loyalty to 
  their new cause or leader. However, 
  kobolds are infamous for sensing a 
  proverbial sinking ship, and once 
  their source of power fails 
  or seems doomed, their 
  morale breaks swiftly. 
  Whether led by a 
  dragon or not, kobolds 
  almost 
  always 
  identify 
  themselves with a type of 
  Advanced Player's Guide
  1212
  
  RARITY
  Uncommon
  HIT POINTS
  6
  SIZE
  Small
  SPEED
  25 feet
  ABILITY BOOSTS
  Dexterity
  Charisma
  Free
  ABILITY FLAW
  Constitution
  LANGUAGES
  Common
  Draconic
  Additional languages equal to your 
  Intelligence modifier (if it’s positive). 
  Choose from Aklo, Dwarven, Gnomish, 
  Infernal, Terran, Undercommon, and 
  any other languages to which you 
  have access (such as the languages 
  prevalent in your region).
  TRAITS
  Humanoid
  Kobold
  DARKVISION
  You can see in darkness and dim light 
  just as well as you can see in bright 
  light, though your vision in darkness is 
  in black and white.
  DRACONIC EXEMPLAR
  You draw minor powers from your 
  draconic exemplar. Choose a type 
  of chromatic or metallic dragon to 
  be your exemplar. This determines 
  your scale color and appearance, 
  and dragons sometimes look more 
  favorably upon those kobolds 
  who resemble them, at the GM’s 
  discretion. Your exemplar may also 
  determine details of other abilities 
  you have, using the Draconic 
  Exemplars table. 
  dragon that serves as their spiritual exemplar. Their societies regularly adopt 
  laws and cultural norms inspired by the exemplar’s personality.
  ALIGNMENT AND RELIGION
  All but the most iconoclastic kobolds have a natural respect for hierarchies and 
  rules, and so kobolds are rarely chaotic. Kobold adventurers tend to be lawful 
  neutral or neutral, relying on their ancestral social strategies for survival.
  Organized religion feels natural for most kobolds, especially when a deity 
  assumes a commanding or tyrannical disposition. Many gravitate toward Abadar’s 
  order or Shelyn’s artistic flair. More sinister communities uphold Asmodeus and 
  other archdevils as common patrons. The dragon deities Apsu and Dahak are also 
  common subjects of worship (for more about these two deities, see Pathfinder 
  Lost Omens Gods and Magic page 130). Kobolds also often find themselves 
  drawn to cults, particularly those with dragons or devils as figureheads.
  NAMES
  A young kobold’s given name is rarely more than a syllable or two. However, as 
  they age, achieve status, and accomplish great deeds, kobolds add more syllables 
  to their names, imitating a common draconic practice. Kobolds rarely have 
  surnames except in an effort to better fit into a community, in which case they 
  typically adopt the surname of an inspiring figure in that group.
  Sample NameS
  Azrnak, Draahzin, Enga, Fazgyn, Fazij, Jekkajak, Kib, Kirrok, Mirkol, Tarka, 
  Urkak, Varshez, Vroklan, Zekstikah, Zgaz
  Kobold Heritages
  Proud, opportunistic, and crafty, kobolds manifest draconic power and 
  diminutive tenacity. Choose one of the following kobold heritages at 1st level.
  CAVERN KOBOLD
  You hatched into a warren among narrow tunnels and countless kin. Your 
  body is flexible. When Climbing rock walls, stalactites, and other natural stone 
  features, you move at half your Speed on a success and at full Speed on a critical 
  success (and you move at full Speed on a success if you have Quick Climb). 
  This doesn’t affect you if you’re using a climb Speed. If you roll a success on an 
  Acrobatics check to Squeeze, you get a critical success instead.
  DRAGONSCALED KOBOLD
  Your scales are especially colorful, possessing some of the same resistance a 
  dragon possesses. You gain resistance equal to half your level (minimum 1) 
  to the damage type associated with your draconic exemplar (see Table 1–1). 
  Double this resistance against dragons’ Breath Weapons.
  TABLE 1–1: DRACONIC EXEMPLARS
  Dragon 
  Breath Weapon Shape 
  Damage Type 
  Saving Throw
  Black 
  Line 
  Acid 
  Reflex
  Blue 
  Line 
  Electricity 
  Reflex
  Green 
  Cone 
  Poison 
  Fortitude
  Red 
  Cone 
  Fire 
  Reflex
  White 
  Cone 
  Cold 
  Reflex
  Brass 
  Line 
  Fire 
  Reflex
  Bronze 
  Line 
  Electricity 
  Reflex
  Copper 
  Line 
  Acid 
  Reflex
  Gold 
  Cone 
  Fire 
  Reflex
  Silver 
  Cone 
  Cold 
  Reflex
  Ancestries & Backgrounds
  1
  1313
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  SPELLSCALE KOBOLD
  A trace of draconic magic flows through your veins. 
  Choose one cantrip from the arcane spell list (Core 
  Rulebook 307). You can Cast this Spell as an arcane 
  innate spell at will. A cantrip is heightened to a spell level 
  equal to half your level rounded up. You gain the trained 
  proficiency rank in arcane spell attack rolls and spell 
  DCs, and your key spellcasting ability is Charisma.
  STRONGJAW KOBOLD
  Your bloodline is noted for their powerful jaws and sharp 
  teeth. You gain a jaws unarmed attack that deals 1d6 
  piercing damage. Your jaws are in the brawling group and 
  have the finesse and unarmed traits.
  VENOMTAIL KOBOLD
  A vestigial spur in your tail secretes one dose of deadly 
  venom each day. You gain the Tail Toxin action.
  TAIL TOXIN �
  KOBOLD
  POISON
  Frequency once per day
  Requirements You are wielding a piercing or slashing weapon.
  You apply your tail’s venom to a piercing or slashing weapon. 
  If your next Strike with that weapon before the end of your 
  next turn hits and deals damage, you deal persistent poison 
  damage equal to your level to the target.
  Ancestry Feats
  At 1st level, you gain one ancestry feat, and you gain an 
  additional ancestry feat every 4 levels thereafter (at 5th, 
  9th, 13th, and 17th levels). As a kobold, you select from 
  among the following ancestry feats.
  1ST LEVEL
  CRINGE � 
  FEAT 1
  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.
  DRAGON’S PRESENCE 
  FEAT 1
  KOBOLD
  As a member of 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 BREATH � 
  FEAT 1
  ARCANE
  EVOCATION
  KOBOLD
  You channel your draconic exemplar’s power into a gout of 
  energy that manifests as a 30-foot line or a 15-foot cone, 
  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 
  (see Table 1–1). This ability has the trait associated with the 
  type of damage it deals.
  KOBOLD LORE 
  FEAT 1
  KOBOLD
  You attentively learned key kobold survival strategies and 
  mythology 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 become trained in Kobold Lore.
  SCAMPER � 
  FEAT 1
  KOBOLD
  Requirements You are adjacent to at least one enemy.
  You instinctively know how to flee danger. 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.
  SNARE SETTER 
  FEAT 1
  KOBOLD
  Prerequisites trained in Crafting
  You are adept at the time-honored kobold art of trap making. 
  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. 
  5TH LEVEL
  ALLY’S SHELTER � 
  FEAT 5
  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. 
  In stressful circumstances, you find strength in your allies’ 
  example. Roll the save using an adjacent ally’s modifier for 
  that type of saving throw instead of your own. 
  GROVEL � 
  FEAT 5
  AUDITORY
  CONCENTRATE
  EMOTION
  KOBOLD
  MENTAL
  Prerequisites trained in Deception
  Advanced Player's Guide
  1414
  
  With obsequious words and begging gestures, 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.
  SNARE GENIUS 
  FEAT 5
  KOBOLD
  Prerequisites expert in Crafting, Snare Crafting
  Your expertise makes your snares more powerful, and you can place them quickly 
  and efficiently. Each day during your daily preparations, you can prepare three snares 
  from your formula book for quick deployment; if the snare normally takes 1 minute to 
  Craft, you can Craft it with 3 Interact actions. Snares prepared in this way don’t cost 
  you any resources to Craft. The number of snares you can prepare this way increases 
  to four if you are a master in Crafting, and to five if you are legendary.
  When you Craft and deploy a snare that deals damage, any creature that critically 
  fails its saving throw against the snare’s initial effect and takes damage becomes 
  flat-footed until the end of its next turn. 
  9TH LEVEL
  BETWEEN THE SCALES 
  FEAT 9
  KOBOLD
  Underestimating you is a grave mistake, but it’s one others keep making. You’ve 
  learned to take advantage of slips in your foes’ defenses. When you Strike a 
  flat-footed creature using a melee weapon or unarmed attack that has the agile and 
  finesse traits, it gains the backstabber trait.
  DRACOMANCER 
  FEAT 9
  KOBOLD
  Your inborn arcane power manifests as your exemplar’s 
  most time-honored spells. Choose one 1st-level spell and one 
  2nd-level spell from those listed for a dragon spellcaster of your 
  draconic exemplar’s type, as presented on pages 104–126 of the 
  Bestiary (such as alarm, blur, invisibility, and true strike for a black 
  dragon exemplar). You can cast each of these spells once per day as arcane 
  innate spells. You gain the trained proficiency rank in arcane spell attack rolls 
  and spell DCs, and your key spellcasting ability is Charisma.
  DRAGON’S BREATH 
  FEAT 9
  KOBOLD
  Prerequisites Kobold Breath
  You can put more effort into your Kobold Breath to channel greater draconic power, 
  though it takes more out of you. When you use Kobold Breath, you can increase the 
  damage dice to d8s and increase the area to 60 feet for a line breath weapon or 30 
  feet for a cone. If you do, you can’t use Kobold Breath again for 1 hour.
  13TH LEVEL
  ELITE DRACOMANCER 
  FEAT 13
  KOBOLD
  Prerequisites Dracomancer
  Your magic rivals that of lesser dragons. Choose one 3rd-level spell and 
  one 4th-level spell from those listed for a dragon spellcaster of your 
  draconic exemplar’s type, as on pages 104–126 of the Bestiary (such 
  as paralyze and stinking cloud for a black dragon exemplar). You can 
  cast each of these spells once per day as arcane innate spells.
  KOBOLD ADVENTURERS
  Kobolds often adventure in pursuit 
  of the power, lore, and treasure that 
  they feel befit their disproportionately 
  large egos. When adventurers, militias, 
  or careless tyrants shatter a kobold 
  community, the survivors often latch 
  onto new families, seeking emotional 
  solace—and sometimes revenge.
  Typical kobold backgrounds include 
  artisan, artist, criminal, hunter, 
  miner, scout, and tinker from the 
  Core Rulebook, plus bandit, cultist, 
  scavenger, and servant from this 
  book. Kobolds excel as bards, rangers, 
  rogues, and sorcerers, though they 
  also often channel their ingenuity as 
  alchemists or wizards.
  Ancestries & Backgrounds
  1
  1515
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  ORC
  Orcs are forged in the fires of violence and conflict, often from the moment they are born. 
  As they live lives that are frequently cut brutally short, orcs revel in testing their strength 
  against worthy foes, whether by challenging a higher-ranking member of their community 
  for dominance or raiding a neighboring settlement. Many orcs seek glory as soon as they 
  can walk and carry a blade or club, taming wild beasts or hunting deadly monsters. 
  Orcs often struggle to gain acceptance among other 
  communities, who frequently see them as brutes. Those 
  who earn the loyalty of an orc friend, however, soon learn 
  that an orc’s fidelity and honesty are unparalleled. Orc 
  barbarians, fighters, and rangers are prized as gladiators 
  and mercenaries. While some human settlements might 
  be hesitant to accept an entire orc community into their 
  midst, a small handful of orc mercenaries can do the job of 
  an entire squad of human conscripts, so long as the orcs are 
  well fed and well paid. Though the belief that orcs are only 
  suited for battle is pervasive among other humanoids, the 
  harsh orc mentality comes from a long history of conflict 
  rather than a lack of ability in other areas.
  Orc culture teaches that they are shaped by the 
  challenges they survive, and the most worthy survive the 
  most hardships. Orcs who attain both a long life and 
  great triumphs command immense respect.
  If you want a character who is hardy, fearsome, and 
  excels at feats of physical prowess, you should play an orc.
  YOU MIGHT...
  • Eagerly meet any chance to prove your strength in a 
  physical contest.
  • Believe that lies and treachery are for those who lack 
  the strength to seize what they want.
  • View dying in glorious combat as preferable to a 
  mundane death from old age or illness.
  OTHERS PROBABLY...
  • See you as violent or lacking in discipline.
  • Underestimate your intellect, cunning, and knowledge.
  • Admire your forthrightness and blunt honesty.
  PHYSICAL DESCRIPTION
  Orcs are tall and powerfully built, with long arms and 
  stocky legs. Many orcs top 7 feet in height, though 
  they tend to adopt broad, almost bow-legged stances 
  and slouch forward at the shoulders. The combination 
  makes for a seeming contradiction, sharing an eye level 
  with most humanoids while simultaneously towering 
  over them. Orcs have rough skin, thick bones, and rock-
  hard muscles, making them suited to war and other 
  physically demanding tasks. Despite the roughness of 
  their skin, orcs scar easily, and most orcs take great 
  pride in the scars they have accumulated. Orc skin color 
  is typically green and occasionally gray, though some 
  orcs have other skin colors that reflect adaptations to 
  their environments.
  Orcs consider powerful builds and heavily scarred skin 
  attractive, regardless of gender. A powerful orc makes 
  Advanced Player's Guide
  1616
  
  RARITY
  Uncommon
  HIT POINTS 
  10
  SIZE 
  Medium
  SPEED 
  25 feet
  ABILITY BOOSTS 
  Strength
  Free
  LANGUAGES 
  Common
  Orcish
  Additional languages equal to your 
  Intelligence modifier (if it’s positive). 
  Choose from Goblin, Jotun, Terran, 
  Undercommon, and any other 
  languages to which you have access 
  (such as the languages prevalent in 
  your region).
  TRAITS
  Orc
  Humanoid
  DARKVISION 
  You can see in darkness and dim light 
  just as well as you can see in bright 
  light, though your vision in darkness is 
  in black and white.
  the hold stronger, and scars are signs of victories won or hardships survived. 
  Similarly, many orcs consider large, jutting tusks to be more attractive than 
  smaller tusks, since the former make more effective weapons. Many orcs also 
  find tattoos to be attractive, particularly large or painful ones that cover a 
  significant amount of skin.
  SOCIETY
  Most orc communities define themselves through two things: pain and glory. 
  Each earns respect in near equal measure, so long as the pain is borne with 
  stoicism. An orc with many scars who walks uncomplaining with a broken leg 
  draws as much admiration as one who wins a great victory on the battlefield. 
  Power in an orc hold comes from strength or family lineage. The structure 
  tends to be feudal, with weaker orcs working at the behest of the strong. The 
  Hold of Belkzen is the largest such society, and power changes hands there 
  quickly. One mighty orc dying in battle can shake up an entire power structure, 
  leading to squabbling and duels to decide control. Many orcs who tire of being 
  subservient split off to form their own warbands, traveling to new territory.
  Young orcs are typically raised by the entire community. Indeed, it would 
  be almost impossible for orcs to raise their young any other way, since twins, 
  triplets, and even quadruplets are quite common in orc families, as are deaths 
  among orcs in their child-rearing years. Many orc holds conduct ceremonies 
  when a young orc comes of age, typically around their tenth or eleventh 
  birthday, during which the new adults are told what their role in the hold will 
  be. For communities that practice ritual scarification or tattooing, this is often 
  when the young orcs receive their first hold-scar or tattoo as well.
  Orcs fear very little, but most distrust magic. Magic is seen as a tool that 
  bypasses the physical and allows the weak to contend with the strong, a belief 
  that runs at odds with orc values. While they respect the physical might of 
  Gorumite warpriests, and even druids who take on the forms of great beasts, 
  they find arcane and occult magic questionable at best and unethical on the 
  whole. All but the most depraved orc communities see necromancy as a foul art 
  that steals glory from the dead, and their growing struggles against the undead 
  have given them newfound common ground with their humanoid neighbors.
  ALIGNMENT AND RELIGION
  A common orc saying is, “You are the scars that shape you.” Violent, chaotic 
  lives in violent, chaotic lands mean that most orcs tend heavily toward chaotic 
  alignments. Gorum, Lamashtu, and Rovagug are all commonly worshiped 
  among orc communities, though less violent holds worship nature deities like 
  Gozreh or gods like Sarenrae, whose tenets of fire, redemption, and glory all 
  hold some appeal to orc sensibilities.
  While there are orc deities, their worship is surprisingly uncommon among 
  orcs. Orcs believe that if a creature has a face and a name, it can be killed, and 
  so their own deities are targets, rather than objects of reverence. Some orc holds 
  teach that the greatest members of the hold can earn a chance to challenge the orc 
  deities for a place amid the pantheon. Most orcs don’t waste their dying moments 
  praising the divine or praying for a place in the afterlife, but spitting a blood-
  flecked warning at their deities, promising a new challenger through broken teeth.
  NAMES
  Orcs have a harsh, guttural language, and their naming conventions are no 
  exception. Many orc names are simply the Orcish word for a particularly 
  desirable trait, such as great strength, height, or ferocity. Orcs commonly 
  use either their hold name or a name referencing a particularly memorable 
  accomplishment as their surname.
  Ancestries & Backgrounds
  1
  1717
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  Sample NameS
  Arkus, Ausk, Durra, Grask, Grillgiss, Krugga, Mahja, 
  Murdut, Ollak, Onyat, Thurk, Uirch, Unach
  Orc Heritages
  Orcs have a long history on the surface of the world, 
  and a far longer history underground. Their hardy 
  physiques and demanding lifestyles have led to various 
  adaptations. Choose one of the following orc heritages 
  at 1st level.
  BADLANDS ORC
  You come from sun-scorched badlands, where long legs 
  and an ability to withstand the elements helped you 
  thrive. You can Hustle twice as long while exploring 
  before you have to stop, and you treat environmental 
  heat effects as if they were one step less extreme 
  (incredible heat becomes extreme, extreme heat becomes 
  severe, and so on).
  DEEP ORC
  Your calloused hands and red eyes speak to a life spent 
  in the deep darkness of mountain caverns, where you 
  learned to battle on rocky cliffs and survive with minimal 
  resources. You gain the Terrain Expertise skill feat for 
  underground terrain and the Combat Climber skill feat.
  HOLD-SCARRED ORC
  You are part of an orc community that participates in 
  ritual scarification or tattooing. The marks on your skin 
  show your exceptional hardiness and vitality. You gain 12 
  Hit Points from your ancestry instead of 10. You also gain 
  the Diehard feat. 
  RAINFALL ORC
  You were born in a rain forest with only tangles of trees 
  providing protection from torrential rainstorms and flash 
  floods. You’ve learned to move adeptly through jungle 
  terrain and resist the various ailments common in humid 
  environs. You gain a +2 circumstance bonus to Athletics 
  checks to Climb or Swim and a +1 circumstance bonus to 
  saving throws against diseases.
  Orc Ancestry Feats
  At 1st level, you gain one ancestry feat, and you gain an 
  additional ancestry feat every 4 levels thereafter (at 5th, 
  9th, 13th, and 17th level). As an orc, you can select from 
  among the following ancestry feats, plus the feats with the 
  orc trait listed in the Half-Orc Ancestry Feats section on 
  page 59 of the Core Rulebook.
  1ST LEVEL
  BEAST TRAINER 
  FEAT 1
  ORC
  You have an impressive innate ability to tame and command 
  ferocious beasts. You become trained in the Nature skill and 
  gain the Train Animal skill feat.
  IRON FISTS 
  FEAT 1
  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.
  ORC LORE 
  FEAT 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 
  become trained in Orc Lore.
  TUSKS 
  FEAT 1
  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 take this feat only at 1st level, and you 
  can’t retrain into this feat. You can retrain out of this feat only 
  through drastic measures such as breaking or filing your tusks.
  5TH LEVEL
  ATHLETIC MIGHT 
  FEAT 5
  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.
  BLOODY BLOWS 
  FEAT 5
  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 
  Iron Fists, Tusks, or a similar ability.
  HOLD MARK 
  FEAT 5
  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 on the following page. When you critically hit 
  using a weapon of the listed group, you apply the weapon’s 
  critical specialization effect. You gain a large brand or tattoo 
  Advanced Player's Guide
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  ORC ADVENTURERS
  An orc’s drive to overcome challenges 
  and prove themself spurs many orcs 
  to become adventurers, though orcs 
  are more likely to set out on their 
  own or with other orcs than alongside 
  adventurers of other ancestries.
  Common orc backgrounds include 
  gladiator, hunter, martial disciple, nomad, 
  and warrior from the Core Rulebook, 
  plus bandit, outrider, and refugee from 
  this book. Orcs thrive in martial classes 
  like barbarian and fighter.
  in the shape of the chosen emblem or a similar image (for example, the axe could be 
  a bear or other symbol of ferocious strength, while the shield might be a turtle or 
  another symbol associated with a strong defense) and gain the listed benefit.
  • Axe axe or pick
  • Shield hammer or shield
  • Torch bomb or knife
  9TH LEVEL
  DEATH’S DRUMS 
  FEAT 9
  ORC
  Your life has been spent challenging death itself, and proximity to that implacable 
  foe only makes your heart beat harder. When you are taking persistent damage or 
  your wounded value is 1 or greater, you gain a +2 circumstance bonus to Fortitude 
  saving throws.
  UNDYING FEROCITY 
  FEAT 9
  ORC
  Prerequisites Orc Ferocity (Core Rulebook 59)
  You resist death’s clutches with supernatural vigor. When you use Orc 
  Ferocity, you gain temporary Hit Points equal to your level.
  13TH LEVEL
  FEROCIOUS BEASTS 
  FEAT 13
  ORC
  Prerequisites Beast Trainer or animal companion, Orc Ferocity 
  (Core Rulebook 59)
  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. Animal companions or bonded animals 
  you have gain the Orc Ferocity feat, and they gain 
  a reaction they can use only for Orc Ferocity. If you 
  have the Undying Ferocity ancestry feat, all animal 
  companions or bonded animals you have also gain the 
  benefits of that feat when using the Orc Ferocity reaction.
  SPELL DEVOURER 
  FEAT 13
  ORC
  Prerequisites Pervasive Superstition (Core Rulebook 59)
  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 level, 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.
  17TH LEVEL
  RAMPAGING FEROCITY � 
  FEAT 17
  ORC
  Prerequisites Orc Ferocity (Core Rulebook 59)
  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.
  Ancestries & Backgrounds
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  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  Most surface-dwelling humanoids call ysoki “ratfolk” and 
  know them as a communal people who prefer cramped 
  conditions, with up to 100 individuals living in a given 
  house. If they can’t find homes in town, ysoki may instead 
  live in caves and cavern complexes, as these provide great 
  storage for the many and varied goods they bring back 
  from trading expeditions. 
  Ratfolk love to travel, and they can often be found on 
  the road in merchant caravans. They’re good with their 
  hands and have a keen eye for spotting anything out of the 
  ordinary, from threats to treasures. They’re also inveterate 
  hoarders; ysoki warrens are crammed full of unusual odds 
  and ends gathered by previous generations and stowed 
  away in preparation for some future emergency. 
  If you want a character who is smart, fast, well-traveled, 
  and adaptable, try playing a ysoki!
  RATFOLK
  Ysoki—as ratfolk call themselves—are a clever, adaptable, and fastidious ancestry who 
  happily crowd their large families into the smallest of living spaces.
  YOU MIGHT...
  • Have pride in your large extended family, and stay in 
  contact with everyone in it.
  • Like to travel near and far in search of new 
  experiences, likely collecting trinkets along the way.
  • Work well with others.
  OTHERS PROBABLY...
  • Mistake you for a wererat or another monster.
  • Are surprised by your careful grooming and other 
  fastidious habits.
  • Think you’re crowding them and invading their 
  personal space.
  PHYSICAL DESCRIPTION
  Ratfolk have whiskered snouts, large ears, and hairless 
  tails, and typically have red eyes and short brown or black 
  fur. A common ysoki is 4 feet tall and weighs around 
  80 pounds. Ratfolk vary considerably, however; even a 
  single family group can exhibit substantial variation in 
  hair color, eye color, or size. 
  Instinct 
  drives 
  ysoki 
  to 
  maintain 
  cleanliness, though this is also reinforced 
  through their strong social structures. 
  Other condescending humanoids often 
  presume ratfolk are dirty or diseased, but 
  in actuality, they are meticulous about 
  personal hygiene. Because their appearance 
  is often considered unnatural—and other 
  people mistake them for wererats—ysoki often 
  conceal their physical features with hoods, 
  gloves, shoes, long-sleeved tunics, robes, and 
  other layers of clothing when moving through 
  spaces dominated by other ancestries.
  SOCIETY
  Ysoki culture values cooperation and community. 
  Every ysoki learns—through communal games, social 
  occasions, and sports—to forge fast friendships and 
  connections with ysoki outside their family. You may 
  never know whose help you’re going to need, but when 
  you do, you’re going to need it now. 
  With a long tradition of working as traders and tinkers, 
  ysoki travel frequently from one town to another. Their 
  wagons are usually grouped into caravans of up to half a 
  dozen vehicles. Ysoki wagons are pulled by exceptionally 
  large giant rats; many ysoki can speak to such animals.
  Discrimination against ysoki has shaped their culture, 
  prompting them to rely on each other and strengthening 
  their family and communal bonds. Ysoki are very good 
  Advanced Player's Guide
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  RARITY
  Uncommon
  HIT POINTS
  6
  SIZE
  Small
  SPEED
  25 feet
  ABILITY BOOSTS
  Dexterity
  Intelligence
  Free
  ABILITY FLAW
  Strength
  LANGUAGES
  Common
  Ysoki
  Additional languages equal to your 
  Intelligence modifier (if it’s positive). 
  Choose from Aklo, Draconic, Dwarven, 
  Gnoll, Gnomish, Goblin, Halfling, 
  Orcish, Undercommon, or any other 
  languages to which you have access 
  (such as the languages prevalent in 
  your region).
  TRAITS
  Humanoid
  Ratfolk
  LOW-LIGHT VISION
  You can see in dim light as though it 
  were bright light, and you ignore the 
  concealed condition due to dim light.
  at differentiating between bad actors and those who are simply acting out of 
  ignorance, modeling good behavior and slowly working to reverse generations 
  of discrimination for those willing to learn. They are always on the lookout 
  for members of other ancestries who don’t judge them for their appearance, 
  embracing these individuals as true friends and welcoming them into their 
  communities. But they also can quickly spot determined bigots prone to violence 
  and steer clear of such individuals, minimizing any opportunity for tragedy.
  ALIGNMENT AND RELIGION
  Ysoki care more about their family than abstract concepts of good and evil. 
  Their warrens might be chaotic dens filled with hoarded knickknacks, but they 
  also obey strict social codes. Most ysoki are neutral.
  Though ysoki revere their ancestors and tend to acknowledge whatever 
  deity is prevalent in their local area, Lao Shu Po has a special role in ysoki 
  culture. Grandmother Rat, as she is sometimes known, embodies many things 
  that are otherwise antithetical to ratfolk—she urges followers to put their own 
  interests above others, and she encourages deceit and trickery. To most ysoki, 
  Grandmother Rat accomplishes all those things ratfolk need done, but which no 
  reasonable ratfolk would wish to do. For more information about Lao Shu Po, 
  see page 132 of Lost Omens Gods and Magic.
  NAMES
  Every ysoki family has perhaps two dozen names that have been passed down 
  from generation to generation, sometimes with minor alterations or alternative 
  nicknames. A grandfather might be Grivver, for example, while his daughter 
  goes by Griva and her son is simply Griv. Ratfolk are often assigned nicknames 
  and sobriquets by humanoids they interact with, but most ysoki find these 
  names distasteful and endure them only when outside ysoki communities.
  Sample NameS
  Barnan, Chikis, Chonan, Deto, Jass, Jix, Knagi, Kubi, Lolo, Ninnec, Nos, Rak, 
  Renzi, Skigim, Tali, Zess
  Ratfolk Heritages
  Ysoki are native to underground regions, but they are a highly adaptable 
  ancestry that has been found in almost every environment. Choose one of the 
  following ratfolk heritages at 1st level.
  DEEP RAT
  Your ancestors lived deeper underground than other ratfolk, granting you the 
  ability to see in the dark. You gain darkvision.
  DESERT RAT
  You are native to arid plains and likely grew up traveling the roads. You have 
  a leaner build than other ratfolk, with longer limbs and short fur. If you have 
  both hands free, you can increase your Speed to 30 feet as you run on all fours. 
  In addition, environmental heat effects are one step less extreme for you, and 
  you can go 10 times as long as normal before you are affected by starvation or 
  thirst. However, unless you wear protective gear or take shelter, environmental 
  cold effects are one step more extreme for you.
  LONGSNOUT RAT
  The long snouts that run in your family give you a keener sense of smell than 
  most ratfolk. You gain imprecise scent with a range of 30 feet. This means you 
  can use your sense of smell to determine a creature’s location, as explained 
  on page 465 of the Core Rulebook. The GM will usually double the range if 
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  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  you’re downwind from the creature or halve the range if 
  you’re upwind.
  In addition, you gain a +2 circumstance bonus to 
  Perception checks to Seek a creature or object within the 
  range of your scent.
  SEWER RAT
  You come from a long line of ysoki from a community 
  based in the sewers beneath a large settlement. You are 
  immune to the disease filth fever. Each of your successful 
  saving throws against a disease or poison reduces its stage 
  by 2, or by 1 for a virulent disease or poison. Each critical 
  success against an ongoing disease or poison reduces its 
  stage by 3, or by 2 for a virulent disease or poison.
  SHADOW RAT
  Your ancestors lived in dark spaces underground, granting 
  you dark fur and a vaguely unnatural mien that unnerves 
  sapient creatures and frightens animals. You gain the trained 
  proficiency rank in Intimidation and can use Intimidation 
  to Coerce animals. When you Demoralize an animal, you 
  don’t take a penalty for not sharing a language with it. If 
  you would automatically become trained in Intimidation 
  (from your background or class, for example), you become 
  trained in another skill of your choice. 
  Animals’ attitudes toward you begin one degree worse 
  than normal, usually starting at unfriendly instead of 
  indifferent for domesticated animals, and hostile instead 
  of unfriendly for wild animals.
  Ratfolk Ancestry Feats
  At 1st level, you gain one ancestry feat, and you gain an 
  additional ancestry feat every 4 levels thereafter (at 5th, 
  9th, 13th, and 17th levels). As a ysoki, you select from 
  among the following ancestry feats.
  1ST LEVEL
  CHEEK POUCHES 
  FEAT 1
  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.
  PACK RAT 
  FEAT 1
  RATFOLK
  Years of packing for travel have taught you 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 bag of holding.
  RAT FAMILIAR 
  FEAT 1
  RATFOLK
  You have a pet rat that has become magically bonded to you. 
  You gain a familiar using the rules on page 217 of the Core 
  Rulebook, and this familiar must be a rat. It still gets the 
  benefits of familiar abilities, but its base form remains a rat.
  RATFOLK LORE 
  FEAT 1
  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 
  become trained in Ratfolk Lore.
  RATSPEAK 
  FEAT 1
  RATFOLK
  To you, the squeaking of rats and other rodents makes a 
  strange kind of sense. 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.
  TINKERING FINGERS 
  FEAT 1
  RATFOLK
  You’re good with your hands and can quickly improvise a fix 
  for broken or damaged equipment. You’re trained in Crafting. 
  If you would automatically become trained in Crafting (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 kit without taking the –2 circumstance penalty, 
  improvising tools from whatever you have at hand.
  VICIOUS INCISORS 
  FEAT 1
  RATFOLK
  You’ve let your incisors grow long enough to serve as 
  formidable weapons. You gain a jaws unarmed attack that 
  deals 1d6 piercing damage. Your jaws are in the brawling 
  group and have the finesse and unarmed traits. Unlike most 
  creatures, you can file down your teeth and regrow them later 
  on, enabling you to select this feat at any level, and to retrain 
  into and out of this feat.
  WARREN NAVIGATOR 
  FEAT 1
  RATFOLK
  You’re particularly good at solving mazes and navigating twists 
  and turns. 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 
  Advanced Player's Guide
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  22
  
  attempt a roll against a maze 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.
  5TH LEVEL
  LAB RAT 
  FEAT 5
  RATFOLK
  You’ve spent more than your share of time in an alchemy lab. You might have been an 
  alchemist yourself, an assistant, or perhaps even a test subject. Either way, you have 
  been exposed to a wide variety of alchemical poisons and elixirs, leaving you with 
  increased tolerance of their effects. You have a +1 circumstance bonus to saves against 
  poison and harmful effects from elixirs. If you roll a success on your saving throw 
  against an elixir or poison, you get a critical success instead. 
  QUICK STOW � 
  FEAT 5
  RATFOLK
  Prerequisites Cheek Pouches
  Frequency once per round
  You are adept at quickly moving items into your cheek pouches. You Interact to 
  store one held item in your cheek pouches (provided it fits).
  RAT MAGIC 
  FEAT 5
  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.
  9TH LEVEL
  BIG MOUTH 
  FEAT 9
  RATFOLK
  Prerequisites Cheek Pouches
  Your cheek pouches are especially stretchy. 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.
  OVERCROWD 
  FEAT 9
  RATFOLK
  Your physiology is slight, and you can pack into small spaces with others of 
  similar stature. 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.
  RAT FORM � 
  FEAT 9
  CONCENTRATE POLYMORPH PRIMAL
  RATFOLK
  TRANSMUTATION
  You can transform into an innocuous-looking rat to scout an 
  area or slip through tight spaces. You gain the effects of a 1st-
  level pest form spell, except that you must assume the battle 
  form of a Tiny rat.
  13TH LEVEL
  WARREN DIGGER 
  FEAT 13
  RATFOLK
  You’ve learned to put your sturdy claws to work digging 
  through the earth. You gain a burrow Speed of 15 feet.
  RATFOLK ADVENTURERS
  Ratfolk might take up the adventuring 
  life to explore and travel, to defend 
  their family or community, or for any 
  number of other reasons.
  Their natural wit and nimble fingers 
  make ratfolk excellent alchemists and 
  rogues, while some specialize in ranged 
  weapons as fighters or rangers.
  Typical ratfolk backgrounds include 
  animal whisperer, artisan, merchant, 
  medic, nomad, scout, and tinker from 
  the Core Rulebook, plus bandit, barber, 
  scavenger, and teacher from this book.
  Ancestries & Backgrounds
  1
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  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  TENGU
  Tengus are a gregarious and resourceful people that have spread far and wide from their 
  ancestral home in Tian Xia, collecting and combining whatever innovations and traditions 
  they happen across with those from their own long history.
  Tengus are survivalists and conversationalists, equally at 
  home living off the wilderness and finding a niche in dense 
  cities. They accumulate knowledge, tools, and companions, 
  adding them to their collection as they travel. 
  The tengu diaspora has spread across Golarion in search 
  of a better life, bringing their skill with blade crafting to 
  lands far from their home. In maritime regions, tengus 
  notably work as fishers, blacksmiths, and “jinx eaters”—
  members of ships’ crews who are believed, accurately 
  or otherwise, to absorb misfortune. Having lived in a 
  variety of conditions and locations, tengus tend to be 
  nonjudgmental, especially with regard to social station, 
  though their willingness to associate with lawbreakers has 
  often led some to look at them with suspicion.
  If you want to play a character hailing from a rich 
  history of artisanship and tradition, but who happily 
  picks up new practices, companions, words, and items as 
  needed, you should play a tengu.
  YOU MIGHT...
  • Be gregarious and eager to find a flock of your own.
  • Voraciously absorb the practices of those around you, 
  sometimes even forgetting where they came from.
  • Be willing to take on any task or job, no matter 
  what others think.
  OTHERS PROBABLY...
  • Look to you as a source of eclectic skills and 
  knowledge, especially relating to languages.
  •  Get confused by your simultaneous respect for and 
  disregard of tradition.
  •  Have trouble reading your expressions or regard 
  you with suspicion and superstition.
  PHYSICAL DESCRIPTION
  Tengus have many avian characteristics. Their faces 
  are tipped with sharp beaks and their scaled forearms 
  and lower legs end in talons. As closed footwear 
  tends to fit poorly unless custom made, many 
  tengus wear open sandals or simply go barefoot. 
  Tengus are rarely more than 5 feet tall, and they 
  are even lighter than their smaller frames would 
  suggest, as they have hollow bones. A small number 
  of tengus have vestigial wings incapable of true flight.
  Tengus hatch from eggs and are featherless for their first 
  year of life, during which they rarely leave home. They 
  soon grow a downy gray coat, which is replaced by a dark 
  covering of adult feathers by the time they come of age at 
  around 15 years. Tengus use their shed feathers in a variety 
  of tools, from simple writing quills to magical fans to focus 
  their ancestral magic. Many tengus modify their appearance 
  by dyeing patterns into their feathers or talons, which 
  amplifies their body language and has the added benefit of 
  aiding other humanoids in understanding their expressions. 
  SOCIETY
  Tengus are extremely social, banding together in extended 
  communities with many families living in adjacent houses 
  Advanced Player's Guide
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  RARITY
  Uncommon
  HIT POINTS
  6
  SIZE
  Medium
  SPEED
  25 feet
  ABILITY BOOSTS
  Dexterity
  Free
  LANGUAGES
  Common
  Tengu
  Additional languages equal to your 
  Intelligence modifier (if positive). 
  Choose from Dwarven, Elven, Halfling, 
  Gnomish, Goblin, Sylvan, and any other 
  languages to which you have access 
  (such as the languages prevalent in 
  your region).
  TRAITS
  Humanoid
  Tengu
  LOW-LIGHT VISION
  You can see in dim light as though it 
  were bright light, and you ignore the 
  concealed condition due to dim light.
  SHARP BEAK
  With your sharp beak, you are never 
  without a weapon. You have a beak 
  unarmed attack that deals 1d6 piercing 
  damage. Your beak is in the brawling 
  weapon group and has the finesse and 
  unarmed traits.
  and sharing the work of the household. In cities, a community may also contain 
  members of other ancestries. Tengu children raised in the same unit consider each 
  other siblings, usually forgetting which of them share a biological connection.
  The greatest divide in tengu society is between tengus remaining in their 
  ancestral home and those who have dispersed across the world. Tengus refer 
  to these two groups as those “in the roost” and those “migrating,” respectively. 
  Roosted tengus tend to be more traditionalist and conservative and are especially 
  concerned with preserving their culture in the face of years of erosion from 
  oppression. Migrating tengus, on the other hand, voraciously absorb the culture 
  of the various nations and settlements that they now call home.
  ALIGNMENT AND RELIGION
  Tengus often follow the faith of the region in which they were raised, though the 
  tengu ancestral deity is the storm god Hei Feng. This god’s notorious drunken 
  carousing and emotional swings causes many tengus to instead focus their 
  attention on gods of freedom and travel, such as Desna or Cayden Cailean, or 
  deities of nature, such as Gozreh. Besmara is also a common subject of tengu 
  worship, especially among tengus who live on the sea. More about Besmara 
  and Hei Feng can be found in Lost Omens Gods and Magic (pages 55 and 63).
  Before their diaspora, tengus practiced a syncretic faith that blended a 
  polytheistic worship of the deities responsible for creating the natural world. 
  As tengu folklore posits that tengus long ago descended from the night sky 
  on shooting stars to rest upon Golarion’s highest peaks, animist rites were 
  practiced on mountains and other great natural features. Even today, tengus 
  rarely differentiate between divine and primal worship.
  Tengus are far more concerned with the balance between traditionalism and 
  adaptability than they are with good and evil, with lawful tengus more common 
  among the roosted and chaotic tengus more common among the migratory.
  NAMES
  Though roosted tengus tend toward more traditional names with the hard 
  consonants often seen in the Tengu language, migrating tengus’ tendency to 
  readily absorb and repurpose the culture of those around them has led to names 
  that combine elements of whatever languages suited the namer’s fancy.
  Sample NameS 
  Arkkak, Chuko, Dolgra, Dorodara, Kakkariel, Kora, Marrak, Mossarah, 
  Pularrka, Rarorel, Ruk, Tak-Tak, Tsukotarra
  Tengu Heritages 
  As a fluid people scattered from their original homes, there are a wide variety 
  of tengus on Golarion. Choose one of the following tengu heritages at 1st level.
  JINXED TENGU
  Your lineage has been exposed to curse after curse, and now, they slide off your 
  feathers like rain. If you succeed at a saving throw against a curse or misfortune 
  effect, you get a critical success instead. When you would gain the doomed 
  condition, attempt a DC 17 flat check. On a success, reduce the value of the 
  doomed condition you would gain by 1.
  MOUNTAINKEEPER TENGU
  You come from a line of tengu ascetics, leaving you with a link to the spirits 
  of the world and the Great Beyond. You can cast the disrupt undead cantrip 
  as a primal innate spell at will. A cantrip is heightened to a spell level equal to 
  half your level rounded up. Each time you cast a spell from a tengu heritage or 
  ancestry feat, you can decide whether it’s a divine or primal spell.
  Ancestries & Backgrounds
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  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  SKYBORN TENGU
  Your bones may be especially light, you may be a rare 
  tengu with wings, or your connection to the spirits of 
  wind and sky might be stronger than most, slowing 
  your descent through the air. You take no damage from 
  falling, regardless of the distance you fall.
  STORMTOSSED TENGU
  Whether due to a blessing from Hei Feng or hatching 
  from your egg during a squall, you are resistant to 
  storms. You gain electricity resistance equal to half your 
  level (minimum 1). You automatically succeed at the flat 
  check to target a concealed creature if that creature is 
  concealed only by rain or fog.
  TALONED TENGU
  Your talons are every bit as sharp and strong as your 
  beak. You gain a talons unarmed attack that deals 1d4 
  slashing damage. Your talons are in the brawling group 
  and have the agile, finesse, unarmed, and versatile 
  piercing traits.
  Ancestry Feats
  At 1st level, you gain one ancestry feat, and you gain an 
  additional ancestry feat every 4 levels thereafter (at 5th, 
  9th, 13th, and 17th levels). As a tengu, you select from 
  among the following ancestry feats.
  1ST LEVEL
  SCAVENGER’S SEARCH 
  FEAT 1
  TENGU
  You’re always on the lookout for supplies and valuables. Each 
  time you use the Seek action to search for objects (including 
  secret doors and hazards), you can search for objects in your 
  choice of a 10-foot emanation around you or an adjacent 
  15-foot-by-15-foot area, rather than a single adjacent 
  10-foot-by-10-foot area.
  SQUAWK! � 
  FEAT 1
  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.
  STORM’S LASH 
  FEAT 1
  TENGU
  Wind and lightning have always been close friends to you. 
  You can cast the electric arc cantrip as a primal innate spell at 
  will. A cantrip is heightened to a spell level equal to half your 
  level rounded up.
  TENGU LORE 
  FEAT 1
  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 become trained in Tengu Lore.
  TENGU WEAPON FAMILIARITY 
  FEAT 1
  TENGU
  You’ve trained with a blade and other tengu weapons ever 
  since you hatched. You gain access to khakkaras (page 248). 
  Additionally, choose two weapons from the sword group. 
  You can choose from among all common martial swords, plus 
  the katana, temple sword, and wakizashi (page 248). For 
  the purpose of determining your proficiency, that weapon 
  is a simple weapon, and if the weapon isn’t common, you 
  gain access to it. If you are trained in all martial weapons, 
  you add common advanced swords to the swords you can 
  choose from.
  You also gain access to all uncommon tengu weapons. For 
  the purpose of determining your proficiency, martial tengu 
  weapons are simple weapons, and advanced tengu weapons 
  are martial weapons.
  5TH LEVEL
  EAT FORTUNE � 
  FEAT 5
  CONCENTRATE
  DIVINATION
  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.
  LONG-NOSED FORM � 
  FEAT 5
  CONCENTRATE
  POLYMORPH
  PRIMAL
  TENGU
  TRANSMUTATION
  You can 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 can remain 
  Advanced Player's Guide
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  26
  
  TENGU ADVENTURERS
  A tengu that leaves the ancestral 
  homeland feels an intense pull toward 
  adventure, to cross vast distances, 
  collect beautiful treasures, and brave the 
  challenges of combat or the rolling sea.
  Tengu backgrounds might reflect 
  their place in the homeland or the 
  tengu diaspora. These could include 
  acrobat, barkeep, charlatan, emissary, 
  entertainer, fortune teller, gambler, 
  merchant, nomad, or sailor from the 
  Core Rulebook, plus bandit, courier, 
  insurgent, refugee, and scavenger from 
  this book.
  Tengus often become rogues, bards, 
  oracles, rangers, or swashbucklers.
  in your human form indefinitely, and you can shift back to your tengu form by using 
  this action again.
  ONE-TOED HOP � 
  FEAT 5
  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.
  TENGU WEAPON STUDY 
  FEAT 5
  TENGU
  Prerequisites Tengu Weapon Familiarity
  You’ve learned techniques for using blades and other tengu weapons. Whenever 
  you critically hit using one of the weapons from your Tengu Weapon Familiarity, you 
  apply the weapon’s critical specialization effect.
  9TH LEVEL
  ECLECTIC SWORD TRAINING 
  FEAT 9
  TENGU
  Prerequisites Tengu Weapon Familiarity
  You were always taught that you needed to be able to use whatever weapon came 
  your way. You can change any of the swords designated in your Tengu Weapon 
  Familiarity to different swords that meet the same specifications. You have 
  to practice with a sword during your daily preparations to designate it, 
  and the designation only lasts until your next daily preparations. This 
  changes only your proficiency; it doesn’t change your access.
  SOARING FLIGHT � 
  FEAT 9
  MORPH
  PRIMAL
  TENGU
  TRANSMUTATION
  Prerequisites skyborn tengu heritage
  Frequency once per day
  To be a tengu is to be unburdened by the concerns of the world below. You grow 
  a pair of magical wings or expand your existing ones. For 5 minutes, 
  you gain a fly Speed equal to your land Speed or 20 feet, 
  whichever is greater.
  13TH LEVEL
  TENGU WEAPON EXPERTISE 
  FEAT 13
  TENGU
  Prerequisites Tengu Weapon Familiarity
  Study has made you an expert with tengu weapons. Whenever 
  you gain a class feature that grants you expert or greater 
  proficiency in a given weapon or weapons, you also gain that 
  proficiency for the weapons from your Tengu Weapon Familiarity.
  17TH LEVEL
  GREAT TENGU FORM 
  FEAT 17
  TENGU
  Prerequisites Long-Nosed Form
  You take on the imposing form of a large, winged oni. Once 
  per day, as part of using Long-Nosed Form, you also gain the 
  benefits of 4th-level enlarge and fly. This lasts for 5 minutes or until 
  you shift out of your Long-Nosed Form, whichever happens first.
  Ancestries & Backgrounds
  1
  27
  27
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  Golarion is home to a variety of versatile heritages. Some 
  are born to unusual creatures or arise through specific 
  mundane or supernatural circumstances. Many, however, 
  result from an infusion of extraplanar energy, whether 
  through direct parentage, more distant ancestors, or 
  simply direct exposure to the quintessence of that plane. 
  These individuals are known as planar scions.
  Because the circumstances that give rise to versatile 
  heritages aren’t limited to a single ancestry, a versatile 
  heritage can be chosen by a character of nearly any 
  ancestry. Some versatile heritages are more common 
  among some ancestries than others, and some might list 
  additional restrictions specific to that heritage. Your GM 
  may place other restrictions on which ancestries can use 
  a given versatile heritage based on the story and setting. 
  Playing a Versatile 
  Heritage
  To play a character with a versatile heritage, first select 
  your ancestry, just like you would for any character. You 
  gain Hit Points, size, Speed, ability boosts and ability flaws, 
  languages, traits, and other abilities from that ancestry. 
  Then, instead of choosing a heritage from those normally 
  available to that ancestry, apply your chosen versatile 
  heritage. You gain all the features from your versatile 
  heritage, some of which might modify or replace statistics, 
  abilities, or traits from your ancestry. 
  Since a versatile heritage is a heritage, you can have 
  only one, and you can’t have any other heritage in 
  addition to your versatile heritage. 
  Sometimes a versatile heritage might give you an 
  ability that conflicts with an ability from your ancestry. 
  In these cases, you choose which of the conflicting 
  abilities your character has.
  When selecting ancestry feats, you can choose from 
  those available to your ancestry as well as those 
  specific to your versatile heritage. 
  LINEAGE FEATS
  Some ancestry feats within a versatile heritage have 
  the lineage trait. These feats specify a physiological 
  lineage your character has—such as the type of hag 
  that birthed a changeling character, or the type of fiend 
  that influenced a tiefling’s birth. You can have only one 
  lineage feat; you can select such a feat only at 1st level, 
  and you can’t retrain into or out of this feat. 
  VERSATILE HERITAGES
  The peoples of Golarion are many, and they have a long history of intermingling. The 
  inevitable offspring of these mixed unions share physiological features with both their 
  parents, manifesting as a specific heritage. The most common of these by far are the half-elf 
  and half-orc human ancestries. Some individuals, however, are born under far stranger 
  circumstances, such as a monstrous, undead, or extraplanar parent, a powerful curse, or an 
  incursion of extraplanar energies. As these circumstances aren’t unique to a single ancestry, 
  these heritages—called versatile heritages—are likewise shared by many ancestries. 
  Advanced Player's Guide
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  MANY ANCESTRIES
  Though a character can have only one 
  heritage, it doesn’t mean characters 
  with lineages tracing back to multiple 
  ancestries or heritages don’t exist. 
  It’s certainly possible for a dhampir 
  to be born to a half-elf mother, or 
  for a duskwalker to appear in a 
  community of death warden dwarves. 
  In these cases, the influence of the 
  versatile heritage overshadows the 
  other heritage—the dhampir heritage 
  overshadows the half-elf heritage, and 
  the duskwalker abilities replace those 
  of the death warden dwarf heritage. So 
  while, superficially, a character might 
  bear a resemblance to both heritages, 
  mechanically, they only gain the 
  benefits of the versatile heritage. 
  SUPERNATURAL ORIGINS
  The circumstances that give rise to 
  individuals with versatile heritages 
  vary widely, from direct biological 
  descendance to clandestine rituals, 
  planar incursions, or unique mystical 
  phenomena. It’s up to you to decide 
  the details of your character’s heritage 
  and how they came into being. The 
  sections in this book provide some 
  broad suggestions that you can use as 
  a jumping-off point, but these aren’t 
  restrictions. Hags, for example, typically 
  give birth to mammalian offspring, 
  but they are devious creatures and 
  might just as easily change form to 
  that of a kobold long enough to hatch a 
  changeling kobold child—or perhaps your 
  changeling character arose as a result 
  of a hag’s occult meddling rather than 
  direct lineage. It’s your story to tell!
  In This Book
  This book includes the rules for five versatile heritages, including three 
  planar scions.
  CHANGELING
  Children of the malevolent, magical crones known as hags, changelings share 
  some of their mothers’ abilities, such as sharp claws and occult magic. Many 
  changelings experience or dread the psychic summons of their hag mothers, 
  known as the Call, urging them to seek out their mothers so they might be 
  transformed into hags themselves.
  Changeling lineages affect the appearance of one of the changeling’s eyes, 
  and are as follows: brine may for the child of a sea hag, callow may for a green 
  hag, dream may for a night hag, and slag may for an annis hag.
  DHAMPIR
  The mortal offspring of undead vampires are caught between life and 
  undeath, mortality and immortality, mundane existence and powerful magic. 
  Dhampirs enjoy long life spans and otherworldly charm, but their ghostly 
  pallor and the nature of their parentage make their lives in humanoid 
  societies difficult.
  The two lineages for dhampirs found here are the svetocher, who come 
  from the most common vampires called the moroi, and the straveika, born 
  of the aged and unsettling nosferatu.
  PLANAR SCIONS
  Life is present everywhere across the planes of the Great Beyond, and the 
  intermingling of Material Plane mortals and extraplanar beings is no rare thing. 
  The resultant children of these relationships—and sometimes the descendants 
  of those children—are known as planar scions. There are numerous types of 
  planar scions, just as there are countless types of beings across the planes that 
  might consort with mortals. This book focuses on the following three.
  aaSimar
  These planar scions bear the blood of celestial beings—angels, archons, azatas, 
  and other benevolent extraplanar entities. Though this grants aasimars certain 
  abilities and characteristics, it also places tremendous pressure upon them to 
  meet expectations due to the assumptions others hold of their heritage.
  Aasimar lineages found here include the angelkin, the lawbringers who 
  come from archons, and the musetouched born of azatas.
  DuSkwalker
  A duskwalker isn’t born; they are instead created, each manifesting as a mortal 
  child in a location with close ties to death. They embody the somber powers 
  of the psychopomps, immortal guardians and shepherds of the dead, and they 
  maintain a fascination with and deep understanding of death throughout their 
  lives. More singular than other versatile heritages, duskwalkers don’t have 
  different lineages.
  TiefliNg
  The influence of fiendish blood or energy gives rise to tieflings. A tiefling’s 
  heritage is boon and bane, as none can contest the powers they command, 
  but few communities are willing to overlook the physical features that 
  accompany fiendish blood—horns, hoofed feet, and tails being but a 
  few examples.
  The lineages for tieflings in this book are hellspawn born of devils, pitborn 
  made with the influence of demons, and the grimspawn of daemonic origin.
  Ancestries & Backgrounds
  1
  29
  29
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  Though a changeling generally resembles a member of their 
  father’s ancestry, their distinctive eyes—each a different 
  color—set them apart. One of their eyes matches that of 
  their father’s lineage, while the other matches the color of 
  their hag mother’s, often in an unnatural shade such as 
  violet or a vivid green. Not everyone with differently colored 
  eyes is a changeling, but this manifestation of changeling 
  heritage makes it difficult for them to hide their nature and 
  can lead to banishment from their community. As they come 
  of age, they manifest other characteristics from their mother, 
  including supernatural abilities. Darkvision, clawlike 
  fingernails, and innate magic are the most common, but 
  stranger abilities specific to the hag mother can also arise. 
  Changelings can be any gender, but women in particular  
  are vulnerable to the Call, a psychic influence that urges 
  them to abandon their mortal life, join the hag’s coven, and 
  eventually become a hag. Changelings who understand their 
  heritage often fear the Call and work to resist its pull. Those 
  who remain ignorant of their origin may find themselves 
  subject to a terrible compulsion without knowing why.
  YOU MIGHT...
  • Cherish and protect those friends and family 
  who accept you as you are.
  • Seek to better understand your hag mother and the 
  gifts she gave you, for good or ill, or distance yourself 
  from your heritage.
  • Fear the day you hear the Call and worry you might 
  not be able to resist—or perhaps you already fight to 
  resist it every day.
  OTHERS PROBABLY...
  • Assume you practice occult or primal magic, or that 
  you participate in a coven.
  • Worry that you might secretly be a monster, or 
  become one, and turn on them.
  •   Notice and speculate about your distinctive eyes.
  CHANGELING (UNCOMMON HERITAGE)
  Your mother was a hag. Your heterochromatic eyes 
  are the most obvious signifier of this parentage, but 
  you likely also have a slighter build, paler skin, and 
  darker hair than most members of your other parent’s 
  ancestry. You gain the changeling trait. You also 
  gain low-light vision, or you gain darkvision if your 
  ancestry already has low-light vision. You can select 
  from changeling feats and feats from your other 
  parent’s ancestry whenever you gain an ancestry feat. 
  Changeling Feats
  The following feats are available to changeling 
  characters.
  CHANGELING
  Tales of children stolen away and replaced by monsters exist across countless cultures—
  but the true monsters are the hag mothers of these strange children. After the hag seduces, 
  uses, and disposes of their father, the changeling child is usually abandoned in their 
  father’s community to be raised among them. Such a child faces no end of challenges, 
  often beginning life as an orphaned outsider. 
  Advanced Player's Guide
  30
  30
  
  1ST LEVEL
  BRINE MAY 
  FEAT 1
  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).
  CALLOW MAY 
  FEAT 1
  CHANGELING
  LINEAGE
  You are among the most common of changelings—those born 
  to green 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 flat-footed against you.
  CHANGELING LORE 
  FEAT 1
  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 become trained in Hag Lore.
  DREAM MAY 
  FEAT 1
  CHANGELING
  LINEAGE
  You are the child of a night 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 times double your level 
  instead of just times your level, and you reduce any drained and 
  doomed conditions you have by 2 instead of by 1.
  HAG CLAWS 
  FEAT 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, allowing you to select this feat anytime you would gain 
  an ancestry feat, but once you’ve selected it, you can’t retrain 
  out of it.
  HAG’S SIGHT 
  FEAT 1
  CHANGELING
  You’ve nurtured the supernatural abilities gifted by your hag 
  mother, particularly your sight. You gain darkvision.
  SLAG MAY 
  FEAT 1
  CHANGELING
  LINEAGE
  Your mother was an annis 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.
  5TH LEVEL
  CALLED 
  FEAT 5
  CHANGELING
  You have heard the Call, and in constantly resisting that 
  persistent demand, you’ve developed a mental bulwark against 
  effects that would 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.
  MIST CHILD 
  FEAT 5
  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.
  9TH LEVEL
  ACCURSED CLAWS 
  FEAT 9
  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.
  OCCULT RESISTANCE 
  FEAT 9
  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.
  13TH LEVEL
  HAG MAGIC 
  FEAT 13
  CHANGELING
  Through your heritage, you can replicate some of a hag’s magic. 
  Choose one common spell of 4th level 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-level 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: Sea Hag 
  acid arrow, water walk; Green Hag entangle, outcast’s curse, 
  wall of thorns; Annis Hag earthbind; Night Hag nightmare
  Ancestries & Backgrounds
  1
  3131
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  DHAMPIR
  Many call vampires the children of the night, but it is dhampirs who can truly claim that 
  title. These mortal offspring of vampires walk the line between life and undeath not just 
  physiologically, but also in their social standing, temperament, and worldview.
  The circumstances surrounding a dhampir’s birth are rare, 
  complex, and often shrouded in horrific rumors stoked 
  by societal revulsion at the idea of an undead monstrosity 
  producing mortal offspring. Some dhampirs are the child of 
  one mortal and one vampiric parent, while others are born 
  to those who were turned into vampires while pregnant. 
  Still others rise from dark rituals or other supernatural 
  influences that impose a vampiric curse onto a mortal 
  infant. The life of a dhampir is often difficult: few vampiric 
  parents have the time or inclination to raise a mortal child, 
  while mortal communities find a dhampir’s sallow flesh, 
  piercing eyes, and unnerving presence off-putting at best.
  Despite being living creatures, dhampirs respond 
  to positive and negative energy as if they were undead, 
  making them unwelcome in many holy communities and 
  often driving them toward necromantic arts. Dhampirs 
  aren’t immortal, but age far more slowly than 
  most mortals, with a lifespan similar to that of 
  an elf. Dhampirs have difficulty producing 
  children of their own, and those few born to 
  a dhampir are never dhampirs themselves. 
  A dhampir generally resembles a member of their 
  non-vampire parent’s ancestry, but with a ghostly pallor 
  and eyes so light it seems they have only pinpoint pupils and 
  no iris. All dhampirs have elongated incisors, some nearly 
  as long as those of a true vampire. Many command grace, 
  beauty, and charm, despite their unsettling appearance.
  YOU MIGHT...
  • Distance yourself from your heritage by trying to 
  blend into society or even hunting undead.
  • Take special precautions to avoid being exposed to 
  “helpful” healing magic.
  • Find yourself fascinated by the sight, smell, or taste 
  of blood.
  OTHERS PROBABLY...
  • Feel unsettled by your ghostly pallor and sharp teeth.
  • Wonder about or even romanticize your origins 
  and motivations.
  • Find themselves strangely drawn to your grace, 
  charm, and appearance.
  DHAMPIR (UNCOMMON HERITAGE)
  You are the scion of a vampire, half living and half undead, 
  gifted with uncanny charm and grace, a bloodless pallor, 
  and elongated incisors. You gain the dhampir trait, in 
  addition to the traits from your ancestry. You have the 
  negative healing ability, which means you are harmed by 
  positive damage and healed by negative effects as if you 
  were undead. You also gain low-light vision, or you gain 
  darkvision if your ancestry already has low-light vision. 
  You can choose from dhampir feats and feats from your 
  ancestry whenever you gain an ancestry feat.
  Advanced Player's Guide
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  32
  
  Dhampir Feats 
  The following feats are available to dhampir characters.
  1ST LEVEL
  EYES OF NIGHT 
  FEAT 1
  DHAMPIR
  Prerequisites low-light vision
  You can see in the darkness as easily as a true vampire. You 
  gain darkvision.
  Special You can select this feat only at 1st level, and you 
  can’t retrain into or out of this feat.
  FANGS 
  FEAT 1
  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.
  STRAVEIKA 
  FEAT 1
  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. 
  SVETOCHER 
  FEAT 1
  DHAMPIR
  LINEAGE
  You were born to one of the 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 are 
  trained Diplomacy. If you would automatically be trained in it, 
  you instead become trained in a skill of your choice.
  VAMPIRE LORE 
  FEAT 1
  DHAMPIR
  You were raised by your vampiric parent, or you’ve invested 
  substantial time and energy researching the secrets of your 
  undead progenitors. You gain the trained proficiency rank 
  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 become trained in Vampire Lore.
  VOICE OF THE NIGHT 
  FEAT 1
  DHAMPIR
  You hear and understand the words of creatures you share the 
  darkness with. You can ask questions of, receive answers from, 
  and use Diplomacy with bats, rats, and wolves. You also gain a 
  +1 circumstance bonus to Make an Impression on such animals.
  5TH LEVEL
  ENTHRALLING ALLURE 
  FEAT 5
  DHAMPIR
  The powers of domination employed by your progenitors have 
  manifested in you as well. Once per day, you can cast charm 
  as a 1st-level divine innate spell.
  NECROMANTIC PHYSIOLOGY 
  FEAT 5
  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 saves against diseases.
  UNDEAD SLAYER 
  FEAT 5
  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 weapons and 
  unarmed attacks 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.
  9TH LEVEL
  BLOODLETTING FANGS 
  FEAT 9
  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.
  NIGHT MAGIC 
  FEAT 9
  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 obscuring mist as 2nd-level divine innate spells. You can 
  cast each of these spells once per day.
  13TH LEVEL
  FORM OF THE BAT � 
  FEAT 13
  CONCENTRATE
  DHAMPIR
  DIVINE
  POLYMORPH
  TRANSMUTATION
  Frequency once per hour
  You can transform into a harmless bat. You gain the effects 
  of a 4th-level pest form, except you always transform into 
  a bat.
  17TH LEVEL
  SYMPHONY OF BLOOD 
  FEAT 17
  DHAMPIR
  You call forth the blood of your foes to grant you vigor. Once 
  per day, you can cast vampiric exsanguination as a 7th-level 
  divine innate spell.
  Ancestries & Backgrounds
  1
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  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  PLANAR SCIONS
  Countless legends tell of mortals and immortals entwined, and of the children born 
  to those lovers. These children, known as planar scions, are mortals who inherit the 
  supernatural essence of another plane, which manifests through their distinctive physical 
  features and otherworldly powers. There are as many types of planar scions as there 
  are creatures in the Great Beyond, but this section presents rules for three: the celestial 
  aasimars, psychopomp-infused duskwalkers, and fiend-blooded tieflings.
  Aasimar
  Born with the power of benevolent celestial entities, 
  aasimars are thought to be supremely blessed with strength 
  of will, extraordinary beauty, and innate magical gifts. But 
  many aasimars find that these perceived talents—whether 
  they actually have them or not—set them apart from their 
  friends and family, fostering loneliness in themselves and 
  jealousy in others. Aasimars with a positive outlook face 
  these challenges by serving their communities, populating 
  the environment with kindness or artwork, or simply 
  supporting those who are less fortunate. Some aasimars 
  hold a more hostile worldview, however, and risk falling 
  into resentment, despair, or even the temptations of evil. 
  Even then, the stereotypes surrounding an aasimar cling 
  close, causing others to view them as tragic figures in need 
  of redemption.
  The powers and physical appearances passed down 
  from celestial beings vary according to an aasimar’s 
  lineage. Those who descend from archons are sometimes 
  known as lawbringers, while those who possess angelic 
  blood are called angelkin, and those related to azatas are 
  referred to as musetouched.
  If you want a character brimming with celestial power, 
  unique physical characteristics and the potential for 
  strong faith, you should play an aasimar.
  YOU MIGHT...
  • Possess a strong sense of fashion, favor exquisitely 
  crafted tools, or carry yourself with instinctual grace.
  • Feel a strong kinship with outcasts, orphans, or others 
  who have been misunderstood or marginalized.
  • Have a beloved pet or a close relationship with a 
  sibling or childhood friend.
  OTHERS PROBABLY...
  • Assume you are a supernatural messenger from beyond 
  or whole-heartedly enjoy your supernatural legacy.
  • Treat you with worship or reverence, but distance 
  you by putting you on a pedestal. 
  • Think you can provide simple and free supernatural 
  solutions for all their problems.
  PHYSICAL DESCRIPTION
  An aasimar’s physical appearance depends as much upon 
  the features of their parents as it does upon the nature of 
  their celestial heritage. While an aasimar is recognizably 
  a member of their humanoid ancestry, they always bear 
  a few physical traits that set them apart, such as glowing 
  eyes, a faint halo of light above their head, feathers for 
  hair, antennae on the brow, a metallic sheen to the skin, 
  lack of a belly button, a strangely musical voice, or a 
  naturally pleasing floral scent. It’s a common stereotype 
  that all aasimars are handsome or beautiful—another 
  assumption aasimars face throughout their lives. 
  SOCIETY
  Aasimars are too widely dispersed in most regions to create 
  societies of their own, and they instead tend to assimilate 
  into the society and culture of their mortal parents. They 
  thrive in societies that hold freedom, civility, and justice as 
  virtues. Whether due to inborn charm and confidence or 
  others’ tendency to ascribe greater weight to their words, 
  aasimars often find themselves in positions of leadership, 
  even when they don’t seek out such roles, and they must 
  take care that their actions and words don’t unduly 
  influence others. When aasimars gather in numbers large 
  enough to develop their own societies, they tend to be 
  tightly knit but open and friendly to visitors, yet swift in 
  their justice against proven enemies.
  ALIGNMENT AND RELIGION
  An aasimar’s celestial nature doesn’t force goodness or 
  faith into their life—each aasimar is free to form their own 
  personality and beliefs. In many cases, these beliefs are 
  shaped by the nature of their upbringing, their parents, and 
  the society in which they were raised. Most aasimars are 
  good, whether because society tends to accept, foster, and 
  support aasimars, or because the influence of the celestial 
  planes is enough to subtly encourage them down such 
  paths. Good faiths are more likely to draw an aasimar’s 
  attention, particularly those with portfolios associated 
  with celestial concerns, such as Desna, Erastil, or Sarenrae. 
  Those who choose lives of evil tend to be particularly cruel 
  or sadistic, almost as if they feel the need to work that 
  much harder to justify and pursue their life choices.
  AASIMAR (UNCOMMON HERITAGE)
  You descend from celestials or were touched by the 
  celestial realms, gaining an air of awe and grace, as 
  well as features distinctive to your celestial forebears. 
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  You gain the aasimar trait, in addition to the traits from 
  your ancestry. You also gain low-light vision, or you gain 
  darkvision if your ancestry already has low-light vision. 
  You can choose from aasimar feats and feats from your 
  ancestry whenever you gain an ancestry feat.
  AASIMAR FEATS 
  1ST LEVEL
  ANGELKIN 
  FEAT 1
  AASIMAR
  LINEAGE
  You descend from an angel—a winged messenger from Nirvana 
  or one of the other celestial realms—which gives you a knack for 
  cultures and languages. 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 Celestial 
  language, and you gain the Multilingual skill feat.
  CELESTIAL EYES 
  FEAT 1
  AASIMAR
  Prerequisites low-light vision
  You can see through darkness. You gain darkvision.
  Special You can select this feat only at 1st level, and you 
  can’t retrain into or out of this feat.
  CELESTIAL LORE 
  FEAT 1
  AASIMAR
  You were raised with an aasimar or celestial relative, or 
  you’ve devoted yourself to researching the secrets of the 
  celestial realms. You gain the trained proficiency rank 
  in Diplomacy 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 become 
  trained in a Lore skill related to the celestial realm 
  from which you trace your lineage (usually Elysium 
  Lore, Heaven Lore, or Nirvana Lore).
  HALO 
  FEAT 1
  AASIMAR
  You are surrounded by a halo of light and goodness at all 
  times. Your halo sheds light with the effects of a divine light 
  cantrip. A cantrip is heightened to a spell level equal to half 
  your level rounded up. You can suppress or reestablish the 
  halo with a single action, which has the concentrate trait.
  LAWBRINGER  
  FEAT 1
  AASIMAR
  LINEAGE
  You trace your lineage to archons: embodiments of heavenly 
  virtues, guardians of the seven-tiered mountain of Heaven, 
  and nurturers of law and virtue within mortals. Your own 
  virtue and orderly mind protect you from foes who would 
  turn your emotions against you. 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.
  MUSETOUCHED 
  FEAT 1
  AASIMAR
  LINEAGE
  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.
  Ancestries & Backgrounds
  1
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  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  5TH LEVEL
  BLESSED BLOOD 
  FEAT 5
  AASIMAR
  Your freshly spilled blood is sanctified, and ingesting it causes 
  effects similar to those of holy water (Core Rulebook 571). 
  Whenever a fiend, undead, or creature with a weakness to 
  good damage drinks your blood or deals piercing or slashing 
  damage to you with jaws, fangs, or a similar attack, that 
  creature takes 1d6 good damage. You gain a +4 circumstance 
  bonus to Crafting checks to Craft holy water using your own 
  blood as one of the ingredients. 
  CELESTIAL RESISTANCE 
  FEAT 5
  AASIMAR
  Your growing connection to your celestial forebears has 
  granted you one of their resistances as well. Choose one of 
  the following energy damage types: acid, cold, electricity, fire, 
  or sonic. You gain resistance 5 to that damage type. 
  Though you can choose any of these energy damage 
  types, the damage type typically matches a celestial 
  associated with your bloodline. For instance, an angelkin 
  might choose resistance to cold or fire with a cassisian 
  forebear, resistance to fire with a balisse forebear, or 
  resistance to sonic with a choral forebear. 
  EMPYREAL BLESSING 
  FEAT 5
  AASIMAR
  You can call forth a benediction upon your allies, whether you 
  pray to a deity of the celestial realms or just find the power 
  within yourself. You can cast bless once per day as a 1st-level 
  divine innate spell.
  9TH LEVEL
  ANGELIC MAGIC 
  FEAT 9
  AASIMAR
  Prerequisites Angelkin
  You can tap into the magic of angels that runs through your 
  blood. You can cast humanoid form and remove fear each once 
  per day as 2nd-level divine innate spells.
  ARCHON MAGIC 
  FEAT 9
  AASIMAR
  Prerequisites Lawbringer
  You can tap into the heavenly magic that is your birthright. 
  You can cast continual flame and shield other each once per 
  day as 2nd-level divine innate spells. 
  AZATA MAGIC 
  FEAT 9
  AASIMAR
  Prerequisites Musetouched
  Your lineage traces back to the realm of Elysium, and you 
  can harness its magic using this connection. You can cast 
  glitterdust and remove paralysis each once per day as 
  2nd-level divine innate spells. 
  CELESTIAL WINGS � 
  FEAT 9
  AASIMAR
  DIVINE
  MORPH
  TRANSMUTATION
  Frequency once per day
  With effort, you can call forth magical wings from your back, 
  similar in appearance to those of your celestial forebears. 
  These wings remain for 10 minutes. You gain a fly Speed equal 
  to your Speed while you’ve manifested your wings.
  DIVINE COUNTERMEASURES 
  FEAT 9
  AASIMAR
  You’ve studied your celestial heritage with the intent of better 
  defending yourself, 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.
  13TH LEVEL
  AASIMAR’S MERCY 
  FEAT 13
  AASIMAR
  Your celestial powers allow you to remove lesser afflictions 
  with ease. Each day, you can cast two 4th-level divine innate 
  spells. You can choose from the following spells each time you 
  cast: remove curse, remove disease, and neutralize poison. 
  CELESTIAL STRIKES 
  FEAT 13
  AASIMAR
  Your connection to good arms all your attacks against forces 
  of evil. All your weapon and unarmed Strikes deal 1 additional 
  good damage and have the good and magical traits.
  SUMMON CELESTIAL KIN 
  FEAT 13
  AASIMAR
  Prerequisites any aasimar lineage feat
  You have a connection to the celestial realms, allowing you to 
  summon a celestial ally. Once per day, you can cast summon 
  celestial as a 5th-level divine innate spell, but the celestial 
  summoned must be from the same category as your own lineage, 
  such as a creature with the angel trait if you are angelkin.
  17TH LEVEL
  CELESTIAL WORD 
  FEAT 17
  AASIMAR
  You can call forth a holy word from the celestial realms to 
  punish your foes. Once per day, you can cast divine decree 
  as a 7th-level divine innate spell. You must choose good for 
  the spell’s alignment, and you can Cast the Spell regardless of 
  whether you worship a deity or what their alignment is.
  ETERNAL WINGS 
  FEAT 17
  AASIMAR
  Prerequisites Celestial Wings
  Your wings are now a permanent part of your body. You gain 
  the effects of Celestial Wings at all times, rather than just 
  once per day for 10 minutes.
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  Duskwalker
  The first duskwalkers manifested as the result of a bargain 
  between two powerful psychopomps, the immortal 
  guardians and guides of souls after death. One believed 
  that certain souls who helped preserve the cycle of life 
  and death but had their own lives cut short deserved 
  reincarnation, while the other felt this would too greatly 
  violate that same cycle. In the end, the duskwalkers rose 
  from a concession between the two that allowed such 
  rebirths to occur but limited their frequency—only a finite 
  number of duskwalkers ever exist at any one point in time. 
  When they were first created by psychopomps, 
  duskwalkers were expected to perform roles that would 
  serve the goddess of death, Pharasma, and by extension 
  her realm, the Boneyard. But now duskwalkers have 
  found themselves with more freedom of choice and 
  after a century, have only now come to terms with the 
  fact that their destinies are their own to choose. As they 
  are created, not born, most duskwalkers either struggle 
  to integrate with society or seek out communities and 
  organizations to serve as a surrogate family.
  Duskwalkers have an inherent understanding of the 
  cycle of life and death. In most cases this manifests as 
  a deep respect for that cycle and pushes the duskwalker 
  toward occupations that help them to protect it, such as 
  hunters of the undead, midwives, morticians, and priests.
  If you want a character who has a mysterious 
  background, seeks a society or organization to 
  join, or looks to fight against undead, you should 
  play a duskwalker.
  YOU MIGHT...
  • Seek out opportunities to form strong friendships 
  with a diverse array of companions.
  • Become focused on preventing the spread of undeath.
  • Be intrigued at finding your identity in a previous life.
  OTHERS PROBABLY...
  • Assume you’re a necromancer or have some other 
  strange interest in death or the dead.
  • Want to know if you remember your past life or ask 
  you about the secrets of death or the afterlife.
  PHYSICAL DESCRIPTION
  As a reincarnated soul, a duskwalker retains many of the 
  physical traits they possessed in their previous life and is a 
  member of that ancestry, though as a duskwalker they have 
  distinctive ash-gray or dark blue skin. However, sometimes 
  a duskwalker forms from an unusual creature, like a 
  dragon. These duskwalkers appear to be of a humanoid 
  ancestry, but have features like draconic scales or horns.
  When a duskwalker perishes and faces final judgment, 
  a new one incarnates within a year from a deserving soul, 
  typically somewhere far from the previous duskwalker’s 
  birthplace. Duskwalkers manifest in locations with 
  a sanctified connection to death, such as graveyards 
  or temples, and begin their lives at adolescence. No 
  duskwalker is capable of bearing or siring biological 
  children, but this doesn’t prevent them from establishing 
  families, typically through adoption.
  SOCIETY
  It’s not uncommon for a duskwalker to go their entire 
  life without encountering another of their kind. Despite 
  their overall rarity, duskwalkers are likely to become 
  adventurers, both due to the strange conditions of their 
  creation and common feelings of social isolation.
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  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  ALIGNMENT AND RELIGION
  Most duskwalkers are neutral or have a neutral 
  component to their alignment. While the typical 
  duskwalker worships or at least respects Pharasma and 
  her powerful psychopomp ushers, any deity associated 
  with death, society, or the occult might attract a 
  duskwalker’s attention.
  DUSKWALKER (UNCOMMON HERITAGE)
  Thanks to an ancient bargain, your soul has been reborn 
  as a duskwalker, a planar scion with a connection to 
  psychopomps and the Boneyard. You gain the duskwalker 
  trait in addition to the traits from your ancestry. You 
  also gain low-light vision, or you gain darkvision if your 
  ancestry already has low-light vision. Neither your body 
  nor your spirit can ever become undead. You can choose 
  from duskwalker feats and feats from your ancestry 
  whenever you gain an ancestry feat.
  DUSKWALKER FEATS 
  1ST LEVEL
  DUSKWALKER LORE 
  FEAT 1
  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 
  become trained in Boneyard Lore.
  GHOST HUNTER 
  FEAT 1
  DUSKWALKER
  Your connection to the Boneyard ensures that your blows 
  strike true against spectral beings. Your weapon and unarmed 
  attack Strikes against incorporeal creatures become magical. 
  If they are already magical, they instead gain the effects of a 
  ghost touch property rune. 
  GRAVESIGHT 
  FEAT 1
  DUSKWALKER
  Prerequisites low-light vision
  You can see in the darkness as easily as a psychopomp. You 
  gain darkvision.
  Special You can select this feat only at 1st level, and you 
  can’t retrain into or out of this feat.
  5TH LEVEL
  LIFESENSE 
  FEAT 5
  DIVINATION
  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 within living creatures and its counterforce that animates 
  the undead, though you can’t distinguish between the two.
  SPIRIT SOOTHER 
  FEAT 5
  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.
  WARD AGAINST CORRUPTION 
  FEAT 5
  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.
  9TH LEVEL
  DUSKWALKER MAGIC 
  FEAT 9
  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 gentle repose each once 
  per day as 2nd-level divine innate spells. 
  SPIRIT STRIKES 
  FEAT 9
  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 negative damage to living creatures and 1 additional 
  positive damage to undead.
  13TH LEVEL
  RESIST RUIN 
  FEAT 13
  DUSKWALKER
  Your duskwalker heritage allows you to extend protection 
  against negative energy to yourself or an ally in need. You gain 
  resistance 5 to negative energy, and once per day, you can cast 
  death ward as a divine innate spell. 
  17TH LEVEL
  BONEYARD’S CALL 
  FEAT 17
  DUSKWALKER
  You have a powerful connection to the Boneyard and its 
  courts, granting you the ability to travel to and from the 
  Boneyard. You gain plane shift as a divine innate spell. You can 
  cast it twice per week. This can be used only to travel to the 
  Boneyard or from the Boneyard to the Material Plane. Due to 
  your unique connection to the Boneyard, your body serves as 
  the focus, and you don’t require a tuning fork.
  Advanced Player's Guide
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  Tiefling
  When the influence of a demon, devil, or other fiend 
  infiltrates the bloodline of a mortal family, tieflings 
  are the inevitable result. Tieflings carry the sinister 
  mark of the fiendish planes upon their flesh, and their 
  specific abilities and physical qualities vary according to 
  their heritage. Hellspawn are those who descend from 
  devils, grimspawn hail from daemonic influences, and 
  pitborn bear the influence of demons, though these are 
  only the three most common among a wide variety of 
  tiefling lineages.
  Generations might pass between a fiend’s direct 
  influence and the time a tiefling child is born. For 
  those born to ignorant or fearful parents, childhood is 
  particularly hard, but even those whose families accept 
  and nurture them face fear and prejudice from society 
  as a whole. In some cases, this rejection encourages a 
  tiefling to embrace the evil within their heritage, though 
  others carve out a place and live a fulfilling life despite the 
  challenges facing them.
  If you want a character who is supernaturally infused 
  with sinister forces, might have a unique appearance, and 
  can fill the role of a complicated or unexpected hero, you 
  should play a tiefling.
  YOU MIGHT...
  • Have a strong sense of self-confidence born from a 
  life of having to rely on yourself.
  • Feel a kinship with society’s underprivileged or 
  criminal elements, or even seek positions of power 
  on the wrong side of the law.
  • Place incredible value on hard-won friendships and 
  hold these companions closer than your blood family.
  OTHERS PROBABLY...
  • Assume you’ve faced numerous challenges due to 
  your heritage.
  • Mistake you for an evil agent of a sinister cult, a 
  fiend worshipper, or even a fiend yourself.
  • Think you have associations with powerful fiends, 
  potentially trying to bargain with you for power of 
  their own.
  PHYSICAL DESCRIPTION
  Two tieflings, even siblings or twins, might not look 
  similar at all, for the influence of fiendish lineage manifests 
  in unique and unusual ways. These variations never make 
  a tiefling’s appearance so strange as to obscure their 
  humanoid ancestry, but horns, a forked tongue, vestigial 
  wings, a tail, or a cloven hoof in place of a foot are all 
  common and obvious signs of their heritage. 
  SOCIETY
  Tieflings tend to adopt the society and culture they 
  were born into. Since most societies consider them to 
  be untrustworthy or even monstrous, tieflings typically 
  gravitate toward those segments of society willing to 
  overlook them entirely, or where their reputation can 
  assist rather than hinder them. With determination 
  and persistence, however, tieflings can earn respect and 
  prestige despite their heritage, finding people who accept 
  them as they are. In regions where worship of fiends is 
  widespread, tieflings can live more openly and achieve 
  great power and respect, although exceptions exist—in 
  the Asmodean nation of Cheliax, for example, tieflings 
  are seen as shameful proof of a failure to maintain control 
  in the face of fiendish influence, and as such are cast out.
  ALIGNMENT AND RELIGION
  A tiefling’s fiendish heritage doesn’t force evil or cruelty 
  into their being, and each tiefling ultimately chooses their 
  own faith, goals, and personality. But every tiefling feels 
  their forbear’s influence in the back of their mind, always 
  ready to tempt and goad when the world appears cruel 
  and unjust. That so many societies hate and fear tieflings 
  only pushes them further toward evil, and many tieflings 
  gravitate toward religions that value and admire fiends, 
  such as the churches of Asmodeus or Lamashtu. Tieflings 
  who choose a path of good face their own challenges, 
  finding they must be more diplomatic, understanding, and 
  patient than members of other ancestries since they are so 
  often faced with ignorance and suspicion. Such tieflings 
  embrace faiths and philosophies that uphold empathy 
  and eschew judgment, finding that even followers of good 
  faiths sometimes struggle to see past fiendish features.
  TIEFLING (UNCOMMON HERITAGE)
  You descend from fiends or bear the mark of the fiendish 
  realms, manifesting as some unusual feature that belies 
  your heritage, such as horns or a tail. You gain the tiefling 
  trait, in addition to the traits from your ancestry. You 
  also gain low-light vision, or you gain darkvision if your 
  ancestry already has low-light vision. You can choose 
  from tiefling feats and feats from your ancestry whenever 
  you gain an ancestry feat.
  TIEFLING FEATS 
  The following feats are available to tiefling characters.
  1ST LEVEL
  FIENDISH EYES 
  FEAT 1
  TIEFLING
  Prerequisites low-light vision
  You can see in the darkness as easily as a fiend. You gain 
  darkvision.
  Special You can select this feat only at 1st level, and you 
  can’t retrain into or out of this feat.
  FIENDISH LORE 
  FEAT 1
  TIEFLING
  You were raised by a tiefling or a fiendish relative, or you’ve 
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  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  devoted yourself to researching the secrets of the fiendish 
  realms. You gain the trained proficiency rank in 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 become trained in a Lore skill related to the fiendish 
  plane from which you trace your lineage (usually Abaddon 
  Lore, Abyss Lore, or Hell Lore).
  FORM OF THE FIEND 
  FEAT 1
  TIEFLING
  Part of your body has an obvious, fiendish appearance. Your 
  hands end in razor-sharp claws, you have hooves instead of 
  feet, sharp teeth fill your mouth, or a whipping 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 select this feat only at 1st level, and you 
  can’t retrain into or out of this feat, nor can you change the 
  type of attack you gained.
  GRIMSPAWN 
  FEAT 1
  LINEAGE
  TIEFLING
  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 feat.
  HELLSPAWN 
  FEAT 1
  LINEAGE
  TIEFLING
  Your lineage descends from devils, the conniving schemers of 
  Hell’s malevolent hierarchy. 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.
  NIMBLE HOOVES 
  FEAT 1
  TIEFLING
  Your legs end in hooves rather than feet, with joints and 
  tendons that allow you to move with great haste. Your Speed 
  increases by 5 feet.
  Special The Speed increase from this feat isn’t cumulative 
  with any Speed increase from your ancestry feats (such as 
  Nimble Elf).
  PITBORN 
  FEAT 1
  LINEAGE
  TIEFLING
  Your blood bears the mark of a demon, a living embodiment 
  of sin from the fetid depths of the Abyss. 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 Abyssal blood.
  5TH LEVEL
  FIENDISH RESISTANCE 
  FEAT 5
  TIEFLING
  Your connection to your fiendish forebears has granted you 
  one of their resistances as well. Choose one of the following 
  energy damage types: acid, cold, electricity, fire, or sonic. You 
  gain resistance 5 to that damage type. 
  Though you can choose any of these, the damage type 
  typically matches a fiend associated with your bloodline. 
  For instance, a hellspawn might choose resistance to fire, 
  or a pitborn with a vrock ancestor might choose resistance 
  to electricity.
  MALICIOUS BANE 
  FEAT 5
  TIEFLING
  Whether your heart is pure or corrupt, you can call forth a 
  malediction upon your foes. You can cast bane once per day as 
  a 1st-level divine innate spell.
  SKILLFUL TAIL 
  FEAT 5
  TIEFLING
  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.
  9TH LEVEL
  DAEMON MAGIC 
  FEAT 9
  TIEFLING
  Prerequisites Grimspawn
  The magic of Abaddon runs through your blood, and you can 
  wield that power. You can cast death knell and false life each 
  once per day as 2nd-level divine innate spells. 
  DEMON MAGIC 
  FEAT 9
  TIEFLING
  Prerequisites Pitborn
  You can channel the power of the Abyss through your 
  heritage, producing terrible tangible effects. You can cast 
  paranoia and shatter each once per day as 2nd-level divine 
  innate spells. 
  Advanced Player's Guide
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  40
  
  DEVIL MAGIC 
  FEAT 9
  TIEFLING
  Prerequisites Hellspawn
  Drawing on the infernal power of your sinister forbears, 
  you mislead your foes with magical deception. You can cast 
  invisibility and misdirection each once per day as 2nd-level 
  divine innate spells. 
  FIENDISH WINGS � 
  FEAT 9
  DIVINE
  MORPH
  TIEFLING
  TRANSMUTATION
  Frequency once per day
  You can strain to call forth bat-like or otherwise fiendish 
  wings from your back, similar in appearance to those of your 
  fiendish ancestors. Once manifested, these wings remain for 
  10 minutes. You gain a fly Speed equal to your land Speed 
  while you’ve manifested your wings.
  LIGHT FROM DARKNESS 
  FEAT 9
  TIEFLING
  You’ve battled the fiendish power within your nature and 
  come out on top; whatever you decide to do with your life, 
  for good or evil, will be your choice and your choice alone. 
  This struggle has granted you powerful resistance against the 
  divine. You gain a +1 circumstance bonus to all saving throws 
  against divine effects.
  13TH LEVEL
  FIEND’S DOOR 
  FEAT 13
  TIEFLING
  Like many fiends, you have the supernatural ability to teleport 
  yourself to safety. Once per day, you can cast dimension door 
  as a 5th-level divine innate spell.
  FIENDISH STRIKES 
  FEAT 13
  TIEFLING
  Your festering connection to the forces of evil infuses 
  your weapons with debilitating malevolence, tearing down 
  creatures of good with every attack. All your weapon and 
  unarmed Strikes deal 1 additional evil damage and have 
  the evil and magical traits.
  SUMMON FIENDISH KIN 
  FEAT 13
  TIEFLING
  Prerequisites any tiefling lineage feat
  You have a deep connection to the fiendish realms, allowing 
  you to summon a fiend matching your own lineage. Once per 
  day, you can cast summon fiend as a 5th-level divine innate 
  spell. The fiend you summon must match your own lineage.
  17TH LEVEL
  FIENDISH WORD 
  FEAT 17
  TIEFLING
  You can call forth a blasphemous word from the fiendish 
  realms to punish your foes. Once per day, you can cast divine 
  decree as a 7th-level divine innate spell. You must choose evil 
  for the spell, and you can Cast the Spell regardless of whether 
  you have a deity or what their alignment is.
  RELENTLESS WINGS 
  FEAT 17
  TIEFLING
  Prerequisites Fiendish Wings
  Your wings are now a permanent part of your physiology. You 
  gain the effects of Fiendish Wings at all times, rather than just 
  once per day for 10 minutes.
  Ancestries & Backgrounds
  1
  4141
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  Dwarf Ancestry Feats
  1ST LEVEL
  DWARVEN DOUGHTINESS 
  FEAT 1
  DWARF
  You are either naturally calm and collected in the 
  face of imminent danger, or you are very good 
  at faking it. At the end of your turn, reduce 
  your frightened condition by 2 instead of 1.
  EYE FOR TREASURE 
  FEAT 1
  DWARF
  You know good artisanship when you 
  see it and can wax poetic about 
  crafting techniques and forms. 
  You become trained in Crafting 
  and gain a +1 circumstance bonus on 
  all Crafting checks made to Recall Knowledge. 
  If you would automatically become trained in Crafting 
  (from your background or class, for example), you instead 
  become trained in a skill of your choice. In addition, you gain 
  the Crafter’s Appraisal skill feat (page 204), enabling you to 
  identify magic items using the Crafting skill.
  5TH LEVEL 
  DEFY THE DARKNESS 
  FEAT 5
  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-level 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.
  DWARVEN REINFORCEMENT 
  FEAT 5
  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.
  SHELTERING SLAB 
  FEAT 5
  DWARF
  The stone around you is your ally, and you have learned to 
  use it to shore up your weaknesses. As long as you remain on 
  the ground and are adjacent to a vertical stone wall that rises 
  to your height or taller, you aren’t flat-footed against attacks 
  as a result of being flanked. This works even if you are at the 
  outside corner of the wall.
  9TH LEVEL 
  ECHOES IN STONE � 
  FEAT 9
  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 a new 
  sense: imprecise tremorsense with a 
  range of 20 feet.
  RETURNING THROW � FEAT 9
  DWARF
  You have mastered the technique of arcing 
  a projectile so that it returns to your hand 
  after being thrown, though this requires a 
  moment to precisely calculate the trajectory and possible 
  ricochets. Make a ranged Strike with a thrown weapon. Once 
  the Strike is complete, the weapon arcs or ricochets back to 
  your hand. If your hands are full when the weapon returns, it 
  falls to the ground in your space.
  STONE BONES � 
  FEAT 9
  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.
  13TH LEVEL 
  TELLURIC POWER 
  FEAT 13
  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.
  17TH LEVEL 
  STONEGATE 
  FEAT 17
  DWARF
  Prerequisites Stonewalker
  Earthen barriers no longer impede your progress. You gain 
  passwall as a 7th-level 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.
  Advanced Player's Guide
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  42
  
  Elf Ancestry Feats
  1ST LEVEL
  ANCESTRAL LINGUISTICS 
  FEAT 1
  ELF
  Prerequisites at least 100 years old
  Over your extensive lifespan, you’ve studied many 
  languages. During your daily preparations, you 
  can recede into old memories to become fluent in 
  one common language or one other language you 
  have access to. You know this language until you 
  prepare again. Since this knowledge is temporary, 
  you can’t use it as a prerequisite for a permanent 
  character option.
  ELVEN ALOOFNESS 
  FEAT 1
  ELF
  As much as you might care for 
  them, you’ve come to terms with 
  the ephemeral nature of non-elves, 
  and it makes their threats feel less 
  troublesome. If a non-elf rolls a failure on 
  a check to Coerce you using Intimidation, it gets a critical 
  failure instead (and thus can’t try to Coerce you again for 1 
  week). When a non-elf attempts to Demoralize you, you 
  become temporarily immune for 1 day, instead of 10 minutes. 
  KNOW YOUR OWN 
  FEAT 1
  ELF
  You’ve spent countless hours studying the history of elves 
  on your world and beyond and are a studied expert in 
  your people’s ways. If you critically fail a check to Recall 
  Knowledge about elves, elven society, or elven history, you 
  get a failure instead.
  5TH LEVEL
  ANCESTRAL SUSPICION 
  FEAT 5
  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.
  MARTIAL EXPERIENCE 
  FEAT 5
  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.
  9TH LEVEL
  OTHERWORLDLY ACUMEN 
  FEAT 9
  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-level 
  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-level spell from the same tradition.
  TREE CLIMBER 
  FEAT 9
  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.
  13TH LEVEL
  AVENGE ALLY � 
  FEAT 13
  ELF
  FORTUNE
  Frequency once every 10 minutes
  Requirements You are adjacent to 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.
  17TH LEVEL
  MAGIC RIDER 
  FEAT 17
  ELF
  Your people used powerful magic to travel between 
  distant worlds, 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.
  Ancestries & Backgrounds
  1
  43
  43
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  1ST LEVEL
  EMPATHETIC PLEA � 
  FEAT 1
  AUDITORY
  EMOTION
  GNOME
  MENTAL
  VISUAL
  Prerequisites trained in Diplomacy
  Trigger You are attacked by a creature that 
  you haven’t yet acted hostile toward. 
  You must use this reaction before the 
  creature rolls its attack.
  The way you cringe or use those puppy-
  dog eyes you’ve been practicing elicits 
  an empathetic response in the attacker. 
  Attempt a Diplomacy check against your 
  attacker’s Will DC.
  Critical Success The creature pulls its attack, wasting its 
  action, and can’t use hostile actions against you 
  until the beginning of its next turn.
  Success The creature takes a –2 circumstance 
  penalty to damage on the triggering Strike 
  and all its Strikes against you until the beginning 
  of its next turn. The penalty is –4 if you’re an expert in 
  Diplomacy, –6 if you’re a master, and –8 if you’re legendary.
  Failure The creature’s attack is unaffected, and the creature is 
  temporarily immune to your Empathic Pleas for 24 hours.
  RAZZLE-DAZZLE � 
  FEAT 1
  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.
  5TH LEVEL
  PROJECT PERSONA � 
  FEAT 5
  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.
  9TH LEVEL
  CAUTIOUS CURIOSITY 
  FEAT 9
  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 misdirection and silence as 2nd-level 
  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. 
  LIFE LEAP � 
  FEAT 9
  GNOME
  MOVE
  NECROMANCY
  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.
  13TH LEVEL
  INSTINCTIVE OBFUSCATION � 
  FEAT 13
  GNOME
  ILLUSION
  VISUAL
  Prerequisites at least one arcane or occult innate spell gained 
  from a gnome heritage or gnome ancestry feat
  Frequency once per day
  Trigger You are attacked by a foe.
  The magic within you manifests as a natural reaction to 
  threats. You gain the effects of mirror image but with two 
  images instead of three. The tradition of this action matches 
  the tradition of your gnome ancestry options.
  17TH LEVEL
  HOMEWARD BOUND 
  FEAT 17
  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 Material 
  Plane and the First World. You gain plane shift 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 
  Material Plane. Due to your body’s natural resonance, you can 
  act as the spell focus, and you don’t require a tuning fork.
  Gnome Ancestry Feats
  Advanced Player's Guide
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  44
  
  Goblin Ancestry Feats
  1ST LEVEL
  EXTRA SQUISHY 
  FEAT 1
  GOBLIN
  Prerequisites unbreakable goblin heritage
  Your rubbery physique makes it easier 
  for you to wedge yourself into 
  tight spaces and more 
  difficult for your enemies 
  to dislodge you. You become 
  trained in Acrobatics. If you would automatically 
  become trained in Acrobatics (from your 
  background or class, for example), you 
  instead become trained in a skill of 
  your choice. If you roll a success to 
  Squeeze, you get a critical success 
  instead. While you’re Squeezing, you 
  gain a +4 circumstance bonus to your 
  Fortitude or Reflex DCs against attempts to 
  Shove you or otherwise move you from your space.
  TWITCHY 
  FEAT 1
  GOBLIN
  You are naturally suspicious and wary of danger, especially 
  when you suspect someone might be leading you into an 
  ambush. You gain a +1 circumstance bonus to AC and saves 
  against hazards, and to all of your initiative rolls. If at least 
  one of your opponents is using Deception or Diplomacy to 
  determine their initiative, your bonus to initiative from this 
  feat increases to +4.
  5TH LEVEL
  KNEECAP � 
  FEAT 5
  GOBLIN
  You deliver a punishing blow to an enemy’s knee, shin, or 
  other vulnerable anatomy within your reach. Make a Strike 
  with one of your melee weapons or melee unarmed attacks. 
  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. 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.
  LOUD SINGER 
  FEAT 5
  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.
  VANDAL 
  FEAT 5
  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.
  9TH LEVEL
  CLING � 
  FEAT 9
  GOBLIN
  Requirements Your last action was a successful Strike.
  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 
  follow the rules for Escape, but use your Acrobatics DC and 
  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.
  17TH LEVEL
  RECKLESS ABANDON � 
  FEAT 17
  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, enemies and hazards that would damage 
  you this turn roll 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 prismatic wall. 
  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.
  Ancestries & Backgrounds
  1
  45
  45
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  JINXED HALFLING
  UNCOMMON
  You were born with a strange blessing: bereft 
  of the typical halfling luck, you can instead 
  manipulate the fortunes of others. You can 
  never take the Halfling Luck feat, and 
  you gain the Jinx action.
  JINX �
  CURSE
  NECROMANCY
  OCCULT
  Frequency once per day
  You can curse another creature with clumsiness. 
  This curse has a range of 30 feet, and you must 
  be able to see your target. The target gets a Will 
  saving throw to resist this jinx, using your 
  class DC or spell DC, whichever is higher.
  Success The target is unaffected and is 
  temporarily immune for 24 hours.
  Failure The target is clumsy 1 for 1 
  minute.
  Critical Failure The target is clumsy 2 
  for 1 minute.
  Halfling Ancestry Feats
  1ST LEVEL
  FOLKSY PATTER 
  FEAT 1
  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 Perception check to discern the message 
  (DC 20 if an ally, DC 15 if a halfling ally, DC 10 if a halfling ally 
  with Folksy Patter). 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.
  PRAIRIE RIDER 
  FEAT 1
  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.
  5TH LEVEL
  STEP LIVELY � 
  FEAT 5
  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.
  9TH LEVEL
  DANCE UNDERFOOT 
  FEAT 9
  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.
  UNHAMPERED PASSAGE 
  FEAT 9
  HALFLING
  You won’t allow others to restrain you. You can cast freedom 
  of movement on yourself as a primal innate spell once per day.
  13TH LEVEL
  TOPPLING DANCE 
  FEAT 13
  HALFLING
  Prerequisites Dance Underfoot
  While sharing a creature’s space using Dance Underfoot, your 
  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.
  17TH LEVEL
  SHADOW SELF 
  FEAT 17
  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.
  With a powerful talent for misdirection, you slip from your 
  adversaries’ notice so thoroughly you 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 Heritages
  Advanced Player's Guide
  46
  46
  
  Human Ancestry Feats
  5TH LEVEL
  SENSE ALLIES 
  FEAT 5
  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.
  9TH LEVEL
  GROUP AID 
  FEAT 9
  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.
  HARDY TRAVELER 
  FEAT 9
  HUMAN
  There’s no journey too far or burden too heavy when your 
  friends are at your side. Increase your maximum and 
  encumbered Bulk limits by 1. In addition, you gain a +10-foot 
  circumstance bonus to your Speed during overland travel.
  13TH LEVEL
  ADVANCED GENERAL TRAINING 
  FEAT 13
  HUMAN
  Over the course of adventuring, 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.
  BOUNCE BACK � 
  FEAT 13
  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.
  STUBBORN PERSISTENCE 
  FEAT 13
  HUMAN
  Humans are renowned for their ability to persist through 
  the most grueling of trials. 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.
  17TH LEVEL
  HEROIC PRESENCE � 
  FEAT 17
  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-level 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.
  Half-Elf Ancestry Feats
  1ST LEVEL
  EARNED GLORY 
  FEAT 1
  HALF-ELF
  Elves are often skeptical of their half-elven kin, 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 (Core Rulebook 262). 
  When you attempt a Performance check to Make an Impression 
  on an elf, if you roll a critical failure, you get a failure instead. 
  9TH LEVEL
  PINCH TIME 
  FEAT 9
  HALF-ELF
  One of your parents has a human life span and another 
  an elven life span, with your own somewhere between. As 
  a result, you have an unusual perspective on time, which 
  you’ve learned to manifest to aid yourself in moments of 
  stress. You gain haste as a 3rd-level arcane innate spell, 
  though you can target only yourself. You can Cast this Spell 
  once per day.
  Ancestries & Backgrounds
  1
  47
  47
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  The following common backgrounds supplement those 
  found in the Core Rulebook and are available to any 
  character during character creation. Some of these 
  backgrounds grant skill feats from Chapter 4 of this book.
  BANDIT 
  BACKGROUND
  Your past includes no small amount of rural banditry, robbing 
  travelers on the road and scraping by. Whether your robbery 
  was sanctioned by a local noble or you did so of your own 
  accord, you eventually got caught up in the adventuring life. 
  Now, adventure is your stock and trade, and years of camping 
  and skirmishing have only helped.
  Choose two ability boosts. One must be to Dexterity or 
  Charisma, and one is a free ability boost.
  You’re trained in the Intimidation skill and a Lore skill 
  related to the terrain you worked in (such as Desert Lore or 
  Plains Lore). You gain the Group Coercion skill feat.
  BARBER 
  BACKGROUND
  Haircuts, dentistry, bloodletting, and surgery—if it takes a 
  steady hand and a razor, you do it. You may have taken to the 
  road to expand your skills, or to test yourself against a world 
  that leaves your patients so battered and bruised.
  Choose two ability boosts. One must be to Dexterity or 
  Wisdom, and one is a free ability boost.
  You’re trained in the Medicine skill and the Surgery Lore 
  skill. You gain the Risky Surgery skill feat (page 208).
  BOOKKEEPER 
  BACKGROUND
  You ran the numbers on a large farm, for a merchant’s endeavors, 
  or with a major guild in the city. You kept track of expenses, 
  payroll, profits, and anything else that had to do with money, 
  for better or worse. If better, you might be adventuring to learn 
  how others ply this trade. If worse, you may be fleeing from 
  impending consequences, in the hope that no one finds you.
  Choose two ability boosts. One must be to Intelligence or 
  Wisdom, and one is a free ability boost.
  You’re trained in the Society skill and the Accounting Lore 
  skill. You gain the Eye for Numbers skill feat (page 206).
  COOK 
  BACKGROUND
  You grew up in the kitchens of a tavern or other dining 
  establishment and excelled there, becoming an exceptional 
  cook. Baking, cooking, a little brewing on the side—you’ve 
  spent lots of time out of sight. It’s about time you went out 
  into the world to catch some sights for yourself.
  COMMON BACKGROUNDS
  Your character’s abilities don’t spring into existence at the moment they take up the 
  adventuring life. Their background—the role they had before they became an adventurer—
  also provides a number of abilities. Most backgrounds are common and can be selected 
  by any character, but some adventurers come from more distinctive roots. The particular 
  histories behind these rare backgrounds provide specialized benefits.
  Choose two ability boosts. One must be to Constitution or 
  Intelligence, and one is a free ability boost.
  You’re trained in the Survival skill and the Cooking Lore 
  skill. You gain the Seasoned skill feat (page 209).
  COURIER 
  BACKGROUND 
  In your youth, you earned coin running messages for persons 
  of wealth and influence, darting through crowded cobblestone 
  streets. Your dogged commitment to deliver your message 
  was good training for the life of an adventurer.
  Choose two ability boosts. One must be to Dexterity or 
  Intelligence, and one is a free ability boost.
  You’re trained in the Society skill and the Lore skill for the 
  city in which you were raised. You gain the Glean Contents 
  skill feat (page 206). 
  CULTIST 
  BACKGROUND
  You were (or still are) a member of a cult whose rites may 
  involve sacred dances to ensure a strong harvest or dire 
  rituals that call upon dark powers. You might have taken up 
  adventuring to further your cult’s aims, to initiate yourself 
  into the world’s grander mysteries, or to flee unsavory 
  practices or strictures.
  Choose two ability boosts. One must be to Intelligence or 
  Charisma, and one is a free ability boost.
  You’re trained in the Occultism skill and the Lore skill related 
  to your deity or cult. You gain the Schooled in Secrets skill feat 
  (page 208).
  INSURGENT 
  BACKGROUND
  You were more than a rebel; you were a revolutionary, fighting 
  for the promise of a new or better country. You may or may 
  not still believe in the cause, or perhaps victory or exile has led 
  you on this new journey to trumpet your glory... or to escape 
  the consequences of your defeat.
  Choose two ability boosts. One must be to Strength or 
  Wisdom, and one is a free ability boost.
  You’re trained in the Deception skill and the Warfare Lore 
  skill. You gain the Lengthy Diversion skill feat.
  OUTRIDER 
  BACKGROUND
  In your youth, you galloped on horseback over vast prairies, 
  serving as a vanguard for your settlement, an army, or 
  another group. Seeing so many different lands built a thirst 
  in you to adventure and explore the world instead of just 
  racing past it.
  Advanced Player's Guide
  48
  48
  
  Choose two ability boosts. One must be to Constitution or 
  Wisdom, and one is a free ability boost.
  You’re trained in the Nature skill and the Plains Lore skill. 
  You gain the Express Rider skill feat (page 206). 
  PILGRIM 
  BACKGROUND
  In your youth, you made several pilgrimages to important 
  shrines and holy sites. You might have been a mendicant friar, 
  a seller of holy relics (real or fraudulent), or just a simple farmer 
  following the dictates of your faith. Whatever the aims of your 
  wanderings now, your faith still protects you on the road.
  Choose two ability boosts. One must be to Wisdom or 
  Charisma, and one is a free ability boost.
  You’re trained in the Religion skill and the Lore skill for your 
  patron deity. You gain the Pilgrim’s Token skill feat (page 208).
  REFUGEE 
  BACKGROUND
  You come from a land very distant from the one you now find 
  yourself in, driven by war, plague, or simply in the pursuit of 
  opportunity. Regardless of your origin or the reason you left 
  your home, you find yourself an outsider in this new land. 
  Adventuring is a way to support yourself while offering hope 
  to those who need it most.
  Choose two ability boosts. One must be to Constitution or 
  Wisdom, and one is a free ability boost.
  You’re trained in the Society skill and a Lore skill related to 
  the settlement you came from. You gain the Streetwise skill feat.
  ROOT WORKER 
  BACKGROUND
  Some ailments can’t be cured by herbs alone. You learned 
  ritual remedies as well, calling on nature spirits to soothe 
  aches and ward off the evil eye. Taking up with adventurers 
  has given you company on the road, as well as protection from 
  those who would brand you a fake—or worse.
  Choose two ability boosts. One must be to Intelligence or 
  Wisdom, and one is a free ability boost.
  You’re trained in the Occultism skill and the Herbalism 
  Lore skill. You gain the Root Magic skill feat (page 208).
  SCAVENGER 
  BACKGROUND
  You’ve made a living sorting through the things society 
  throws away. You might have scavenged simply to survive, 
  or plied a trade as a ragpicker, dung carter, or the like. While 
  you’ve left that life behind, you still keep one eye on the 
  ground out of habit.
  Choose two ability boosts. One must be to Intelligence or 
  Wisdom, and one is a free ability boost.
  You’re trained in the Survival skill and the Lore skill for the 
  settlement you grew up scavenging in. You gain the Forager 
  skill feat.
  SERVANT 
  BACKGROUND
  You held a role of servitude, waiting on nobles and engendering 
  their trust as one of the confidantes of the household. You 
  might have walked away on good terms, or perhaps you know 
  dangerous secrets about your former masters. Regardless, you’re 
  adventuring for a change and finding that in this new role, the 
  skills you’ve learned now serve you.
  Choose two ability boosts. One must be to Dexterity or 
  Charisma, and one is a free ability boost.
  You’re trained in the Society skill and the Labor Lore skill. 
  You gain the Read Lips skill feat.
  SQUIRE 
  BACKGROUND
  You trained at the feet of a knight, maintaining their gear and 
  supporting them at tourneys and in battle. Now you search for 
  a challenge that will prove you worthy of full knighthood, or 
  you’ve spurned pomp and ceremony to test yourself in honest, 
  albeit less formal, combat.
  Choose two ability boosts. One must be to Strength or 
  Constitution, and one is a free ability boost.
  You’re trained in the Athletics skill and your choice of the 
  Heraldry Lore or Warfare Lore skill. You gain the Armor Assist 
  skill feat (page 203).
  TAX COLLECTOR 
  BACKGROUND
  Reviled but required, you were sent when taxes were 
  due. Performing your job might have required travel and 
  persuasion, or perhaps you were responsible for collecting 
  taxes on trade. Either way, it sometimes meant dirty hands, 
  and adventuring seemed the next logical step to you.
  Choose two ability boosts. One must be to Strength or 
  Charisma, and one is a free ability boost.
  You’re trained in the Intimidation skill and the Lore skill 
  for the settlement that employed you. You gain the Quick 
  Coercion skill feat.
  TEACHER 
  BACKGROUND
  You are incredibly knowledgeable, skilled, and perhaps even 
  trained to teach children and adults about the world and 
  its wonders. From books to classes, you’re committed to 
  imparting knowledge to all. Not everything can be taught or 
  learned from a book, though, so you’ve become an adventurer 
  to learn subjects more directly and bring that wisdom back to 
  your students.
  Choose two ability boosts. One must be to Intelligence or 
  Wisdom, and one is a free ability boost.
  You’re trained in your choice of the Performance or Society 
  skills, along with the Academia Lore skill. You gain the 
  Experienced Professional skill feat.
  WARD 
  BACKGROUND
  When you were young, you became the ward of another 
  house—boarded, fed, and educated, but never quite a part of 
  the family. Perhaps you had to tend to their needs in return 
  for feeding and raising you, or perhaps you were provided for 
  but disregarded. Now, adventuring is your chance to grow and 
  roam free.
  Choose two ability boosts. One must be to Constitution or 
  Charisma, and one is a free ability boost.
  You’re trained in the Performance skill and the Genealogy 
  Lore skill. You gain the Fascinating Performance skill feat.
  Ancestries & Backgrounds
  1
  49
  49
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  These rare backgrounds can give a player a significantly 
  different roleplaying experience by setting their character 
  up with a history or legacy beyond the norm. Whether 
  a character with the royalty background is heir to the 
  throne of the kingdom where your campaign takes place 
  or to a distant but powerful nation in the same world, 
  the character is situated in a special position within the 
  narrative. Your character’s background is an intrinsic part 
  of where they come from and not something they earn 
  during the game. Rare backgrounds should be chosen only 
  after a discussion between the GM and the other players 
  as to whether one would apply for a particular character 
  in your group’s game.
  Backgrounds can also be unique, such that no other 
  character can have them if your character does. To create 
  unique backgrounds, you can adapt the rare backgrounds 
  in this section by including more specific details.
  AMNESIAC
  RARE
  Your background is… well… honestly, you can’t remember! You 
  might have inklings deep within your mind, undercurrents of 
  unusual emotions or unexpected responses to certain people 
  or situations, but ultimately you don’t know who you once  
  were. You might be adventuring specifically to help discover 
  yourself. It’s up to you and the GM how to handle the truth of 
  your character’s backstory. You could leave it to the GM so it’s 
  a secret, work together with the GM, or even choose to leave 
  it undecided until later. In any case, you and your GM should 
  determine a few noteworthy details about your character or 
  their belongings to get the first clues to your past.
  You gain three free ability boosts. You choose two, and 
  the GM chooses the third based on their first inklings of your 
  character’s possible history.
  BLESSED 
  BACKGROUND
  RARE
  You have been blessed by a divinity. For an unknown reason, 
  and irrespective of your actual beliefs, a deity has granted 
  you a boon to use for good or ill. Your blessing grants wisdom 
  and insight to aid you in your struggles. You may or may not 
  even know the identity of the being who blessed you, and the 
  blessing might come with a cost you discover later on.
  Choose two ability boosts. One must be to Wisdom or 
  Charisma, and one is a free ability boost.
  You are trained in a Lore skill associated with the deity who 
  blessed you (such as Shelyn Lore) if you know their identity, 
  or else in a Lore skill of the GM’s choice if you don’t. Either you 
  can cast guidance as a divine innate spell at will, or you gain a 
  similar blessing determined by the GM.
  CURSED 
  BACKGROUND
  RARE
  You are the victim of a personal or hereditary curse. Through 
  great effort and occult study, you have learned to fend off 
  the curse’s worst effects and, by extension, you can protect 
  yourself against other harmful magic. However, the curse still 
  hangs over you and sometimes manifests in dangerous ways.
  Choose two ability boosts. One must be to Intelligence or 
  Charisma, and one is a free ability boost.
  You are trained in Occultism and Curse Lore. You gain the 
  Warding Sign reaction. You and the GM should determine 
  the full effects of the curse, though you’ve staved most of 
  them off for now. The GM determines the curse’s lingering 
  manifestations on you, which usually include at least a 
  constant or very frequent thematic effect and occasional more 
  dangerous effects.
  Warding Sign � (concentrate) Frequency once per minute; 
  Trigger You attempt a saving throw against a magical effect, 
  but you haven’t rolled yet; Effect You call on the power of 
  a personal, eldritch sign of protection, which flares brightly 
  before slowly fading. You gain a +2 circumstance bonus to 
  the triggering saving throw, or a +3 circumstance bonus if 
  the effect is a curse. 
  FERAL CHILD 
  BACKGROUND
  RARE
  You spent your youth in the wilderness, living close to 
  or perhaps raised by animals. You have a close, mystical 
  connection with these animals and gained certain abilities 
  from them, though this limited your well-roundedness in 
  mental pursuits.
  Choose one ability boost. It must be Strength, Dexterity, 
  or Constitution.
  You are trained in Nature and Survival. You gain low-light vision 
  (or darkvision if you already had low-light vision), imprecise 
  scent with a range of 30 feet, and the Forager skill feat.
  FEYBOUND  
  BACKGROUND
  RARE
  You have spent time in the First World or another realm of 
  the fey and aren’t entirely the same person you were before. 
  Perhaps you made a purchase at the legendary Witchmarket 
  or partook deeply of fey food and wine. Whatever the case, 
  willingly or inadvertently, you made a bargain with the fey, 
  the benefits of which come at a price.
  Choose two ability boosts. One must be to Dexterity or 
  Charisma, and one is a free ability boost.
  You are trained in Fey Lore and gain the Fey’s Fortune free 
  action. You must follow some rule or limitation as part of your 
  pact with the fey. If you violate the rule, you lose Fey’s Fortune 
  RARE BACKGROUNDS
  While most backgrounds are available to any character, some backgrounds are so unusual 
  that just having them makes a character rare and extraordinary.
  Advanced Player's Guide
  50
  50
  
  until you receive the effects of a successful atone ritual using 
  the Nature skill. The exact limitation is up to you and the GM, 
  but the most common requirement is that you must fulfill a 
  single request from any fey who knows your name.
  Fey’s Fortune � (concentrate, fortune) Frequency once per day; 
  Trigger You attempt a skill check and haven’t yet rolled; 
  Effect Roll the skill check twice and use the better result.
  HAUNTED  
  BACKGROUND
  RARE
  You are followed by a spirit or entity, either from childhood 
  or since a traumatic or momentous event. You may have seen 
  this entity. Others may have seen it as well. You have studied 
  esoteric subjects trying to understand your situation, but this 
  presence in your life remains a mystery. Whatever this entity 
  is or wants, it influences your life in subtle ways, not always 
  good. Sometimes the entity helps you, but at other times, its 
  influence is malevolent or harmful. The entity is most likely to 
  surface in stressful situations. 
  Choose two ability boosts. One must be to Wisdom or 
  Charisma, and one is a free ability boost.
  You are trained in Occultism and an additional skill in which 
  the haunting entity is well-versed, determined by the GM. Any 
  time you attempt a skill check for the entity’s skill, the GM can 
  offer you a +1 circumstance bonus to the check, as though the 
  entity were Aiding you. If you accept but fail the check, you 
  are frightened 2 (frightened 4 on a critical failure). The initial 
  frightened value can’t be reduced by effects that would reduce 
  or prevent the condition (such as a fighter’s bravery).
  RETURNED  
  BACKGROUND
  RARE
  You died and miraculously returned with knowledge of the 
  realms beyond death and a stronger link to life. Some dead and 
  undead souls might feel a strange, instinctual kinship with you.
  Choose two ability boosts. One must be to Constitution or 
  Wisdom, and one is a free ability boost.
  You gain the Diehard feat and the Additional Lore feat for 
  Boneyard Lore.
  ROYALTY 
  BACKGROUND
  RARE
  You are a prominent member of a royal family. You have taken 
  up the life of an adventurer—perhaps you’re a deposed queen 
  hoping to regain her throne, a prince seeking a more exciting 
  life, or a princess on a secret mission.
  Choose two ability boosts. One must be to Intelligence or 
  Charisma, and one is a free ability boost.
  You are trained in Society. You gain the Courtly Graces skill 
  feat and can influence commoners in your family’s territory, as 
  well as nobility anywhere. If you later gain the Connections skill 
  feat, you automatically have common and noble connections 
  within any community in your royal family’s territory and have 
  noble connections in large communities outside your territory.
  Ancestries & Backgrounds
  1
  5151
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  Advanced Player's Guide
  52
  52
  
  CHAPTER 2: CLASSES
  There are more classes in the world of Pathfinder than those explored in the Core 
  Rulebook, and each of those classes has near-infinite variety. This chapter introduces the 
  new investigator, oracle, swashbuckler, and witch classes and offers new options for each 
  of the 12 Core Rulebook classes. 
  Alchemist (page 106): You can learn a variety of 
  new discoveries or study the new toxicologist 
  research field.
  Barbarian (page 108): Achieve new feats of 
  strength and brutality, or gain your rage from the 
  new superstition instinct.
  Bard (page 112): Perform new compositions, learn 
  new and unusual tricks, or find a muse in the heat 
  of battle. 
  Cleric (page 122): Find new ways to gain additional 
  power and guidance from your deity, including 
  premonitions to help protect you from harm.
  Druid (page 124): Your connection to nature 
  teaches you new primal techniques, including 
  feats to sow seeds into weapons and spells alike.
  Fighter (page 126): Learn a variety of new 
  martial techniques, including flourishes, presses, 
  reactions, and a new stance.
  Monk (page 128): Master new and exciting 
  forms of martial arts, with many new stances for 
  monastic archers and clever scrappers alike.
  Ranger (page 132): Discover a brand new type 
  of focus spell called warden spells, as well as 
  additional martial and wilderness techniques.
  Rogue (page 134): Pick up all sorts of new tricks, 
  or dig into new rackets: the scheming mastermind 
  or the magical eldritch trickster. 
  Sorcerer (page 138): Uncover powerful new secrets 
  in your blood, including four new bloodlines: 
  genie, nymph, psychopomp, and shadow. 
  Wizard (page 142): Research powerful new 
  magical secrets, including the staff nexus thesis.
  Champion (page 116): You can engage in new feats 
  of heroism, or you might even eschew such things 
  completely and devote yourself to evil tenets.
  swashbuckler 
  Page 82 
  To a swashbuckler, anything worth 
  doing is worth doing with style. 
  This dynamic daredevil performs 
  bold 
  feats 
  of 
  derring-do 
  and 
  mixes their own unique style with 
  flamboyant attacks. The swashbuckler 
  tumbles around the battlefield, befuddling 
  their foes to set them up for powerful finishing moves. 
  investigator 
  Page 54 
  Clever and insightful, the investigator 
  solves mysteries and teems with  
  knowledge. In battle, they play out 
  every possibility in advance, striking 
  true when the time is right. Their 
  methodology grants them an edge, and 
  their high Intelligence and number of skills 
  mean they almost always have the right tool for the job. 
  witch 
  Page 94
  The witch is a versatile spellcaster who 
  learns a variety of magical lessons 
  from a mystical familiar, sent to them 
  by a powerful and mysterious patron. 
  The witch’s mastery of potent hexes 
  from their patron allows them to supplement 
  their other spells with special tricks to solve any problem.
  oracle 
  Page 66 
  The oracle is a paradox of divine magic, 
  able to tap into and manipulate energies 
  from disparate sources throughout 
  the universe that would overwhelm 
  anyone else. These mysteries grant 
  unusual powers and revelations, as 
  well as a double-edged curse—which they 
  must learn how to simultaneously endure and exploit.
  The entries on pages 54–105 describe four new classes, 
  including all the information you need to play each class 
  from 1st to 20th level. The chapter continues with new 
  content for the Core Rulebook classes. If you’re looking 
  for something new for your favorite Core Rulebook 
  class, those options are listed to the left. The chapter 
  concludes on page 144 with new animal companion and 
  familiar options.
  Classes
  2
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  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  Advanced Player's Guide
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  You seek to uncover the truth, doggedly pursuing leads to reveal the plots 
  of devious villains, discover ancient secrets, or unravel other mysteries. Your 
  analytical mind quickly formulates solutions to complicated problems and your 
  honed senses identify even the most obscure clues. Wielding knowledge as a weapon, you 
  study the creatures and dangers you encounter to exploit their weaknesses.
  HIT POINTS
  8 plus your Constitution modifier
  You increase your maximum number 
  of HP by this number at 1st level and 
  every level thereafter.
  KEY ABILITY
  INTELLIGENCE
  At 1st level, your class gives you 
  an ability boost to Intelligence.
  DURING COMBAT ENCOUNTERS...
  Your keen insights regarding your foes make you more dangerous than your 
  physical strength would suggest. After spending a moment to study your enemies, 
  your perceptiveness allows you to act quickly, striking them where it hurts most. 
  You often assist tougher members of your party, wisely protecting yourself while 
  providing vital aid.
  DURING SOCIAL ENCOUNTERS...
  Few can stand up against your scrutiny. You might not be the most charming, but 
  you see things for what they really are and develop an understanding of a social 
  situation rapidly. Every conversation is an investigation, after all, and you never 
  know what you might uncover!
  WHILE EXPLORING...
  You look for clues in your environment. You often prove yourself to be a valuable 
  ally by serving as a party scout, analyzing the intricacies of puzzles or mysterious 
  phenomena, and pursuing leads that could reveal beneficial information.
  IN DOWNTIME...
  You study up on subjects new and old, make new allies you can share information 
  with, and pursue hobbies that keep your active mind satisfied. You might make a 
  bit of coin on the side working as a private detective or consulting with the local 
  constabulary.
  YOU MIGHT...
  • Start asking questions—including several that are quite involved—immediately 
  after you’re presented with a conundrum.
  • Strive to uncover the deeper meanings behind anything you encounter and to 
  identify the social machinations that truly drive events behind the scenes.
  • Get so involved in a case that you ignore other matters, deeming them trivial. 
  OTHERS PROBABLY...
  • Find the cascades of information you spout forth extremely helpful, if difficult to 
  fully comprehend.
  • Get a bit annoyed that you’re such a know-it-all.
  • Rely on you to solve mysteries, puzzles, or other challenges requiring intellectual 
  curiosity and reasoning.
  INITIAL PROFICIENCIES
  At 1st level, you gain the listed 
  proficiency ranks in the following 
  statistics. You are untrained in 
  anything not listed unless you 
  gain a better proficiency rank in 
  some other way.
  PERCEPTION
  Expert in Perception
  SAVING THROWS
  Trained in Fortitude
  Expert in Reflex
  Expert in Will
  SKILLS
  Trained in Society
  Trained in one or more 
  skills determined by your 
  methodology
  Trained in a number of 
  additional skills equal to 4 plus 
  your Intelligence modifier
  ATTACKS
  Trained in simple and martial 
  weapons
  Trained in unarmed attacks
  DEFENSES
  Trained in light armor
  Trained in unarmored defense
  CLASS DC
  Trained in investigator class DC
  Classes
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  Introduction
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  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  INVESTIGATOR
  
  TABLE 2–1: INVESTIGATOR ADVANCEMENT
  Your 
  Level Class Features
  1 
  Ancestry and background, initial proficiencies, on the  
   
  case, Devise a Stratagem, methodology, investigator  
   
  feat, strategic strike 1d6
  2 
  Investigator feat, skill feat, skill increase
  3 
  General feat, keen recollection, skill increase, skillful  
   
  lesson
  4 
  Investigator feat, skill feat, skill increase
  5 
  Ability boosts, ancestry feat, skill increase, skillful  
   
  lesson, strategic strike 2d6, weapon expertise
  6 
  Investigator feat, skill feat, skill increase
  7 
  General feat, skill increase, skillful lesson, vigilant   
   
  senses, weapon specialization
  8 
  Investigator feat, skill feat, skill increase
  9 
  Ancestry feat, great fortitude, investigator  
   
   
  expertise, skill increase, skillful lesson, strategic  
   
   
  strike 3d6
  10 
  Ability boosts, investigator feat, skill feat, skill  
   
   
  increase
  11 
  Deductive improvisation, general feat, resolve, skill   
   
  increase, skillful lesson
  12 
  Investigator feat, skill feat, skill increase
  13 
  Ancestry feat, incredible senses, light armor  
   
   
  expertise, skill increase, skillful lesson, strategic  
   
   
  strike 4d6, weapon mastery
  14 
  Investigator feat, skill feat, skill increase
  15 
  Ability boosts, evasion, general feat, greater  
   
   
  weapon specialization, skill increase, skillful lesson
  16 
  Investigator feat, skill feat, skill increase
  17 
  Ancestry feat, greater resolve, skill increase, skillful  
   
  lesson, strategic strike 5d6
  18 
  Investigator feat, skill feat, skill increase
  19 
  General feat, light armor mastery, master detective,  
   
  skill increase, skillful lesson
  20 
  Ability boosts, investigator feat, skill feat, skill  
   
   
  increase
  Class Features
  You gain these abilities as an investigator. Abilities gained 
  at higher levels list the level at which you gain them next 
  to the features’ names.
  ANCESTRY AND BACKGROUND
  In addition to what you get from your class at 1st level, 
  you have the benefits of your selected ancestry and 
  background.
  INITIAL PROFICIENCIES
  At 1st level, you gain a number of proficiencies that 
  represent your basic training. These proficiencies are 
  noted at the start of this class.
  ON THE CASE
  As an investigator, you think of your adventures as cases 
  waiting to be solved. You gain one activity and one reaction 
  you can use to investigate cases: Pursue a Lead and Clue In.
  PURSUE A LEAD
  CONCENTRATE
  EXPLORATION
  INVESTIGATOR
  Frequency once per 10 minutes
  You spend 1 minute examining the details of one potential 
  clue, designating the subject related to that clue as the 
  target of your active investigation. This subject is typically 
  a single creature, item, or small location (such as a room or 
  corridor), but the GM might allow a different scope for your 
  investigation. You don’t need to know the identity, purpose, 
  or nature of the subject, but you do need to be aware of 
  its existence. For instance, finding a footprint is enough 
  to investigate the creature that left it, and seeing a hasty 
  sketch of an item or location can be enough to start your 
  investigation of that subject.
  Whenever you attempt a Perception or skill check to 
  investigate a designated subject, you gain a +1 circumstance 
  bonus to the check. The exact checks this applies to depend on 
  the actions you use to investigate and are determined by the 
  GM, but checks to investigate are typically Perception checks 
  or skill checks that use Intelligence, Wisdom, or Charisma.
  You can maintain two active investigations at a time. If you 
  Pursue another Lead after that, the subject must be different 
  from any of your current investigations (or rather, they must 
  be different as far as you know), and you give up on a current 
  subject of your choice. Once you’ve given up pursuit of a 
  subject, you can’t Pursue that Lead again until after the next 
  time you make your daily preparations.
  CLUE IN �
  CONCENTRATE
  INVESTIGATOR
  Frequency once per 10 minutes
  Trigger Another creature attempts a check to investigate a 
  lead you’re pursuing.
  You share information with the triggering creature. They 
  gain a circumstance bonus to their check equal to your 
  circumstance bonus to checks investigating your subject 
  from Pursue a Lead. The GM can add any relevant traits to 
  this reaction depending on the situation, such as auditory 
  and linguistic if you’re conveying information verbally.
  DEVISE A STRATAGEM
  You can play out a battle in your head, using brains 
  rather than brawn to execute an attack.
  DEVISE A STRATAGEM �
  CONCENTRATE
  FORTUNE
  INVESTIGATOR
  Frequency once per round
  You assess a foe’s weaknesses in combat and use them to 
  formulate a plan of attack against your enemy. Choose a 
  creature you can see and roll a d20. If you Strike the chosen 
  creature later this round, you must use the result of the roll 
  you made to Devise a Stratagem for your Strike’s attack roll 
  instead of rolling. You make this substitution only for the 
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  first Strike you make against the creature this round, not any 
  subsequent attacks.
  When you make this substitution, you can also add your 
  Intelligence modifier to your attack roll instead of your 
  Strength or Dexterity modifier, provided your Strike uses an 
  agile or finesse melee weapon, an agile or finesse unarmed 
  attack, a ranged weapon (which must be agile or finesse if it’s 
  a melee weapon with the thrown trait), or a sap.
  If you’re aware that the creature you choose is the subject of 
  a lead you’re pursuing, you can use this ability as a free action.
  METHODOLOGY
  Your studies have made you savvy in many areas, 
  but one in particular drew your intense interest. 
  Choose a methodology. The methodologies 
  presented in this book are as follows.
  AlchemicAl ScienceS
  Your methodology emphasizes chemical and 
  alchemical analysis, collecting information from 
  unusual particles and fluids found on the scene. You 
  possess enough alchemical know-how to whip up a 
  few tinctures to help you with your cases.
  You’re trained in Crafting and gain the Alchemical 
  Crafting skill feat (Core Rulebook 258). In addition, 
  you gain a standard formula book for free and learn the 
  formulas for two additional common 1st-level alchemical 
  items, which must be elixirs or tools. Each time 
  you gain a level, you learn the formula for one 
  common alchemical elixir or alchemical tool 
  of any level of item you can create.
  During your daily preparations, you can create 
  a number of versatile vials—alchemical concoctions 
  that can quickly be turned into elixirs and tools—
  equal to your Intelligence modifier. You can use the Quick 
  Tincture action to turn one of these vials into an elixir or 
  alchemical tool for which you know the formula.
  QUICK TINCTURE �
  INVESTIGATOR
  MANIPULATE
  Cost 1 versatile vial
  Requirements You know the formula for the alchemical 
  item you’re creating, you are holding or wearing 
  alchemist’s tools, and you have a free hand.
  You quickly brew up a short-lived tincture. You 
  create a single alchemical elixir or tool of your 
  level or lower without having to spend the normal 
  monetary cost in alchemical reagents or needing to 
  attempt a Crafting check. This item has the infused trait, 
  but it remains potent only until the end of the current turn.
  empiriciSm
  Everything comes down to data. Calculating statistics, 
  running numbers, and using inductive reasoning allows 
  you to determine the most likely outcome of any scenario, 
  and anything out of place draws your keen attention.
  You are trained in one Intelligence-based skill of your 
  choice. You gain the That’s Odd investigator feat (page 
  60), and you gain the Expeditious Inspection free action.
  EXPEDITIOUS INSPECTION �
  INVESTIGATOR
  Frequency once per 10 minutes
  You observe and assess your surroundings with great speed. 
  You Recall Knowledge, Seek, or Sense Motive.
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  glossary 
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  INVESTIGATOR FEATS
  If you need to look up an 
  investigator feat by name 
  instead of by level, use this 
  table.
  Feat 
  Level
  Alchemical Discoveries 
  4
  Athletic Strategist 
  2
  Blind-Fight 
  8
  Clue Them All In 
  8
  Connect the Dots 
  6
  Detective’s Readiness 
  4
  Didactic Strike 
  16
  Everyone’s a Suspect 
  20
  Flexible Studies 
  1
  Foresee Danger  
  12
  Implausible Purchase 
  16
  Just One More Thing  
  10
  Just the Facts 
  20
  Known Weaknesses 
  1
  Lead Investigator 
  18
  Lie Detector 
  4
  Ongoing Investigation 
  4
  Ongoing Strategy 
  10
  Plot the Future 
  14
  Predictive Purchase  
  6
  Reason Rapidly  
  12
  Reconstruct the Scene 
  16
  Red Herring 
  2
  Scalpel’s Point 
  4
  Sense the Unseen  
  14
  Shared Stratagem 
  2
  Solid Lead 
  2
  Strategic Assessment 
  4
  Strategic Bypass 
  14
  Suspect of Opportunity  
  10
  Takedown Expert 
  1
  That’s Odd 
  1
  Thorough Research 
  6
  Trap Finder 
  1
  Trickster’s Ace  
  18
  Underworld Investigator 
  1
  Whodunnit? 
  8
  ForenSic medicine
  You’ve learned that in most cases, especially murders, criminals tend to leave more 
  evidence of the crime on the body than they’d like to believe. Information from 
  bruising, bone fractures, blood spatters, and even the life cycle of carrion insects can 
  provide valuable clues that help reconstruct the scene.
  You’re trained in Medicine and gain the Forensic Acumen (page 206) and Battle 
  Medicine (Core Rulebook 258) skill feats. When you use Battle Medicine, on a 
  success the target recovers additional Hit Points equal to your level, and the target 
  becomes temporarily immune for only 1 hour, not 1 day.
  interrogAtion
  People can’t help but trust you, whether through your inherent likableness or your 
  firm insistence on sticking to the truth. You have a way about you that gets others 
  talking, and you’ve developed interrogative techniques to help you get to the truth 
  of your investigations.
  You are trained in Diplomacy. You gain the No Cause for Alarm skill feat (page 
  208). You can also Pursue a Lead over the course of a conversation rather than 
  spending dedicated time looking into the lead, provided the conversation lasts 1 
  minute or longer. For example, while trying to Make an Impression, you could 
  pursue the creature you’re conversing with as a lead, and you could Pursue a Lead 
  about an object while someone is telling you information about that object. You also 
  gain the Pointed Question action.
  POINTED QUESTION �
  AUDITORY
  CONCENTRATE
  INVESTIGATOR
  LINGUISTIC
  MENTAL
  You ask a question that charms or needles someone in just the right way. Ask a question 
  of a non-allied creature that you can see and have been conversing with. Attempt a 
  Diplomacy check against the creature’s Will DC. The creature is then temporarily immune 
  for 1 hour.
  Critical Success The target must directly answer your question. It doesn’t have to answer 
  truthfully, but you gain a +4 circumstance bonus to your Perception DC if the creature 
  attempts to Lie to you.
  Success As critical success, but the circumstance bonus is +2.
  Failure The target can refuse to answer you as normal.
  Critical Failure The target can refuse to answer you as normal, and its attitude toward you 
  decreases by one step due to your aggravating attention.
  INVESTIGATOR FEATS
  At 1st level and every even-numbered level, you gain an investigator class feat.
  STRATEGIC STRIKE
  When you strike carefully and with forethought, you deal a telling blow. When 
  making a Strike that adds your Intelligence modifier on your attack roll due to 
  Devising a Stratagem, you deal an additional 1d6 precision damage.
  As your investigator level increases, so too does the deadliness of your strategic 
  strike. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels.
  SKILL FEATS 
  2ND
  At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained 
  or better in the corresponding skill to select a skill feat.
  SKILL INCREASES 
  2ND
  You gain more skill increases than members of other classes. At 2nd level and every 
  level thereafter, you gain a skill increase. You can use this increase to either become 
  trained in one skill you’re untrained in or to become an expert in one skill in which 
  you’re already trained.
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  At 7th level, you can use skill increases to become a 
  master in a skill in which you’re already an expert, and 
  at 15th level, you can use them to become legendary in a 
  skill in which you’re already a master.
  GENERAL FEATS 
  3RD
  At 3rd level and every 4 levels thereafter, you gain a 
  general feat.
  KEEN RECOLLECTION 
  3RD
  You can recall pertinent facts on topics that aren’t your 
  specialty. Your proficiency bonus to untrained skill checks 
  to Recall Knowledge is equal to your level instead of +0. 
  SKILLFUL LESSONS 
  3RD
  At 3rd level and every odd-numbered level thereafter, you 
  gain a skill feat. This feat must be for an Intelligence-, 
  Wisdom-, or Charisma-based skill, or for the skill you 
  gained from your methodology.
  ABILITY BOOSTS 
  5TH
  At 5th level and every 5 levels thereafter, you boost four 
  different ability scores. You can use these ability boosts to 
  increase your ability scores above 18. Boosting an ability 
  score increases it by 1 if it’s already 18 or above, or by 2 
  if it starts out below 18.
  ANCESTRY FEATS 
  5TH
  In addition to the ancestry feat you started with, you gain 
  an ancestry feat at 5th level and every 4 levels thereafter.
  WEAPON EXPERTISE 
  5TH
  You’ve dedicated yourself to learning the intricacies of 
  your weapons. Your proficiency ranks for simple weapons, 
  martial weapons, and unarmed attacks increase to expert.
  VIGILANT SENSES 
  7TH
  Through your adventures, you’ve developed keen 
  awareness and attention to detail. Your proficiency rank
  in Perception increases to master.
  WEAPON SPECIALIZATION 
  7TH
  You can inflict greater injuries with the weapons you know 
  best. You deal 2 additional damage with weapons and 
  unarmed attacks in which you are an expert. This damage 
  increases to 3 if you’re a master and 4 if you’re legendary.
  GREAT FORTITUDE 
  9TH
  Your physique is incredibly hardy. Your proficiency rank 
  for Fortitude saves increases to expert.
  INVESTIGATOR EXPERTISE 
  9TH
  You’ve refined your investigative techniques to an 
  exceptional degree. Your circumstance bonus from Pursue 
  a Lead increases to +2. Your proficiency rank for your 
  investigator class DC increases to expert.
  DEDUCTIVE IMPROVISATION 
  11TH
  You use your skills at deduction to perform whatever task 
  is necessary to solve the case. You can attempt any check 
  that requires you to be trained in a skill, even if you’re 
  untrained in it; you can attempt any check that requires 
  you to have expert proficiency in a skill so long as you’re 
  trained in it; and you can attempt any check that requires 
  you to have master proficiency in a skill as long as you 
  have expert proficiency in it.
  RESOLVE 
  11TH
  You’ve steeled your mind with resolve. Your proficiency 
  rank for Will saves increases to master. When you roll a 
  success on a Will save, you get a critical success instead.
  INCREDIBLE SENSES 
  13TH
  You notice things that are almost impossible for an 
  ordinary person to detect. Your proficiency rank for 
  Perception increases to legendary.
  LIGHT ARMOR EXPERTISE 
  13TH
  You’ve learned how to dodge while wearing light or 
  no armor. Your proficiency ranks for light armor and 
  unarmored defense increase to expert.
  WEAPON MASTERY 
  13TH
  You fully understand your weapons. Your proficiency 
  ranks for simple weapons, martial weapons, and unarmed 
  attacks increase to master.
  EVASION 
  15TH
  You’ve learned to move quickly to avoid explosions, a 
  dragon’s breath, and worse. Your proficiency rank for 
  Reflex saves increases to master. When you roll a success 
  on a Reflex save, you get a critical success instead.
  GREATER WEAPON SPECIALIZATION 
  15TH
  Your damage from weapon specialization increases to 4 
  with weapons and unarmed attacks in which you’re an 
  expert, 6 if you’re a master, and 8 if you’re legendary.
  GREATER RESOLVE 
  17TH
  Your unbelievable training grants you mental resiliency. 
  Your proficiency rank for Will saves increases to 
  legendary. When you roll a success on a Will save, you get 
  a critical success. When you roll a critical failure on a Will 
  save, you get a failure instead. When you fail a Will save 
  against a damaging effect, you take half damage.
  LIGHT ARMOR MASTERY 
  19TH
  Your skill with light armor improves, increasing your 
  ability to dodge blows. Your proficiency ranks for light 
  armor and unarmored defense increase to master.
  MASTER DETECTIVE 
  19TH
  As a master detective, you can solve any case and find all the 
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  clues available. If you’re pursuing the subject of a lead and 
  you enter a new location that includes another clue toward 
  solving the mystery, the GM informs you of the existence 
  of the clue and its type: an object, person, spell effect, or 
  the like. When you find the clue, the GM informs you that 
  you’ve done so. If there is more than one clue in the location, 
  the GM chooses one to inform you about. When you find 
  any of the clues in that location, the GM informs you that 
  you’ve done so, even if it wasn’t the clue they’d chosen or 
  there are other clues you haven’t found. Your proficiency 
  rank for your investigator class DC increases to master.
  Investigator Feats
  At every level that you gain an investigator feat, you can 
  select one of the following feats. You must satisfy any 
  prerequisites before selecting the feat.
  1ST LEVEL
  FLEXIBLE STUDIES 
  FEAT 1
  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 skill increase or a permanent character option like a feat.
  KNOWN WEAKNESSES 
  FEAT 1
  INVESTIGATOR
  Whenever you Devise a Stratagem, you can also attempt a 
  check to Recall Knowledge as part of that action. If you critically 
  succeed at the Recall Knowledge check, you notice a weakness 
  and gain a +1 circumstance bonus to your attack roll from Devise 
  a Stratagem. If you immediately convey this information to your 
  allies as part of the check, each ally gains 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.
  TAKEDOWN EXPERT 
  FEAT 1
  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 when you Devise a Stratagem if you’re 
  using a weapon of the club group in one hand (like a club, staff, 
  or sap), 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.
  THAT’S ODD 
  FEAT 1
  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. 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.
  TRAP FINDER 
  FEAT 1
  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.
  UNDERWORLD INVESTIGATOR 
  FEAT 1
  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 circumstance bonus to Thievery 
  checks to investigate the subject of your lead (such as checks 
  to Steal a clue from a suspect or Pick a Lock to open a safe 
  with damning documents).
  2ND LEVEL
  ATHLETIC STRATEGIST 
  FEAT 2
  INVESTIGATOR
  Prerequisites trained in Athletics
  You know how to calculatedly manipulate joints and body 
  weight. In addition to using Devise a Stratagem to modify a 
  Strike, you can use it to modify a Disarm, Grapple, 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.
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  RED HERRING 
  FEAT 2
  INVESTIGATOR
  You have a keen sense for avoiding spurious lines of inquiry. 
  When you Pursue a Lead, the GM tells you if the lead you chose 
  is inconsequential. For example, if you found a splatter of gray 
  mud on the wall, thought it was suspicious, and Pursued it as 
  a Lead, the GM would tell you if there was no greater mystery 
  related to it. When the GM tells you a lead is inconsequential, 
  you can decline to Pursue the Lead, keeping any leads you 
  were already pursuing. You still can’t use Pursue a Lead again 
  for 10 minutes, as normal.
  SHARED STRATAGEM 
  FEAT 2
  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 flat-footed to that 
  ally on the next attack the designated ally makes against that 
  creature before the start of your next turn.
  SOLID LEAD 
  FEAT 2
  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.
  4TH LEVEL
  ALCHEMICAL DISCOVERIES 
  FEAT 4
  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 1 if you’re an expert in Crafting, 2 if 
  you’re a master, or 3 if you’re legendary.
  DETECTIVE’S READINESS 
  FEAT 4
  INVESTIGATOR
  When you’re on a case, you stay watchful and resolute to avoid 
  tricks your suspect might pull. You gain your circumstance 
  bonus from Pursue a Lead on saving throws (and their DCs, as 
  normal) against the subject of a lead, and you can use Clue In 
  to assist an ally’s saving throw against that subject.
  Classes
  2
  6161
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  CORONER
  When someone finds a body, you’re first on the scene. You 
  share the clues you learn through keen observation with 
  your team to ensure you always apprehend the culprit.
  ABILITY SCORES
  Intelligence comes first, followed by Wisdom to support 
  your perceptiveness and healing abilities. Dexterity helps 
  your defenses.
  SKILLS
  Arcana, Athletics, Diplomacy, Medicine, Occultism, 
  Religion, Society, Survival
  METHODOLOGY
  Forensic medicine
  STARTING FEAT
  That’s Odd
  HIGHER-LEVEL FEATS
  Scalpel’s Point (4th), Thorough Research (6th), Strategic 
  Bypass (14th), Reconstruct the Scene (16th)
  SAMPLE INVESTIGATOR
  LIE DETECTOR 
  FEAT 4
  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.
  ONGOING INVESTIGATION 
  FEAT 4
  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.
  SCALPEL’S POINT 
  FEAT 4
  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.
  STRATEGIC ASSESSMENT 
  FEAT 4
  INVESTIGATOR
  You learn your foes’ strengths and weaknesses by watching 
  them move. When you critically 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 critically hit a given creature.
  6TH LEVEL
  CONNECT THE DOTS 
  FEAT 6
  UNCOMMON
  CONCENTRATE
  INVESTIGATOR
  SECRET
  Requirements You must be pursuing at least two leads.
  Ephemeral connections between people, places, and 
  concepts are invisible to most, but seeing them is your 
  stock and trade. You spend 10 minutes considering two 
  different leads you’re pursuing. You then attempt a check 
  to investigate how connected the two are. Unless the GM 
  determines otherwise, this is a Crafting check if they’re 
  both items or a Society check for other combinations 
  Advanced Player's Guide
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  of leads. If any subjects are creatures, this check usually 
  uses the highest DC among their Deception and Will DCs. 
  If no subjects are creatures, but at least one is an item, the 
  DC is usually a hard DC for the level of the highest-level 
  item. If neither case applies, the DC is usually a hard expert 
  or hard master DC (22 or 32). Once you try to Connect the 
  Dots between two particular leads, you can never try to 
  Connect the Dots between those same leads again unless 
  the GM allows it after you’ve learned a substantial amount 
  of new information.
  Critical Success The GM tells you how connected the two leads 
  are to one another: highly connected, somewhat connected, 
  tangentially connected, or not connected. The GM also tells 
  you one specific way in which they’re connected, if they are.
  Success As critical success, but the GM doesn’t tell you a 
  specific connection.
  Failure Your results are inconclusive.
  Critical Failure You misconstrue the information. As success, 
  but the GM provides an incorrect degree of connection.
  PREDICTIVE PURCHASE 
  FEAT 6
  INVESTIGATOR
  You have just the thing for the situation. You gain the Prescient 
  Planner and Prescient Consumable feats (page 208). 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.
  THOROUGH RESEARCH 
  FEAT 6
  INVESTIGATOR
  When you succeed at a Recall Knowledge check, you learn an 
  additional fact about the subject. When you critically succeed 
  at a Recall Knowledge check, you can gain even more additional 
  information or context than normal, at the GM’s discretion.
  8TH LEVEL
  BLIND-FIGHT 
  FEAT 8
  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 flat-footed to creatures 
  that are hidden from you (unless you’re flat-footed 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.
  CLUE THEM ALL IN 
  FEAT 8
  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 a lead 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.
  WHODUNNIT? 
  FEAT 8
  UNCOMMON
  INVESTIGATOR
  Frequency once per day
  You carefully consider your case and narrow down some 
  of the details. When you Pursue a Lead, you can spend 10 
  minutes instead of 1 minute to ask two questions of the GM 
  as you complete the activity. 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 either the creature or the clue you found:
  • Was the 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 the clue in a heightened emotional 
  state when it left the clue?
  • Did the creature attempt to conceal this clue?
  10TH LEVEL
  JUST ONE MORE THING � 
  FEAT 10
  FORTUNE
  INVESTIGATOR
  Requirements Your most recent action was to Feint, Request, 
  or Demoralize, 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 the subject of a lead you’re pursuing, double your 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.
  ONGOING STRATEGY 
  FEAT 10
  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.
  SUSPECT OF OPPORTUNITY � 
  FEAT 10
  INVESTIGATOR
  Frequency once per hour 
  Classes
  2
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  63
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  CHEMIST
  With carefully formulated chemical compounds, you 
  find chemical clues at crime scenes and boost your 
  investigative acumen with mutagens and other elixirs.
  ABILITY SCORES
  Prioritize Intelligence for your alchemy and deductive 
  reasoning. Dexterity helps you stay out of harm’s way, 
  while Constitution keeps you healthy.
  SKILLS
  Acrobatics, Arcana, Crafting, Deception, Diplomacy, 
  Nature, Society, Stealth, Thievery
  METHODOLOGY
  Alchemical sciences
  STARTING FEAT
  Known Weaknesses
  HIGHER-LEVEL FEATS
  Alchemical Discoveries (4th), Predictive Purchase (6th), 
  Implausible Purchase (16th)
  SAMPLE INVESTIGATOR
  Trigger A foe 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’ve learned how to compartmentalize your main 
  lead and pursue a new one for your current predicament. 
  You Pursue a Lead against the triggering foe, setting aside 
  but not ending one of your currently active leads, if you 
  have two leads. At the end of the combat encounter, you 
  stop Pursuing the Lead against the triggering foe and return 
  to the original lead, if you have one.
  12TH LEVEL
  FORESEE DANGER � 
  FEAT 12
  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 flat-footed, even though you wouldn’t take the –2 
  circumstance penalty when defending against the attack.
  REASON RAPIDLY � 
  FEAT 12
  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.
  14TH LEVEL
  PLOT THE FUTURE 
  FEAT 14
  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.
  SENSE THE UNSEEN � 
  FEAT 14
  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.
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  STRATEGIC BYPASS 
  FEAT 14
  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.
  16TH LEVEL
  DIDACTIC STRIKE 
  FEAT 16
  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 flat-footed 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.
  IMPLAUSIBLE PURCHASE 
  FEAT 16
  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. 
  RECONSTRUCT THE SCENE 
  FEAT 16
  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, like a memorable weapon 
  someone used for a murder or the type of cloak someone wore 
  when passing through.
  18TH LEVEL
  LEAD INVESTIGATOR 
  FEAT 18
  EXPLORATION
  INVESTIGATOR
  Prerequisites Clue Them All In
  You spend 1 minute briefing up to four allies about one lead 
  you’re pursuing. Those allies gain the same circumstance 
  bonus you do from Pursue a Lead to checks to investigate 
  that lead. 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.
  TRICKSTER’S ACE � 
  FEAT 18
  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.
  20TH LEVEL
  EVERYONE’S A SUSPECT 
  FEAT 20
  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.
  JUST THE FACTS 
  FEAT 20
  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. 
  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, and 
  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.
  Classes
  2
  65
  65
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  Advanced Player's Guide
  66
  66
  
  Your conduit to divine power eschews the traditional channels of prayer 
  and servitude—you instead glean divine truths that extend beyond any 
  single deity. You understand the great mysteries of the universe embodied in 
  overarching concepts that transcend good and evil or chaos and law, whether because you 
  perceive the common ground across multiple deities or circumvent their power entirely. 
  You explore one of these mysteries and draw upon its power to cast miraculous spells, 
  but that power comes with a terrible price: a curse that grows stronger the more you 
  draw upon it. Your abilities are a double-edged sword, which you might uphold as an 
  instrument of the divine or view as a curse from the gods.
  HIT POINTS
  8 plus your Constitution modifier
  You increase your maximum number of 
  HP by this number at 1st level and every 
  level thereafter.
  KEY ABILITY
  CHARISMA
  At 1st level, your class gives you 
  an ability boost to Charisma.
  DURING COMBAT ENCOUNTERS...
  You draw upon your mystery to empower yourself in combat, balancing miraculous 
  effects with the increasing severity of your curse as conflicting divine demands 
  overtax your physical body. You cast spells to aid your allies and devastate your 
  foes, or depending on your mystery, you might wade into battle yourself.
  DURING SOCIAL ENCOUNTERS...
  You rely upon the insights drawn from your mystery. You might leverage your curse 
  to intimidate people or hide its effects to better blend in.
  WHILE EXPLORING...
  You recenter yourself to bring the terrible metaphysical conflicts causing your curse 
  back under control so you can draw upon your mystery’s power again later. You 
  remain aware of supernatural forces acting around you, perhaps peeking into the 
  future to gain insights.
  IN DOWNTIME...
  You might seek to learn more about your mystery and the divine wellsprings that fuel 
  your power. Associating with others interested in the subject of your mystery can make 
  it easier to live with your curse. You could associate with an organized religion or even 
  start your own faithful following devoted to your mystery.
  YOU MIGHT...
  • View your oracular powers as a blessing, a curse, or both.
  • Push yourself to the limits of what you can withstand to work great acts of magic.
  • Rely on magical items to provide a pool of safer and more reliable magic.
  OTHERS PROBABLY...
  • Don’t realize your spellcasting draws upon divine power and instead believe you 
  command stranger—and possibly evil—powers.
  • Assume you performed some terrible transgression to become cursed by the gods. 
  • Admire your determination and the sacrifices you make to perform wondrous acts.
  INITIAL PROFICIENCIES
  At 1st level, you gain the listed 
  proficiency ranks in the following 
  statistics. You are untrained in 
  anything not listed unless you 
  gain a better proficiency rank in 
  some other way.
  PERCEPTION
  Trained in Perception
  SAVING THROWS
  Trained in Fortitude
  Trained in Reflex
  Expert in Will
  SKILLS
  Trained in Religion
  Trained in one or more skills 
  determined by your mystery
  Trained in a number of 
  additional skills equal to 3 plus 
  your Intelligence modifier
  ATTACKS
  Trained in simple weapons
  Trained in unarmed attacks
  DEFENSES
  Trained in light armor
  Trained in unarmored defense
  SPELLS
  Trained in divine spell attack 
  rolls
  Trained in divine spell DCs
  Classes
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  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  ORACLE
  
  Class Features
  You gain these abilities as an oracle. Abilities gained at 
  higher levels list the level at which you gain them.
  ANCESTRY AND BACKGROUND
  In addition to what you get from your class at 1st 
  level, you have the benefits of your selected ancestry 
  and background.
  INITIAL PROFICIENCIES
  At 1st level, you gain a number of proficiencies that 
  represent your basic training. These proficiencies are 
  noted at the start of this class.
  DIVINE SPELLCASTING
  Your mystery provides you with divine magical power. 
  You can cast spells using the Cast a Spell activity, 
  and you can supply material, somatic, and verbal 
  components when casting spells. Your unconventional 
  access to this divine power means you can usually 
  replace material components with somatic components, 
  so you don’t need to use a material component pouch 
  when casting spells.
  At 1st level, you can cast up to two 1st-level spells per 
  day. You must know spells to cast them, and you learn 
  them via the spell repertoire class feature. The number of 
  spells you can cast each day is called your spell slots. As 
  you increase in level as an oracle, your number of spells 
  per day increases, as does the highest level of spells you 
  can cast, as shown on Table 2–3: Oracle Spells per Day 
  on page 71.
  Some of your spells require you to attempt a spell attack 
  roll to see how effective they are, or have your enemies roll 
  against your spell DC (typically by attempting a saving 
  throw). Since your key ability is Charisma, your spell 
  attack rolls and spell DCs use your Charisma modifier.
  HeigHtening SpellS
  When you get spell slots of 2nd level and higher, you can 
  fill those slots with stronger versions of lower-level spells. 
  To cast a heightened spell, you must have the heightened 
  version in your repertoire; for example, you can’t cast a 
  3rd-level version of a spell that is only in your repertoire 
  at 1st level. Many spells have specific improvements 
  when they are heightened to certain levels. The signature 
  spells class feature (page 71) lets you heighten certain 
  spells freely.
  CantripS
  A cantrip is a special type of spell that doesn’t use spell slots. 
  You can cast a cantrip at will, any number of times per day. 
  A cantrip is always automatically heightened to half your 
  level rounded up-this is usually equal to the highest level of 
  spell you can cast as an oracle. For example, as a 1st-level 
  oracle, your cantrips are 1st-level spells, and as a 5th-level 
  oracle, your cantrips are 3rd-level spells.
  SPELL REPERTOIRE
  The collection of spells you can cast is called your spell 
  repertoire. At 1st level, you learn two 1st-level spells of 
  your choice and five cantrips of your choice. You choose 
  these from the common spells from the divine spell list, 
  or from other divine spells to which you have access. You 
  can cast any spell in your spell repertoire by using a spell 
  slot of an appropriate spell level.
  You add to this spell repertoire as you increase in level. 
  Each time you get a spell slot (see Table 2–3), you add 
  a spell of the same level to your spell repertoire. At 2nd 
  level, you select another 1st-level spell; at 3rd level, you 
  select two 2nd-level spells, and so on. When you add 
  spells, you might add a higher-level version of a spell 
  you already have, so you can cast a heightened version 
  of that spell.
  Though you gain them at the same rate, your spell slots 
  and the spells in your spell repertoire are separate. If a 
  feat or other ability adds a spell to your spell repertoire, 
  it wouldn’t give you another spell slot, and vice versa.
  TABLE 2–2: ORACLE ADVANCEMENT
  Your 
  Level Class Features
  1 
  Ancestry and background, initial proficiencies,  
   
  divine spellcasting, spell repertoire, mystery
  2 
  Oracle feat, skill feat
  3 
  2nd-level spells, general feat, signature spells,  
   
  skill increase
  4 
  Oracle feat, skill feat
  5 
  3rd-level spells, ability boosts, ancestry feat,  
   
  skill increase
  6 
  Oracle feat, skill feat
  7 
  4th-level spells, expert spellcaster, general feat,
   
  resolve, skill increase
  8 
  Oracle feat, skill feat
  9 
  5th-level spells, ancestry feat, magical fortitude, 
   
  skill increase
  10 
  Ability boosts, oracle feat, skill feat
  11 
  6th-level spells, alertness, general feat, major curse,
   
  skill increase, weapon expertise
  12 
  Oracle feat, skill feat
  13 
  7th-level spells, ancestry feat, light armor 
   
  expertise, lightning reflexes, skill increase, weapon 
   
  specialization
  14 
  Oracle feat, skill feat
  15 
  8th-level spells, ability boosts, general feat, master 
   
  spellcaster, skill increase
  16 
  Oracle feat, skill feat
  17 
  9th-level spells, ancestry feat, extreme curse,
   
  greater resolve, skill increase
  18 
  Oracle feat, skill feat
  19 
  General feat, legendary spellcaster, oracular
   
  clarity, skill increase
  20 
  Ability boosts, oracle feat, skill feat
  Advanced Player's Guide
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  Swapping SpellS in Your repertoire
  As you gain new spells in your repertoire, you might want 
  to replace some of the spells you previously learned. Each 
  time you gain a level and learn new spells, you can swap 
  out one of your old spells for a different spell of the same 
  level. You can also instead swap a cantrip. You can also 
  swap out spells by retraining during downtime.
  MYSTERY
  An oracle wields divine power, but not from a single divine 
  being. This power could come from a potent concept or 
  ideal, the attention of multiple divine entities whose areas of 
  concern all touch on that subject, or a direct and dangerous 
  conduit to raw divine power. This is the 
  oracle’s mystery, a source of divine magic 
  not beholden to any deity.
  Choose the mystery that empowers 
  your magic. Your mystery grants you 
  special spells called revelation spells and 
  might later grant you divine domain spells. 
  It dictates the effects of your oracular 
  curse, adds an additional cantrip to 
  your repertoire, and gives you one or 
  more trained skills. Drawing insight 
  and power from the collective divine 
  influences that fuel your magic also provides you 
  with a special benefit. 
  The following oracle mysteries are presented in 
  this book.
  Ancestors (page 73): Voices of past generations 
  teach and haunt you.
  Battle (page 74): You embody the virtues upheld by 
  heroes of legend.
  Bones (page 75): Death always seems near, and 
  the dead speak to you.
  Cosmos (page 75): You draw 
  power from the stars and the 
  spaces between.
  Flames (page 76): You dance 
  with fire and do your best to 
  remain unscorched by it.
  Life (page 77): The teeming 
  energies of life flow through you 
  out into the world.
  Lore (page 77): You gain access to 
  unparalleled, overwhelming knowledge.
  Tempest (page 78): Wind, waves, and storms 
  rage at your beck and call.
  revelation SpellS
  The powers of your mystery manifest in the 
  form of revelation spells, which are a type of focus 
  spell. Casting a revelation spell costs 1 Focus Point 
  and increases the effects of your oracular curse 
  (page 70). You start with a focus pool 
  of 2 Focus Points. 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 reconcile the conflicting or unconventional 
  nature of your divine mystery.
  Focus spells are automatically heightened to half your 
  level rounded up. Focus spells don’t require spell slots, 
  and you can’t cast them using spell slots (see Divine 
  Spellcasting on page 68). Taking feats can give you 
  more focus spells and increase the size of your focus 
  pool, though your focus pool can never hold more 
  Classes
  2
  69
  69
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  ORACLE FEATS
  Use this table to look up oracle 
  feats by name.
  Feat 
  Level
  Advanced Revelation 
  6
  Bespell Weapon  
  4
  Blaze of Revelation 
  18
  Cantrip Expansion 
  2
  Debilitating Dichotomy 
  8
  Diverse Mystery 
  16
  Divine Access 
  4
  Divine Aegis  
  2
  Divine Effusion 
  18
  Domain Acumen 
  2
  Domain Fluency 
  12
  Forestall Curse  
  14
  Glean Lore  
  1
  Greater Revelation 
  12
  Magic Sense 
  12
  Mysterious Repertoire 
  14
  Mystery Conduit 
  20
  Oracular Providence 
  20
  Oracular Warning  
  10
  Paradoxical Mystery 
  20
  Portentous Spell  
  16 
  Quickened Casting  
  10
  Reach Spell  
  1
  Read Disaster 
  8
  Spiritual Sense 
  6
  Steady Spellcasting 
  6
  Surging Might  
  10
  Vision of Weakness 
  4
  Widen Spell  
  1
  than 3 Focus Points. The full rules for focus spells appear on page 300 of the 
  Core Rulebook.
  Revelation spells have the cursebound trait, unlike other focus spells. This trait 
  means they increase the severity of your oracular curse (see below) when cast. You 
  can’t cast a cursebound spell if you don’t have an oracular curse.
  You learn two revelation spells at 1st level. The first is an initial revelation spell 
  determined by your mystery. The second is an initial domain spell you select from 
  one of the domains associated with your mystery, which you cast as a revelation 
  spell, causing it to gain the cursebound trait.
  oraCular CurSe
  Drawing on multiple disparate sources of power inevitably places an incredible 
  stress on your body, manifesting as a supernatural curse. The more revelation spells 
  you cast, the worse the effects of your curse, but these increasingly conflicting 
  energies can also provide you with divine benefits.
  The specific effects of your curse are tied to your mystery, but all curses follow the 
  same progression. A curse continually gives you a mild but constant reminder that 
  you carry otherworldly power. As you cast revelation spells, your curse intensifies, 
  first to a minor effect and then to a moderate effect. 
  Your curse progresses to its minor stage the first time you finish casting a revelation 
  spell after your daily preparations. Once your minor curse has manifested, it 
  remains in effect until you rest for 8 hours and again make your daily preparations. 
  If you cast a revelation spell while your minor curse is in effect, you progress to 
  the moderate curse effect immediately after you finish Casting the Spell. The minor 
  effect continues to affect you, though some moderate curse effects might alter the 
  specifics of your minor curse. At higher levels, you can cast more revelation spells, 
  progressing your curse to its major stage and then an extreme stage; these stronger 
  curses are cumulative with the effects of the lower stages and can alter them. When 
  you Refocus while under the effects of your moderate or stronger curse, you reduce 
  your curse’s severity to minor in addition to regaining a Focus Point.
  Drawing upon your mystery’s power while your curse is at its worst causes an 
  irreconcilable conflict between you and the sources of your power. Immediately after 
  casting a revelation spell while under the moderate effect of your curse, you are 
  overwhelmed. While overwhelmed, you can’t Cast or Sustain any revelation spells—
  you effectively lose access to those spells. You can still Refocus to reduce the effects 
  of your curse and regain a Focus Point, but doing so doesn’t allow you to cast further 
  revelation spells. These effects last until you rest for 8 hours and make your daily 
  preparations, at which point your curse returns to its basic state. At higher levels, 
  you can grow to withstand your curse’s major and even extreme effects, enabling 
  you to cast more revelation spells without becoming overwhelmed.
  Your curse has the curse, divine, and necromancy traits. You can’t mitigate, reduce, 
  or remove the effects of your oracular curse by any means other than Refocusing and 
  resting for 8 hours. For example, if your curse makes creatures concealed from you, 
  you can’t negate that concealed condition through a magic item or spell, such as true 
  strike (though you would still benefit from the other effects of that item or spell). 
  Likewise, remove curse and similar spells don’t affect your curse at all.
  ORACLE FEATS 
  2ND
  At 2nd level and every 2 levels thereafter, you gain an oracle class feat.
  SKILL FEATS 
  2ND
  At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained 
  or better in the corresponding skill to select a skill feat.
  GENERAL FEATS 
  3RD
  At 3rd level and every 4 levels thereafter, you gain a general feat.
  Advanced Player's Guide
  70
  70
  
  SIGNATURE SPELLS 
  3RD
  Experience enables you to cast some spells more flexibly. 
  For each spell level you have access to, choose one spell of 
  that level to be a signature spell. You don’t need to learn 
  heightened versions of signature spells separately; instead, 
  you can heighten these spells freely. If you’ve learned a 
  signature spell at a higher level than its minimum, you 
  can also cast all its lower-level versions without learning 
  those separately. If you swap out a signature spell, you 
  can replace it with any spell you could have chosen when 
  you first selected it (i.e., of the same spell level or lower). 
  You can also retrain specifically to change a signature 
  spell to a different spell of that level without swapping 
  any spells; this takes as much time as retraining a spell 
  normally does.
  SKILL INCREASES 
  3RD
  At 3rd level and every 2 levels thereafter, you gain a 
  skill increase. You can use this increase to either become 
  trained in one skill you’re untrained in, or become an 
  expert in one skill in which you’re already trained.
  At 7th level, you can use skill increases to become a 
  master in a skill in which you’re already an expert, and 
  at 15th level, you can use them to become legendary in a 
  skill in which you’re already a master.
  ABILITY BOOSTS 
  5TH
  At 5th level and every 5 levels thereafter, you boost four 
  different ability scores. You can use these ability boosts to 
  increase your ability scores above 18. Boosting an ability 
  score increases it by 1 if it’s already 18 or above, or by 2 
  if starts out below 18.
  ANCESTRY FEATS 
  5TH
  In addition to the ancestry feat you started with, you gain 
  an ancestry feat at 5th level and every 4 levels thereafter.
  EXPERT SPELLCASTER 
  7TH
  The intricacy of your divine power has grown clearer 
  over time. Your proficiency ranks for divine spell attack 
  rolls and spell DCs increase to expert.
  RESOLVE 
  7TH
  You’ve steeled your mind with resolve. Your proficiency 
  rank for Will saves increases to master. When you roll a 
  success on a Will save, you get a critical success instead.
  MAGICAL FORTITUDE 
  9TH
  Magical power has improved your body’s resiliency. Your 
  proficiency rank for Fortitude saves increases to expert.
  ALERTNESS 
  11TH
  You remain alert to threats around you. Your proficiency 
  rank for Perception increases to expert.
  MAJOR CURSE 
  11TH
  You’ve learned to better balance the conflicting powers 
  wreaking havoc on your body. Immediately after 
  completing the casting of a revelation spell while you are 
  affected by your moderate curse, your curse progresses 
  to its major effect, rather than overwhelming you. This 
  effect lasts until you Refocus, which reduces your curse to 
  its minor effect. If you cast a revelation spell while under 
  the effects of your major curse, you are overwhelmed by 
  your curse.
  TABLE 2–3: ORACLE SPELLS PER DAY
  Your Level Cantrips 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th 
  10th
  1 
  5 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  2 
  5 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  3 
  5 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  4 
  5 
  3 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  5 
  5 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  6 
  5 
  3 
  3 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  7 
  5 
  3 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  —
  8 
  5 
  3 
  3 
  3 
  3 
  — 
  — 
  — 
  — 
  — 
  —
  9 
  5 
  3 
  3 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  —
  10 
  5 
  3 
  3 
  3 
  3 
  3 
  — 
  — 
  — 
  — 
  —
  11 
  5 
  3 
  3 
  3 
  3 
  3 
  2 
  — 
  — 
  — 
  —
  12 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  — 
  — 
  — 
  —
  13 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  2 
  — 
  — 
  —
  14 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  — 
  — 
  —
  15 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  2 
  — 
  —
  16 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  — 
  —
  17 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  2 
  —
  18 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  —
  19 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  1*
  20 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  1*
  * The oracular clarity class feature gives you a 10th-level spell slot that works differently from other spell slots.
  Classes
  2
  7171
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  In addition, increase the number of Focus Points in 
  your focus pool from 2 to 3. If you spend at least 2 Focus 
  Points before you again Refocus, you recover 2 Focus 
  Points when you Refocus instead of 1. 
  WEAPON EXPERTISE 
  11TH
  You’ve dedicated yourself to learning the intricacies of 
  your weapons. Your proficiency ranks for simple weapons 
  and unarmed attacks increase to expert.
  LIGHT ARMOR EXPERTISE 
  13TH
  You’ve learned how to dodge while wearing light or 
  no armor. Your proficiency rank for light armor and 
  unarmored defense increases to expert.
  LIGHTNING REFLEXES 
  13TH
  Your reflexes are lightning fast. Your proficiency rank for 
  Reflex saves increases to expert.
  WEAPON SPECIALIZATION 
  13TH
  You’ve learned how to inflict greater injuries with the 
  weapons you know best. You deal 2 additional damage 
  with weapons and unarmed attacks in which you are an 
  expert. This damage increases to 3 if you’re a master and 
  4 if you’re legendary.
  MASTER SPELLCASTER 
  15TH
  You truly understand the deep and complex divine power 
  within your mystery. Your proficiency ranks for divine 
  spell attack rolls and spell DCs increase to master.
  EXTREME CURSE 
  17TH
  You have mastered a perilous balance between the 
  conflicting divine powers of your mystery, gaining the 
  power to change your fate, but straining both body and 
  soul. When you cast a revelation spell while affected by 
  your major curse, your curse intensifies to an extreme 
  effect instead of overwhelming you. All mysteries share 
  the same effects for their extreme curse.
  When affected by your extreme curse, you become 
  doomed 2 (or increase your doomed condition by 2 if 
  you were already doomed). Once every 10 minutes, 
  when you fail an attack roll, skill or Perception check, or 
  saving throw, you can reroll it and use the second result. 
  The reroll has the fortune trait and doesn’t require you 
  to spend an action, meaning you can use the reroll even 
  if you can’t act. These effects are in addition to all the 
  effects of your major curse, and they can’t be removed by 
  any means until you Refocus to reduce your curse to its 
  minor effect. 
  If you cast a revelation spell while under the effects of 
  this extreme curse, you are overwhelmed by your curse, 
  and you remain doomed 2 even if you Refocus. 
  Additionally, if you spend at least 3 Focus Points before 
  you again Refocus, you recover 3 Focus Points when you 
  Refocus instead of 1.
  GREATER RESOLVE 
  17TH
  Your unbelievable training grants you mental resiliency. 
  Your proficiency rank for Will saves increases to legendary. 
  When you roll a success on a Will save, you get a critical 
  success instead. When you roll a critical failure on a Will 
  save, you get a failure instead. When you fail a Will save 
  against a damaging effect, you take half damage.
  LEGENDARY SPELLCASTER 
  19TH
  You can harness divine power at a level few others can 
  match. Your proficiency ranks for divine spell attack rolls 
  and spell DCs increase to legendary.
  ORACULAR CLARITY 
  19TH
  You now fully grasp the nature of the divine power 
  behind your mystery, allowing you to work magic akin to 
  miracles. Add two common 10th-level divine spells to your 
  repertoire. You gain a single 10th-level spell slot you can 
  use to cast one of those two spells using oracle spellcasting. 
  You don’t gain more 10th-level spells as you level up, 
  unlike other spell slots, and you can’t use 10th-level slots 
  with abilities that give you more spell slots or that let you 
  cast spells without expending spell slots. You can take the 
  Oracular Providence feat to gain a second slot.
  Mysteries
  Choose the divine mystery that fuels your mystical power. 
  Your mystery might represent a pantheistic devotion to all 
  the deities with power over the subject of your mystery, 
  veneration of a particular ideal, or a conduit to raw divine 
  energy. Whatever its origin and nature, your mystery 
  determines the revelation spells you can cast and the 
  oracular curse that overtakes your body when you do. You 
  learn skills related to that mystery, gain access to a cantrip, 
  and gain a special benefit drawn from the combined divine 
  knowledge and experience of your mystery.
  READING A MYSTERY ENTRY
  A mystery entry contains the following information, 
  followed by a description of that mystery’s curse.
  Mystery Benefit The mystery benefit is a special ability (or 
  abilities) you gain from your mystery.
  Trained Skill You become trained in the listed skill. A few 
  mysteries make you trained in more than one skill.
  Granted Cantrip You automatically add this cantrip to your 
  spell repertoire, in addition to those you gain through 
  divine spellcasting.
  Revelation Spells You automatically gain your mystery’s initial 
  revelation spell at 1st level and can gain more by selecting the 
  Advanced Revelation, Greater Revelation, and Diverse Mystery 
  oracle feats. These spells appear starting on page 229.
  Related Domains These are the cleric domains associated 
  with your mystery. You select one initial domain spell from 
  one of these domains at 1st level, which you can cast as a 
  revelation spell with the cursebound trait. The domains and 
  their domain spells appear on page 441 of the Core Rulebook.
  Advanced Player's Guide
  72
  72
  
  ANCESTORS
  The voices of generations past speak to you, and 
  you hear their words. You might resent the constant 
  interruption, or you might revere the spirits of those 
  who came before. Perhaps you hail from a culture with 
  strong ancestral traditions, such as the Shoanti Skoan-
  Quah (Skull Clan), a traditional dwarven community 
  that worships Torag’s family pantheon, or a group that 
  reveres Erastil or Pharasma. You might commune with 
  powerful psychopomps who shepherd souls to the 
  afterlife, with the River of Souls itself, or with those 
  spirits who have become trapped outside of the great 
  cycle of spiritual rebirth. You learn from their whispers 
  and the fragments of their memories, but opening your 
  mind to their knowledge and experience also allows them 
  to meddle in your worldly affairs.
  Mystery Benefit The whispers of your ancestors have 
  bestowed additional knowledge upon you. You gain an 
  additional ancestry feat at 1st level and another additional 
  ancestry feat at 11th level. These feats can’t be ones that 
  grant physiological effects, such as additional senses or 
  unarmed attacks. 
  Trained Skill Society
  Granted Cantrip guidance
  Revelation Spells initial: ancestral touch; advanced: ancestral 
  defense; greater: ancestral form
  Related Domains death, family
  CurSe of anCeStral Meddling
  The ancestral spirits you commune with haunt you 
  and meddle with your belongings and actions, either 
  out of a well-intentioned (but ultimately detrimental) 
  attempt to assist you, as punishment for your audacity 
  in circumventing the traditional means of achieving 
  divine power, for their own amusement, or a mixture of 
  the above. Your hair, clothing, and belongings constantly 
  shift and stir, seemingly of their own volition.
  Minor Curse One of your ancestors becomes predominant 
  in their meddling. The first time you gain this effect each 
  day, roll 1d4 on Table 2–4: Ancestral Influence on page 75 to 
  determine which type of ancestor becomes predominant. This 
  predominant ancestor guides you to use their preferred type 
  of action. When you try to use one of the types of actions 
  listed for the other ancestors, you must succeed at a DC 4 flat 
  check. On a failure, you spend the action but gain no effect 
  (though you don’t lose the spell if you were Casting a Spell). 
  If your action would take 1 minute or longer, it’s long enough 
  that you can overcome the meddling, and you don’t need to 
  attempt a flat check.
  During combat or another tense, round-by-round encounter, 
  other ancestors wrestle for control of your actions. When you 
  roll initiative, and then at the end of each of your turns during 
  the encounter, roll 1d4 and change your predominant ancestor 
  appropriately. Once the encounter ends, you return to the 
  influence of the ancestor you first rolled for the day.
  Classes
  2
  73
  73
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  FLAME AUGUR
  You are a flaming force to be reckoned with on the 
  battlefield, scorching foes near and far. 
  ABILITY SCORES
  Prioritize Charisma for your spellcasting. Constitution 
  improves your hardiness, and Dexterity keeps you out of 
  harm’s way.
  SKILLS
  Acrobatics, Arcana, Intimidation, Occultism, Religion
  MYSTERY
  Flames
  FEATS
  Widen Spell (1st), Vision of Weakness (4th), Surging Might 
  (10th), Portentous Spell (16th), Blaze of Revelation (18th)
  SPELL REPERTOIRE
  1st bless, burning hands; Cantrips detect magic, guidance, 
  light, message, produce flame, shield
  SAMPLE ORACLE
  Moderate Curse The flat check DC to use other actions 
  is 6, and you get the moderate curse benefit listed for your 
  predominant ancestor in Table 2–4.
  Major Curse (11th) The flat check DC is 8, and you get the 
  major curse benefit listed for your predominant ancestor 
  instead of the moderate curse benefit. 
  BATTLE
  Warlike forces fill you with physical might and tactical 
  knowledge, aiming to have you uphold the glory of combat, 
  fight to improve the world, prepare against the necessity 
  of conflict, or endure the inevitability of war. You might 
  draw upon deities such as Gorum, Iomedae, Rovagug, the 
  Horseman of War Szuriel, the Queen of the Night Eiseth, the 
  Vudrani god Diomazul, and others, or you might find power 
  in the unending conflict between the armies of Heaven and 
  Hell, the Elemental Planes, the Outer Gods, or even the 
  collective spirits of those who fought in wars over the ages. 
  Mystery Benefit You are no stranger to the trappings of 
  warfare. You are trained in medium and heavy armor. At 
  13th level, if you gain the light armor expertise class feature, 
  you also gain expert proficiency in these armors. 
  Choose one weapon group that embodies your mystery. You 
  are trained in all martial weapons of that group. At 11th level, 
  if you gain the weapon expertise class feature, you also gain 
  expert proficiency for martial weapons in your chosen group, 
  and you become trained in advanced weapons in that group.
  Trained Skill Athletics
  Granted Cantrip shield
  Revelation Spells initial: call to arms; advanced: battlefield 
  persistence; greater: heroic feat
  Related Domains might, zeal
  CurSe of tHe Hero’S Burden
  You thrive while adrenaline flows and your life depends on 
  your might alone, but holding the collective battle prowess 
  of the ages within you leaves your body weakened after a 
  fight. You smell faintly of steel and blood no matter how 
  you try to remove or mask the scent, you appear more 
  muscular than you actually are, and you hear the faint clash 
  and clamor of battle in the distance at all times. 
  Minor Curse Your body languishes when you aren’t 
  bringing harm to your foes. You take a –2 status penalty to 
  AC and saving throws, but each time you make a Strike, you 
  can suspend these penalties until the start of your next turn.
  Moderate Curse The strain of conflict wears upon your 
  body, even though you gain vitality from it. Making a Strike 
  reduces the penalty from your minor curse to –1 rather than 
  suspending it entirely. You gain a +2 status bonus to weapon 
  and unarmed damage rolls. You also gain fast healing equal to 
  half your level while in a non-trivial combat encounter.
  Major Curse (11th) Your body proves capable of truly heroic 
  feats, but doing so interferes with your mental focus. Your 
  moderate curse’s fast healing is equal to your level, and its 
  damage bonus is +6. You gain a +1 status bonus to weapon and 
  unarmed attack rolls, but you are stupefied 2.
  Advanced Player's Guide
  74
  74
  
  BONES
  Your mystery imparts an understanding of death and 
  undeath in all their macabre complexity. You might have 
  had a brush with death yourself—maybe even dying and 
  returning to life—or carry the touch of undeath in your 
  blood. If you commune with deities, you might speak with 
  guardians of death like Pharasma and the psychopomp 
  ushers (the most powerful among creatures that guide 
  souls through the afterlife); a bringer of death like the 
  Mantis God Achaekek or the Horseman of the Apocalypse 
  Charon; or a herald of undeath such as Urgathoa. 
  Mystery Benefit You can cleverly leverage the subtleties of life 
  and death to your benefit. Each day during your preparations, 
  you can choose to align yourself in the confluence of positive 
  and negative energy so as to gain negative healing, which 
  means you are harmed by positive damage and healed by 
  negative effects as if you were undead. If you already have 
  negative healing, instead the DC of your recovery checks is 
  equal to 9 + your current dying value.
  Trained Skill Medicine
  Granted Cantrip chill touch
  Revelation Spells initial: soul siphon; advanced: armor of 
  bones; greater: claim undead
  Related Domains death, undeath
  CurSe of living deatH
  Your body is slowly decaying even though you are alive, 
  and using your powers furthers this unnatural living death. 
  You carry a touch of the grave about you, manifesting as 
  bloodless pallor, a faint smell of earth, or deathly cold skin.
  Minor Curse Bones protrude through your skin and your 
  flesh rots, combining with a stench of decay and an unearthly 
  chill. Non-magical effects that would restore your Hit Points 
  only grant you half as many HP as normal.
  Moderate Curse Your dead flesh continues to rot, affecting 
  your health. You become drained 1, and this drained condition 
  is cumulative with any other drained conditions you gain. 
  This drained condition is removed only when you Refocus; 
  effects that normally remove the drained condition reduce 
  your drained condition to drained 1 instead. In addition, you 
  gain resistance to poison equal to half your level. You gain a 
  +4 status bonus to saves against diseases, poisons, and death 
  effects, and if you roll a success on such a save, you get a 
  critical success instead.
  Major Curse (11th) You stand just steps from the grave. You 
  become wounded 1. This wounded condition is removed only 
  when you Refocus; effects that normally remove the wounded 
  condition reduce your wounded condition to wounded 1 instead. 
  When you would attempt a recovery check, you can choose 
  to get an automatic success instead of rolling, and if you roll 
  a critical failure on a save against a disease, poison, or death 
  effect, you get a failure instead. 
  COSMOS
  Celestial bodies great and small exert influence on you, 
  giving you sublime cosmic power. Perhaps you see the 
  glittering stars as a divine blessing, or perhaps you feel 
  drawn to the infinitely dark spaces between. You might 
  uphold deities like Desna, Sarenrae, or the deific lovers 
  Shizuru and Tsukiyo who represent the sun and the 
  moon—or you might draw power from dark entities from 
  beyond the stars, like certain Outer Gods, or destructive 
  gods of the night like Zon-Kuthon or the rat goddess Lao 
  Shu Po.
  Mystery Benefit Your body is as much an astronomical one as 
  it is physical. You gain resistance equal to 2 + half your level 
  against all physical damage.
  Trained Skill Nature
  Granted Cantrip dancing lights
  Revelation Spells initial: spray of stars; advanced: interstellar 
  void; greater: moonlight bridge
  Related Domains darkness, moon
  CurSe of tHe SkY’S Call
  You have your head in the clouds—and not just 
  figuratively. Your body is drawn toward the heavens, 
  making you lighter and less substantial than you should 
  be. Your eyes glow with starry light, and your hair and 
  clothing float and drift around you. 
  Minor Curse Your unnatural lightness makes it hard to keep 
  your footing and interact with other physical objects. You are 
  enfeebled 1 and take a –2 penalty to saves and DCs against 
  Grapple, Shove, and other forms of forced movement.
  Moderate Curse Your body is drawn further skyward. 
  You are enfeebled 2, and the penalty from your minor curse 
  increases to –3. You are treated as one size smaller for wind 
  effects. You gain a +2 status bonus against Trip attempts, you 
  only take half as much damage from falls, and you gain the 
  TABLE 2–4: ANCESTRAL INFLUENCE
  1d4 
  Ancestor  
  Preferred Action 
  Moderate Curse Benefit 
  Major Curse Benefit
  1 
  Martial 
  Strikes 
  Your Strikes gain a +1 status bonus 
  Your Strikes gain a +1 status bonus 
   
   
   
  to attack rolls and a +2 status bonus 
  to attack rolls and a +6 status bonus 
   
   
   
  to damage. 
  to damage. 
  2  
  Skillful 
  Perception and Skill 
  You gain a +1 status bonus to skill 
  You gain a +2 status bonus to skill
   
   
  actions 
  checks and Perception checks. 
  checks and Perception checks.
  3 
  Spellcasting 
  Cast a Spell 
  Non-cantrip spells without a duration 
  Non-cantrip spells without a duration
   
   
   
  gain a status bonus to their damage 
  gain a status bonus to their damage
   
   
   
  and healing equal to the spell’s level. 
  and healing equal to the spell’s level +3.
  4 
  You choose which ancestor guides your actions.
  Classes
  2
  75
  75
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  effects of the Powerful Leap and Quick Jump skill feats. You 
  weigh only half as much, and your Bulk, should someone need 
  to carry you, is also half as much.
  Major Curse (11th) As your body rises, you float just above 
  the ground beneath you. You become enfeebled 4, and the 
  penalty from your minor curse increases to –4. You can walk 
  on liquids as if they were solid; you gain the effects of the 
  Cloud Jump skill feat; and you don’t leave tracks, trigger 
  weight-sensitive pressure plates, or otherwise connect with 
  the ground below you. 
  FLAMES
  Fire lives at the center of the world, the center of the 
  sun, and the center of civilization. You might revere this 
  elemental force, siphon power from the Elemental Plane of 
  Fire, or venerate a collection of deities such as Asmodeus, 
  Sarenrae, the Tian goddess of disasters and volcanoes Lady 
  Nanbyo, or the elemental lord of fire Ymeri.
  Mystery Benefit Like fire itself, you flicker and dance, avoiding 
  effects that would quench your vitality. You have expert 
  proficiency in Reflex saves. At 13th level, if you gain the 
  lightning reflexes class feature, your proficiency rank for 
  Reflex saves increases to master, and when you roll a 
  success on a Reflex save, you get a critical success instead. 
  Trained Skill Acrobatics
  Granted Cantrip produce flame
  Revelation Spells initial: incendiary aura; advanced: whirling 
  flames; greater: flaming fusillade
  Related Domains fire, sun
  CurSe of engulfing flaMeS
  You see flames and smoke wherever you look. These 
  flames might be imagined, or they might be a preternatural 
  glimpse of the metaphorical fires that empower the 
  entire multiverse—but you always see them. Fires flare 
  noticeably (though not dangerously) in your presence, 
  you occasionally smoke slightly, and your body is almost 
  painfully hot to the touch.
  Minor Curse The smoke, heat, and crackling flames of your 
  curse fill your vision and all your other senses. Creatures 
  further than 30 feet are concealed from you. You can’t benefit 
  from effects that would allow you to ignore or mitigate this 
  concealment, as normal for effects of an oracular curse.
  Moderate Curse Smoke and flickering visions of flame 
  fill your senses more completely, and harmless flickers of 
  obscuring flames also fill your space. You are concealed 
  from other creatures, though as the other creatures aren’t 
  cursed themselves, they can benefit from effects that would 
  allow them to ignore or mitigate the concealed condition, as 
  normal. All other creatures and objects are concealed from 
  you regardless of distance; however, when casting a fire spell, 
  you automatically succeed at the flat check for this concealed 
  condition for targets within 30 feet. 
  All your senses become imprecise beyond 30 feet, meaning 
  everything past 30 feet that you’d normally be able to see is 
  hidden from you.
  LIFEBRINGER
  You channel divine power into healing energy for your 
  allies, though it taxes your body to do so.
  ABILITY SCORES
  Focus on Charisma to boost your skills, and Constitution 
  to better withstand the effects of your curse. Wisdom 
  helps you understand and treat the ailments your magic 
  can’t heal.
  SKILLS
  Diplomacy, Medicine, Nature, Religion, Survival
  MYSTERY
  Life
  FEATS
  Divine Aegis (2nd), Advanced Revelation (6th), Read Disaster 
  (8th), Oracular Warning (10th), Divine Effusion (18th)
  SPELL REPERTOIRE
  1st heal, sanctuary; Cantrips chill touch, disrupt undead, 
  forbidding ward, message, read aura, stabilize
  SAMPLE ORACLE
  Advanced Player's Guide
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  76
  
  Major Curse (11th) The flames surrounding you are no 
  longer simply visions. An aura of fire surrounds you in a 
  10-foot emanation, dealing 4d6 fire damage (basic Reflex save) 
  to all other creatures in the aura at the end of each of your 
  turns. You lose 1d6 Hit Points at the end of your turn each 
  round, with no save; if you have a weakness to fire, increase 
  the number of HP you lose by that weakness.
  You can suppress your aura until the start of your next 
  turn by spending a single action, which has the concentrate 
  trait, to diminish the flames, causing neither you nor anyone 
  in the aura to take damage. While Refocusing to reduce your 
  curse, you are continually diminishing the flames, so you don’t 
  lose HP. The flames subside if you fall unconscious, but they 
  resume when you wake up unless you rested for long enough 
  to reset your curse. As usual for oracular curses, you can’t 
  mitigate or reduce the lost Hit Points in any way, though you 
  can still heal the lost HP normally after the fact.
  LIFE
  The never-ending flow of positive energy within living 
  beings is palpable to you. You might uphold the sanctity 
  of life, or perhaps you seek to undermine it. You might 
  draw power from the collective vitality of the world’s living 
  creatures, hold some connection to the Positive Energy 
  Plane, or revere a collection of deities including Irori, 
  Pharasma, Sarenrae, and the god of medicine Qi Zhong.
  Mystery Benefit Your body is a deep reservoir of life energy. 
  At each level, you gain Hit Points equal to 10 + your 
  Constitution modifier from the oracle class, instead of 8 + 
  your Constitution modifier.
  Trained Skill Medicine
  Granted Cantrip stabilize
  Revelation Spells initial: life link; advanced: delay affliction; 
  greater: life-giving form
  Related Domains death, healing
  CurSe of outpouring life
  Life energy flows outward from you and connects you 
  to all living things, but you expend your vital essence to 
  do so. Your presence comforts the ill and injured, causes 
  scars to fade slightly, spurs new growth in plants, and 
  otherwise infuses your surroundings with vitality.
  Minor Curse As your life force seeps outward, it becomes 
  more difficult to keep your body functioning. Effects that 
  restore Hit Points to you take a status penalty equal to half 
  your level (minimum 1) to the number of HP you recover.
  Moderate Curse The flow of life energy away from you can’t 
  be reversed. In addition to the effects of your minor curse, 
  you can’t be healed by magical effects originating from other 
  creatures. However, if you are unconscious, magical effects 
  can restore you to 1 HP (but no higher). You are affected 
  normally by healing elixirs, potions, and other items. When 
  you cast heal and all your targets are living creatures, you roll 
  d12s instead of d8s for the amount of healing.
  Whenever you finish casting a non-cantrip spell, you restore 
  Hit Points equal to the spell level to your choice of either one 
  KEY TERMS
  You’ll see these key terms in many oracle class features.
  Cursebound: Spells with this trait increase the severity 
  of your oracular curse when cast. Usually only revelation 
  spells have this trait. You can’t cast a cursebound spell if 
  you don’t have an oracular curse.
  Fortune and Misfortune: Fortune and misfortune effects 
  can alter how you roll your dice. You can never have more 
  than one fortune and one misfortune effect come into play 
  on a single roll. If multiple fortune effects would apply, you 
  must pick which to use. If two misfortune effects apply, the 
  GM decides which is worse and applies it. If both a fortune 
  effect and a misfortune effect would apply to the same roll, 
  the two cancel each other out, and you roll normally. 
  Metamagic: Actions with the metamagic trait tweak 
  the properties of your spells. These actions usually come 
  from metamagic feats. You must use a metamagic action 
  directly before Casting the Spell you want to alter. If you 
  use any action (including free actions and reactions) other 
  than Cast a Spell directly after, you waste the benefits of 
  the metamagic action. Any additional effects added by a 
  metamagic action are part of the spell’s effect, not of the 
  metamagic action itself.
  OTHER FOCUS SPELLS
  You might gain focus spells that aren’t revelation spells and 
  don’t have the cursebound trait (by taking an archetype, 
  for instance). Since these spells aren’t drawing on the 
  same divine mystery as your revelation spells, casting 
  them doesn’t increase the effects of your curse. They still 
  cost Focus Points as normal, and you still can’t increase 
  your focus pool to hold more than 3 Focus Points.
  target of the spell or the creature nearest to you. You can’t heal 
  yourself in this way. This healing has the healing, necromancy, 
  and positive traits, as well as the tradition trait of the spell.
  Major Curse (11th) Life energy tears through you to empower 
  your magic. Some of your spells carry positive energy with 
  them. Each time you use a spell slot to cast a 5th-level or higher 
  spell that takes 2 or more actions to cast, you disperse positive 
  energy in a 30-foot burst with the effects of a 3-action heal spell 
  with a level 4 lower than that of the spell you cast. This healing 
  occurs immediately after you finish Casting the Spell. You don’t 
  benefit from this healing. Instead, you lose double the number 
  of Hit Points rolled for the heal spell.
  LORE
  Knowledge and information come freely to you. You 
  might use this lore to gain power or perhaps to understand 
  the divine mysteries of the multiverse. You might have a 
  conduit to the fabled Akashic Record, maintain a subtle 
  telepathic connection to the collective subconscious of 
  all living creatures, or follow in the footsteps of deities 
  such as Abadar, Irori, Nethys, Irori’s scholarly nephew 
  Classes
  2
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  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  Gruhastha, the fey triune goddess of fate Magdh, or the 
  lawful aeon god-figure known as the Monad.
  Mystery Benefit You hold more mystical knowledge within 
  you than most. You have one additional spell in your 
  repertoire of each level you can cast.
  Trained Skill Occultism and one Lore skill of your choice
  Granted Cantrip read aura
  Revelation Spells initial: brain drain; advanced: access lore; 
  greater: dread secret
  Related Domains knowledge, truth
  CurSe of torrential knowledge
  You have a link to true divine knowledge, but your mortal 
  mind struggles to process and act on what you know. 
  Loose materials around you, such as dust, grains of rice, 
  and droplets of water, slowly shift to form strange runes 
  or faint indecipherable writing, and you sometimes speak 
  unintelligible truths or statements in unknown languages 
  without realizing it.
  Minor Curse You take a –4 penalty to initiative, as trying to 
  process a surge of information about what’s happening around 
  you slows your ability to respond to it.
  Moderate Curse The flow of information through your mind 
  grows. The attention you divert to process this huge influx 
  of information means you are always flat-footed. At the start 
  of each of your turns, you automatically make one check to 
  Recall Knowledge as a free action. This uses a skill of your 
  choice that has the Recall Knowledge action, using a result 
  equal to 10 + your proficiency bonus in that skill (with no other 
  bonuses, penalties, or modifiers).
  Major Curse (11th) The massive flow of information 
  clouding your mind overwhelms your ability to communicate 
  with others. You can understand all languages, but you can’t 
  speak, use linguistic effects, or otherwise communicate with 
  your allies. If you Cast a Spell with a verbal component, you 
  must succeed at a DC 5 flat check or the spell is lost. You gain 
  a +4 status bonus on saving throws against linguistic effects.
  TEMPEST
  The fury of the wind and waves pounds in your heart, 
  whether your power flows from natural storms, a conduit 
  to the elemental Planes of Air and Water, or through 
  reverence of deities such as Gozreh, the tengu god of 
  storms Hei Feng, the demon lord Dagon, or the elemental 
  lords of air and water.
  Mystery Benefit You can see perfectly through wind and 
  water, and you send electric charges through both air and 
  water. You never take penalties to Perception from wind, 
  rain, fog, or other precipitation, or from looking through 
  water or being underwater, and such conditions don’t cause 
  anything to be concealed from you. 
  When you deal physical damage with a non-cantrip air 
  or water spell, you deal an additional 1 electricity damage 
  per spell level.
  Trained Skill Nature
  Granted Cantrip electric arc
  Revelation Spells initial: tempest touch; advanced: thunderburst; 
  greater: tempest form
  Related Domains Air, Water
  CurSe of tHe perpetual StorM
  You are the center of your own tiny tempest, ever 
  surrounded by wind and rain that worsens the more you 
  tap into your elemental powers. Even when you are calm 
  and at rest, your hair and clothing are blown about by 
  gentle winds, you are slightly damp, and your touch often 
  comes with a static shock.
  Minor Curse An aura of a whirling storm whips up in a 
  5-foot emanation around you and in your space. The aura puts 
  out small non-magical fires 1 round after they’re lit or brought 
  into your aura.
  Electrical energy builds up within your storm, turning you 
  into a lightning rod; you gain weakness 2 to electricity, and 
  electricity spells or effects that have additional effects for a 
  creature wearing or holding metal treat you as though you 
  were wearing metal.
  Moderate Curse Your minor curse’s aura expands to a 10-
  foot emanation and carries rain on the winds. The whirling 
  winds impose a –2 circumstance penalty on ranged attack 
  rolls using physical ammunition that target you or originate 
  from you. Your weakness to electricity increases to 5 or half 
  your level, whichever is greater, but torrential rain grants you 
  an equal amount of fire resistance.
  Major Curse (11th) Your minor curse’s aura expands to a 
  15-foot emanation and grows stronger. High winds blowing 
  outward in the aura impede creatures’ progress. The aura is 
  difficult terrain for Large and smaller creatures on the ground, 
  and for Huge or smaller flying creatures. You aren’t affected by 
  this difficult terrain.
  The electricity arcing through you becomes dangerous. Any 
  creature that touches you, including with a touch spell or a 
  melee unarmed attack, takes 1d6 electricity damage.
  Oracle Feats
  At every level that you gain an oracle feat, you can 
  select one of the following feats. You must satisfy any 
  prerequisites before selecting the feat.
  1ST LEVEL
  GLEAN LORE � 
  FEAT 1
  DIVINATION
  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.
  Advanced Player's Guide
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  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.
  REACH SPELL � 
  FEAT 1
  CONCENTRATE
  METAMAGIC
  ORACLE
  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.
  WIDEN SPELL � 
  FEAT 1
  MANIPULATE
  METAMAGIC
  ORACLE
  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.
  2ND LEVEL
  CANTRIP EXPANSION 
  FEAT 2
  ORACLE
  Study broadens your range of simple spells. Add two additional 
  cantrips from your spell list to your repertoire.
  DIVINE AEGIS � 
  FEAT 2
  ABJURATION
  DIVINE
  ORACLE
  Trigger You attempt a saving throw against a magical effect, 
  but you haven’t rolled yet.
  You summon divine energy to shield yourself, offering 
  protection against other traditions but leaving you exposed 
  to other divine effects. 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.
  DOMAIN ACUMEN 
  FEAT 2
  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. 
  It gains the cursebound trait. Increase the number of Focus 
  Points in your focus pool by 1.
  4TH LEVEL
  BESPELL WEAPON � 
  FEAT 4
  ORACLE
  Frequency once per turn
  Requirements Your most recent action was to cast a non-
  cantrip spell.
  You siphon the residual energy from the last spell you cast 
  into one weapon you’re wielding. Until the end of your turn, 
  the weapon deals an extra 1d6 damage of a type depending on 
  the school of the spell you just cast.
  • Abjuration force damage
  • Conjuration or Transmutation same type as the weapon
  • Divination, Enchantment, or Illusion mental damage
  • Evocation a type the spell dealt, or force damage if the 
  spell didn’t deal damage
  • Necromancy negative damage
  DIVINE ACCESS 
  FEAT 4
  ORACLE
  Your ability to tap into divine magic surpasses the spells 
  traditionally available to you (the divine spell list). Choose one 
  deity who grants one of your mystery’s granted domains. Add 
  up to three cleric spells of your choice granted by that deity to 
  your spell list. You can select from these spells when you add 
  or swap spells in your spell repertoire.
  Special You can select this feat more than once. You can’t 
  choose the same spells more than once, but you can choose 
  a different domain or a different deity with the same domain 
  you’ve previously selected with this feat. 
  VISION OF WEAKNESS 
  FEAT 4
  ORACLE
  You can call upon divine insights to single out your foes’ weak 
  points. You learn the vision of weakness revelation spell (page 
  234). Increase the number of Focus Points in your focus pool by 1.
  6TH LEVEL
  ADVANCED REVELATION 
  FEAT 6
  ORACLE
  Prerequisites initial revelation spell
  You learn an advanced revelation spell associated with your 
  mystery. Increase the number of Focus Points in your focus 
  pool by 1. 
  SPIRITUAL SENSE 
  FEAT 6
  DIVINATION
  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.
  Classes
  2
  79
  79
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  When you notice a creature with your Spiritual Sense, 
  you also learn its location, making it hidden to you if it had 
  been undetected. 
  STEADY SPELLCASTING 
  FEAT 6
  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.
  8TH LEVEL
  DEBILITATING DICHOTOMY 
  FEAT 8
  ORACLE
  You can give others a glimpse of the impossible conflicts and 
  unchecked power that courses through your body. You learn 
  the debilitating dichotomy revelation spell (page 231). Increase 
  the number of Focus Points in your focus pool by 1.
  READ DISASTER 
  FEAT 8
  DIVINATION
  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 “weal” are 
  instead “nothing,” and results of “weal and woe” are instead 
  “woe.” If you are legendary in Religion, you take only 1 minute 
  to Read Disaster. 
  10TH LEVEL
  ORACULAR WARNING � 
  FEAT 10
  DIVINATION
  DIVINE
  ORACLE
  Trigger You are about to roll initiative.
  You have a flash of insight about impending danger related 
  to one ally, and you can shout or gesture to warn that ally of 
  the threat a moment before it materializes. One ally of your 
  choice can roll twice for initiative and use the better result; 
  this is a fortune effect. If you are legendary in Religion, you 
  receive two visions and can warn two allies, granting them 
  both this benefit. 
  You are momentarily thrown off by the divine insight, 
  however, and you must roll twice for your initiative roll 
  and use the worse result. This is a misfortune effect. 
  The two effects are tied together; if you would avoid the 
  misfortune effect for any reason, or if any of your allies 
  would negate their fortune effect, your Oracular Warning 
  does nothing. Depending on whether you use gestures 
  or call out, this action gains either the visual or auditory 
  trait, respectively.
  QUICKENED CASTING � 
  FEAT 10
  CONCENTRATE
  METAMAGIC
  ORACLE
  Frequency once per day
  If your next action is to cast an oracle cantrip or an oracle spell 
  that is at least 2 levels lower than the highest-level oracle 
  spell you can cast, reduce the number of actions to cast it by 
  1 (minimum 1 action).
  SURGING MIGHT � 
  FEAT 10
  MANIPULATE
  METAMAGIC
  ORACLE
  With a complex gesture, you focus the divine 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 all the 
  following types of damage: chaotic, evil, good, lawful, 
  negative, and positive. This applies to all damage the spell 
  deals, including persistent damage and damage caused by 
  an ongoing effect of the spell, such as the positive energy 
  within a field of life. This doesn’t cause the spell to ignore 
  immunities, only resistances.
  12TH LEVEL
  DOMAIN FLUENCY 
  FEAT 12
  ORACLE
  Prerequisites initial domain spell
  You command a deep understanding of the divine 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, causing it to gain the cursebound 
  trait. Increase the number of Focus Points in your focus pool 
  by 1.
  GREATER REVELATION 
  FEAT 12
  ORACLE
  Prerequisites initial revelation spell
  You learn a greater revelation spell associated with your 
  mystery. Increase the number of Focus Points in your focus 
  pool by 1.
  MAGIC SENSE 
  FEAT 12
  DETECTION
  DIVINATION
  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-level detect magic spell. This 
  detects magic in your field of vision only. When you Seek, you 
  gain the benefits of a 3rd-level 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.
  14TH LEVEL
  FORESTALL CURSE � 
  FEAT 14
  CONCENTRATE
  METAMAGIC
  ORACLE
  Frequency once per day
  You’ve learned to forestall the effects of your curse somewhat. 
  If the next action you use is to cast a revelation spell, the 
  severity of your curse doesn’t increase. 
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  MYSTERIOUS REPERTOIRE 
  FEAT 14
  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 feats 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.
  16TH LEVEL
  DIVERSE MYSTERY 
  FEAT 16
  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.
  When you cast this revelation spell, you gain the effects 
  of the minor curse from that mystery in addition to the 
  normal curse effects you gain from casting a revelation 
  spell. This additional minor curse effect remains until 
  your next daily preparations. Any ability that lets you 
  cast a revelation spell 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 either of these criteria would be met once 
  you finish Casting the Spell.
  PORTENTOUS SPELL � 
  FEAT 16 
  MANIPULATE
  MENTAL
  METAMAGIC
  ORACLE
  VISUAL
  Your spellcasting is rife with strange lights, esoteric gestures, 
  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 roll or requires a saving throw, 
  creatures you hit or that fail their saves are fascinated with 
  you until the start of your next turn. 
  18TH LEVEL
  BLAZE OF REVELATION 
  FEAT 18
  ORACLE
  Your mind and body can, for a short time, withstand the 
  devastation of overdrawing your curse. When you would 
  become overwhelmed by your curse, you can forestall the 
  effects for up to 1 minute. On each of your turns during 
  that time, you can cast one revelation spell granted by 
  your mystery (but not domain spells, spells from Diverse 
  Mystery, or other revelation spells you gained from other 
  abilities) without spending Focus Points or taking any 
  further negative effects.
  At the end of the minute, the durations of any revelation 
  spells you cast during that time end, you take the normal 
  effects from being overwhelmed by your curse, 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.
  DIVINE EFFUSION 
  FEAT 18
  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 level; the two spells you cast with this 
  feat must be of different spell levels.
  20TH LEVEL
  MYSTERY CONDUIT 
  FEAT 20
  ORACLE
  The power of your mystery enables you to cast more than just 
  revelation spells. When you cast a spell of 5th level or lower 
  that has no duration, instead of spending a spell slot, you can 
  advance the effects of your oracular curse in the same manner 
  as when you cast a revelation spell. A spell cast in this way 
  gains the cursebound trait.
  ORACULAR PROVIDENCE 
  FEAT 20
  ORACLE
  Prerequisites oracular clarity
  Your mystery grants you access to deep reserves of truly 
  miraculous divine power. You gain an additional 10th-level 
  spell slot.
  PARADOXICAL MYSTERY 
  FEAT 20
  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 the Core Rulebook or 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, and it has the 
  cursebound trait.
  Classes
  2
  8181
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  Advanced Player's Guide
  82
  82
  
  Many warriors rely on brute force, weighty armor, or cumbersome weapons. 
  For you, battle is a dance where you move among foes with style and grace. 
  You dart among combatants with flair and land powerful finishing moves 
  with a flick of the wrist and a flash of the blade, all while countering attacks with elegant 
  ripostes that keep enemies off balance. Harassing and thwarting your foes lets you charm 
  fate and cheat death time and again with aplomb and plenty of flair.
  HIT POINTS
  10 plus your Constitution modifier
  You increase your maximum number of 
  HP by this number at 1st level and every 
  level thereafter.
  KEY ABILITY
  DEXTERITY
  At 1st level, your class gives you 
  an ability boost to Dexterity.
  DURING COMBAT ENCOUNTERS...
  You show off to gain panache, leveraging your flair to build up to powerful finishing 
  moves. You stay nimble, moving into the best position to perform your maneuvers 
  while dodging enemy blows and responding with swift ripostes. Depending on your 
  swashbuckler’s style, you might dance among your foes; slip past their defenses; or 
  beguile, distract, or frighten them.
  DURING SOCIAL ENCOUNTERS...
  You are equally likely to charm or intimidate others—or both. You might be an adept 
  socialite, or you might create distractions for others who do the talking. 
  WHILE EXPLORING...
  You keep a careful eye on your surroundings and other people, always prepared to 
  leap into action with bravado and flair. You interact with the environment in bold, 
  sweeping strokes rather than skulking to avoid detection.
  IN DOWNTIME...
  You might carouse at the tavern, repair and maintain your armaments, or train to 
  learn new techniques. To maintain your impressive reputation, you might build an 
  organization in your name or establish a following of admirers.
  YOU MIGHT...
  • Portray yourself as a heroic daredevil or a roguish braggart, knowing you can live 
  up to the image you present.
  • Hold yourself in high esteem, confident in your abilities and your reputation.
  • Practice your skills and maneuvers regularly to ensure you never grow rusty.
  OTHERS PROBABLY...
  • Admire your theatrics, bravado, and skill with a blade. 
  • Find you arrogant unless they know you well enough to appreciate your style.
  • Underestimate how much of a threat you pose until they face the end of your 
  deadly blade. 
  INITIAL PROFICIENCIES
  At 1st level, you gain the 
  listed proficiency ranks in 
  the following statistics. You 
  are untrained in anything 
  not listed unless you gain a 
  better proficiency rank in some 
  other way.
  PERCEPTION
  Expert in Perception
  SAVING THROWS
  Trained in Fortitude
  Expert in Reflex
  Expert in Will
  SKILLS
  Trained in Acrobatics
  Trained in one skill determined 
  by your swashbuckler’s style
  Trained in a number of 
  additional skills equal to 4 plus 
  your Intelligence modifier
  ATTACKS
  Trained in simple weapons
  Trained in martial weapons
  Trained in unarmed attacks
  DEFENSES
  Trained in light armor
  Trained in unarmored defense
  CLASS DC
  Trained in swashbuckler class 
  DC
  Classes
  2
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  83
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  SWASHBUCKLER
  
  Class Features
  You gain the following abilities as a swashbuckler. 
  Abilities gained at higher levels list the level next to the 
  features’ names.
  ANCESTRY AND BACKGROUND
  In addition to the abilities provided by your class at 1st 
  level, you have the benefits of your selected ancestry 
  and background.
  INITIAL PROFICIENCIES
  At 1st level, you gain a number of proficiencies that 
  represent your basic training. These proficiencies are 
  noted at the start of this class.
  PANACHE
  You care as much about the way you accomplish something 
  as whether you actually accomplish it in the first place. 
  When you perform an action with particular bravado, you 
  can leverage this moment of verve to perform spectacular, 
  deadly maneuvers. This state of flair is called panache, and 
  you are either in a state of panache or you are not. 
  You gain panache by successfully performing the skill 
  check associated with specific actions that have a bit of 
  flair, including Tumble Through (Core Rulebook 240) 
  and additional actions determined by your swashbuckler’s 
  style (see below). At the GM’s discretion, after succeeding 
  at a check to perform a particularly daring action, such as 
  swinging on a chandelier or sliding down a drapery, you 
  also gain panache if your result is high enough (typically 
  the very hard DC for your level, but the GM can choose a 
  different threshold).
  While you have panache, you gain a +5-foot status bonus 
  to your Speeds and gain a +1 circumstance bonus to checks 
  to Tumble Through or to take any actions that give you 
  panache due to your style. The precise strike class feature 
  (page 85) also causes you to deal extra precision damage 
  while you have panache. Powerful finisher actions, including 
  Confident Finisher (page 85), can be used only while you 
  have panache and cause you to lose your panache.
  Normally, you gain and use panache only in combat 
  encounters; when an encounter ends, you lose panache.
  SWASHBUCKLER’S STYLE
  As a swashbuckler, you have your own distinctive style that 
  enables you to gracefully handle everyday events and life-
  or-death situations alike. Choose a swashbuckler’s style. 
  This style determines the additional actions you use to gain 
  panache and makes you trained in the skill related to that 
  action. The styles presented in this book are as follows.
  Battledancer
  To you, a fight is a kind of performance art, and you 
  command your foes’ attention with mesmerizing motions. 
  You are trained in Performance and gain the Fascinating 
  Performance skill feat (Core Rulebook 261). You gain 
  panache during an encounter when the result of your 
  Performance check to Perform exceeds the Will DC of an 
  observing foe, even if the foe isn’t fascinated.
  Braggart
  You boast, taunt, and psychologically needle your foes. 
  You are trained in Intimidation. You gain panache 
  during an encounter whenever you successfully 
  Demoralize a foe. 
  Fencer
  You move carefully, feinting and creating false openings to 
  lead your foes into inopportune attacks. You are trained 
  in Deception. You gain panache during an encounter 
  whenever you successfully Feint or Create a Diversion 
  against a foe.
  gymnast
  You reposition, maneuver, and bewilder your foes 
  TABLE 2–5: SWASHBUCKLER ADVANCEMENT
  Your 
  Level Class Features
  1 
  Ancestry and background, initial proficiencies,  
   
   
  panache, swashbuckler’s style, precise strike (2d6),   
   
  confident finisher, swashbuckler feat
  2 
  Skill feat, swashbuckler feat
  3 
  General feat, great fortitude, opportune riposte, skill  
   
  increase, stylish trick, vivacious speed +10 feet
  4 
  Skill feat, swashbuckler feat
  5 
  Ability boosts, ancestry feat, precise strike (3d6),   
   
  skill increase, weapon expertise
  6 
  Skill feat, swashbuckler feat
  7 
  Evasion, general feat, skill increase, stylish trick,  
   
   
  vivacious speed +15 feet, weapon specialization
  8 
  Skill feat, swashbuckler feat
  9 
  Ancestry feat, exemplary finisher, precise strike  
   
   
  (4d6), skill increase, swashbuckler expertise
  10 
  Ability boosts, skill feat, swashbuckler feat
  11 
  Continuous flair, general feat, skill increase, vigilant  
   
  senses, vivacious speed +20 feet
  12 
  Skill feat, swashbuckler feat
  13 
  Ancestry feat, improved evasion, light armor  
   
   
  expertise, precise strike (5d6), skill increase,   
   
   
  weapon mastery
  14 
  Skill feat, swashbuckler feat
  15 
  Ability boosts, general feat, greater weapon  
   
   
  specialization, keen flair, skill increase, stylish trick,  
   
  vivacious speed +25 feet
  16 
  Skill feat, swashbuckler feat
  17 
  Ancestry feat, precise strike (6d6), resolve, skill  
   
   
  increase
  18 
  Skill feat, swashbuckler feat
  19 
  Eternal confidence, general feat, light armor  
   
   
  mastery, skill increase, vivacious speed +30 feet
  20 
  Ability boosts, skill feat, swashbuckler feat
  Advanced Player's Guide
  84
  84
  
  with daring feats of physical prowess. You are trained 
  in Athletics. You gain panache during an encounter 
  whenever you successfully Grapple, Shove, or Trip a foe.
  Wit
  You are friendly, clever, and full of humor, always knowing 
  just what to say in any situation. Your witticisms leave 
  foes unprepared for the skill and speed of your attacks. 
  You are trained in Diplomacy and gain the Bon Mot skill 
  feat (page 203). You gain panache during an encounter 
  whenever you succeed at a Bon Mot against a foe.
  PRECISE STRIKE
  You strike with flair. When you have panache and you 
  Strike with an agile or finesse melee weapon or agile or 
  finesse unarmed attack, you deal 2 additional precision 
  damage. If the strike is part of a finisher, the additional 
  damage is 2d6 precision damage instead. 
  As your swashbuckler level increases, so does your 
  additional damage for precise strike. Increase the 
  amount of additional damage on a Strike and the 
  number of additional dice on a finisher by 
  one at 5th, 9th, 13th, and 17th levels.
  CONFIDENT FINISHER
  You gain an elegant finishing attack you 
  can make when you have panache. 
  The finisher trait is described 
  on page 87. You gain the 
  Confident Finisher action.
  CONFIDENT FINISHER �
  FINISHER
  SWASHBUCKLER
  You make an incredibly graceful attack, 
  piercing your foe’s defenses. Make a Strike 
  with a weapon or unarmed attack that 
  would apply your precise strike 
  damage, with the following 
  failure effect. 
  Failure You deal half your precise 
  strike damage to the target. This damage type 
  is that of the weapon or unarmed attack you used for 
  the Strike.
  SWASHBUCKLER FEATS
  At 1st level and every even-numbered level, you 
  gain a swashbuckler class feat.
  SKILL FEATS 
  2ND
  At 2nd level and every 2 levels thereafter, you 
  gain a skill feat. You must be trained or better in 
  the corresponding skill to select a skill feat.
  GENERAL FEATS 
  3RD
  At 3rd level and every 4 levels thereafter, you gain 
  a general feat.
  GREAT FORTITUDE 
  3RD
  Your physique is incredibly hardy, granting you increased 
  endurance. Your proficiency rank for Fortitude saves 
  increases to expert.
  OPPORTUNE RIPOSTE 
  3RD
  You turn the tables on foes who fumble, capitalizing 
  immediately on their mistake. You gain the Opportune 
  Riposte reaction.
  Classes
  2
  85
  85
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  SWASHBUCKLER FEATS
  If you need to look up a 
  swashbuckler feat by name 
  instead of by level, use this table.
  Feat 
  Level
  After You  
  2
  Agile Maneuvers 
  6
  Antagonize 
  2
  Attack of Opportunity  
  6
  Bleeding Finisher 
  8
  Buckler Dance  
  10
  Buckler Expertise 
  1
  Charmed Life  
  2
  Cheat Death  
  12
  Combination Finisher 
  6
  Deadly Grace 
  16
  Derring-Do 
  10
  Disarming Flair 
  1
  Dual Finisher 
  8
  Dueling Dance  
  10
  Dueling Parry  
  1
  Felicitous Riposte 
  16
  Finishing Follow-Through 
  2
  Flamboyant Athlete 
  4
  Flamboyant Leap  
  14
  Flying Blade 
  1
  Focused Fascination 
  1
  Goading Feint 
  1
  Guardian’s Deflection  
  4
  Impaling Finisher  
  4
  Impossible Riposte 
  14
  Incredible Luck 
  18
  Inexhaustible 
  20 
  Countermoves
  Leading Dance  
  4
  Lethal Finisher  
  18
  Mobile Finisher  
  12
  Nimble Dodge  
  1
  Nimble Roll 
  8
  One for All  
  1
  Panache Paragon 
  20
  Parry and Riposte 
  18
  Perfect Finisher  
  14
  Precise Finisher 
  6
  Reflexive Riposte 
  10
  Stunning Finisher  
  8
  Swaggering Initiative  
  4
  Targeting Finisher  
  10
  Tumble Behind 
  2
  Twin Parry  
  4
  Twinned Defense  
  14
  Unbalancing Finisher  
  2
  Vexing Tumble  
  6
  Vivacious Bravado  
  8
  You’re Next 
  1
  OPPORTUNE RIPOSTE �
  SWASHBUCKLER
  Trigger A foe within your reach critically fails a Strike against you.
  You take advantage of an opening from your enemy’s fumbled attack. You either make a 
  melee Strike against the triggering foe or attempt to Disarm it of the weapon it used for 
  the Strike.
  SKILL INCREASES 
  3RD
  At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this 
  either to increase your proficiency rank to trained in one skill you’re untrained in, or 
  to increase your proficiency rank in one skill in which you’re already trained to expert.
  At 7th level, you can use skill increases to increase your proficiency rank to master 
  in a skill in which you’re already an expert, and at 15th level, you can use them to 
  increase your proficiency rank to legendary in a skill in which you’re already a master.
  STYLISH TRICKS 
  3RD
  At 3rd level, 7th level, and 15th level, you gain a skill feat. This feat must be for 
  Acrobatics or the trained skill from your swashbuckler’s style.
  VIVACIOUS SPEED 
  3RD
  When you’ve made an impression, you move even faster than normal, darting about 
  the battlefield with incredible speed. Increase the status bonus to your Speeds when 
  you have panache to a +10-foot status bonus; this bonus increases by 5 feet at 7th, 
  11th, 15th, and 19th levels. When you don’t have panache, you still get half this status 
  bonus to your Speed, rounded down to the nearest 5-foot increment.
  ABILITY BOOSTS 
  5TH
  At 5th level and every 5 levels thereafter, you boost four different ability scores. 
  You can use these ability boosts to increase your ability scores above 18. Boosting 
  an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out 
  below 18.
  ANCESTRY FEATS 
  5TH
  In addition to the ancestry feat you started with, you gain an ancestry feat at 5th 
  level and every 4 levels thereafter.
  WEAPON EXPERTISE 
  5TH
  You’ve dedicated yourself to learning the intricacies of your weapons. Your 
  proficiency ranks for simple weapons, martial weapons, and unarmed attacks 
  increase to expert. You gain access to the critical specialization effects of all weapons 
  for which you have expert proficiency.
  EVASION 
  7TH
  You’ve learned to move quickly to avoid explosions, a dragon’s breath, and worse. 
  Your proficiency rank for Reflex saves increases to master. When you roll a success 
  on a Reflex save, you get a critical success instead.
  WEAPON SPECIALIZATION 
  7TH
  You’ve learned how to inflict greater injuries with the weapons you know best. You 
  deal 2 additional damage with weapons and unarmed attacks in which you are an 
  expert. This damage increases to 3 if you’re a master and 4 if you’re legendary.
  EXEMPLARY FINISHER 
  9TH
  You execute your finishing moves with spectacular flair, adding special effects to 
  your finishers. If a Strike you make as part of a finisher hits a foe, you add one of the 
  following effects to the Strike, depending on your swashbuckler’s style.
  Advanced Player's Guide
  86
  86
  
  KEY TERMS
  You’ll see these terms in many swashbuckler abilities.
  Finisher: Finishers are spectacular finishing moves that 
  use your panache. You can use a finisher only if you have 
  panache, and you lose your panache immediately after 
  performing a finisher. Once you use a finisher, you can’t use 
  actions that have the attack trait for the rest of your turn.
  Some actions with the finisher trait also grant an effect on 
  a failure. Effects added on a failure don’t apply on a critical 
  failure. If your finisher action succeeds, you can still choose 
  to apply the failure effect instead. For example, you might 
  do this when an attack deals no damage due to resistance. 
  Flourish: Actions with this trait are special techniques 
  that require too much exertion for you to perform frequently. 
  You can use only 1 action with the flourish trait per turn.
  Stance: A stance is a general combat strategy that you 
  enter by using an action with the stance trait, and you 
  remain in that stance for some time. A stance lasts until you 
  get knocked out, until its requirements (if any) are violated, 
  until the encounter ends, or until you enter a new stance, 
  whichever comes first. After you use an action with the 
  stance trait, you can’t use another one for 1 round. You can 
  enter or be in a stance only in encounter mode.
  Battledancer: You can Step as a free action immediately 
  after the finisher.
  Braggart: If the foe was temporarily immune to your 
  Demoralize, their temporary immunity ends.
  Fencer: The foe is flat-footed until your next turn.
  Gymnast: If the foe is grabbed, restrained, or prone, 
  you gain a circumstance bonus to the damage roll equal 
  to twice the number of weapon damage dice.
  Wit: The foe takes a –2 circumstance penalty to attack 
  rolls against you until the start of your next turn.
  SWASHBUCKLER EXPERTISE 
  9TH
  You perform swashbuckling techniques with exceptional 
  flair, making them harder to resist. Your proficiency rank 
  for your swashbuckler class DC increases to expert.
  CONTINUOUS FLAIR 
  11TH
  While not equal to the heights of your panache in combat, 
  you have a dramatic flair about you in any situation. 
  Whenever you succeed at a check during exploration that 
  would have granted you panache in combat, you gain a +1 
  circumstance bonus to further checks for actions that would 
  grant you panache in combat. This benefit ends when the 
  exploration changes to a different scene (as determined by 
  the GM) or shifts to an encounter or downtime. 
  VIGILANT SENSES 
  11TH
  Through your adventures, you’ve developed keen 
  awareness and attention to detail. Your proficiency rank
  for Perception increases to master.
  IMPROVED EVASION 
  13TH
  Your ability to elude danger is matchless. Your proficiency 
  rank for Reflex saves increases to legendary. When you 
  roll a critical failure on a Reflex save, you get a failure 
  instead. When you roll a failure on a Reflex save against 
  a damaging effect, you take half damage.
  LIGHT ARMOR EXPERTISE 
  13TH
  You’ve learned how to dodge while wearing light or 
  no armor. Your proficiency ranks for light armor and 
  unarmored defense increase to expert.
  WEAPON MASTERY 
  13TH
  You fully understand your weapons. Your proficiency 
  ranks for simple and martial weapons and unarmed 
  attacks increase to master.
  GREATER WEAPON SPECIALIZATION 
  15TH
  Your damage from weapon specialization increases to 4 
  with weapons and unarmed attacks in which you’re an 
  expert, 6 if you’re a master, and 8 if you’re legendary.
  KEEN FLAIR 
  15TH
  You inflict particularly devastating attacks on even 
  well-defended foes. When you Strike with a weapon or 
  unarmed attack with which you have master proficiency, 
  if you roll a 19 on the die and the roll is a success, you 
  critically succeed instead. 
  RESOLVE 
  17TH
  You’ve steeled your mind with resolve. Your proficiency 
  rank for Will saves increases to master. When you roll a 
  success on a Will save, you get a critical success instead.
  ETERNAL CONFIDENCE 
  19TH
  As a swashbuckler at the peak of your skill, you swell 
  with confidence and bravado in every attack. Your 
  proficiency rank for your swashbuckler class DC 
  increases to master.
  When you Strike as part of a finisher or Opportune 
  Riposte, you can give the Strike the failure effect from 
  the Confident Finisher action, including the increase from 
  Precise Finisher (page 91) if you have that feat. You can 
  do so only if the Strike uses a weapon or unarmed attack 
  that you could use for Confident Finisher.
  LIGHT ARMOR MASTERY 
  19TH
  Your skill with light armor improves, increasing your 
  ability to dodge blows. Your proficiency ranks for light 
  armor and unarmored defense increase to master.
  Swashbuckler Feats
  At each level that you gain a swashbuckler feat, you can 
  select one of the following feats. You must satisfy any 
  prerequisites before selecting the feat.
  Classes
  2
  87
  87
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  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. 
  NIMBLE DODGE � 
  FEAT 1
  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.
  ONE FOR ALL � 
  FEAT 1
  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. If your swashbuckler’s style is wit and your 
  Diplomacy check to Aid meets or exceeds the very hard DC for 
  your level, you gain panache.
  YOU’RE NEXT � 
  FEAT 1
  EMOTION
  FEAR
  MENTAL
  SWASHBUCKLER
  Prerequisites trained in Intimidation
  Trigger You reduce an enemy to 0 Hit Points.
  After downing a foe, you promise another 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.
  2ND LEVEL
  AFTER YOU � 
  FEAT 2
  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. 
  ANTAGONIZE 
  FEAT 2
  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.
  1ST LEVEL
  BUCKLER EXPERTISE 
  FEAT 1
  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.
  DISARMING FLAIR 
  FEAT 1
  SWASHBUCKLER
  It’s harder for your foes to regain their grip when you knock 
  their weapon partially out of their hands. When you succeed 
  at an Athletics check to Disarm, the circumstance bonus and 
  penalty from Disarm last until the end of your next turn, instead 
  of until the beginning of the target’s next turn. The target can 
  use an Interact action to adjust their grip and remove this effect. 
  If your swashbuckler’s style is gymnast and you succeed at 
  your Athletics check to Disarm a foe, you gain panache.
  DUELING PARRY � 
  FEAT 1
  SWASHBUCKLER
  Requirements You are wielding only a single one-handed melee 
  weapon and have your other hand or hands free.
  You can parry attacks against you with your 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.
  FLYING BLADE 
  FEAT 1
  SWASHBUCKLER
  Prerequisites precise strike
  You’ve learned to apply your flashy techniques to thrown 
  weapons as easily as melee attacks. When you have panache, 
  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.
  FOCUSED FASCINATION 
  FEAT 1
  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.
  GOADING FEINT 
  FEAT 1
  SWASHBUCKLER
  Prerequisites trained in Deception
  When you trick a foe, you can goad them into overextending 
  their next attack. 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 
  Advanced Player's Guide
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  88
  
  CHARMED LIFE � 
  FEAT 2
  SWASHBUCKLER
  Prerequisites Charisma 14
  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.
  FINISHING FOLLOW-THROUGH 
  FEAT 2
  SWASHBUCKLER
  Finishing a foe maintains your swagger. You gain panache 
  if your finisher brings the target to 0 HP (or brings the 
  highest-level target to 0 HP, if your finisher attacks multiple 
  targets).
  TUMBLE BEHIND 
  FEAT 2
  SWASHBUCKLER
  Your tumbling catches your foe off guard. When you Tumble 
  Through successfully, the foe you Tumbled Through is flat-
  footed against the next attack you make before the end of 
  your turn.
  UNBALANCING FINISHER � 
  FEAT 2
  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 flat-footed until the end of your next turn.
  4TH LEVEL
  FLAMBOYANT ATHLETE 
  FEAT 4
  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. 
  • 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. 
  GUARDIAN’S DEFLECTION � 
  FEAT 4
  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 
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  triggering attack. This turns the triggering critical hit into a hit, 
  or the triggering hit into a miss.
  IMPALING FINISHER � 
  FEAT 4
  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.
  LEADING DANCE � 
  FEAT 4
  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. If your 
  swashbuckler’s style is battledancer and you succeed, you 
  gain panache.
  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.
  SWAGGERING INITIATIVE � 
  FEAT 4
  SWASHBUCKLER
  Trigger You are about to roll initiative.
  You swagger readily into any fight—even an ambush. You 
  gain a +2 circumstance bonus to your initiative roll and can 
  Interact to draw a weapon. 
  TWIN PARRY � 
  FEAT 4
  SWASHBUCKLER
  Requirements You wield two melee weapons, one in each hand.
  You use your weapons to parry. 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.
  6TH LEVEL
  AGILE MANEUVERS 
  FEAT 6
  SWASHBUCKLER
  Prerequisites expert in Athletics
  Your easily maneuver against your foes. Your Grapple, Shove, 
  and Trip actions have a lower multiple attack penalty: –4 instead 
  of –5 if they’re the second attack on your turn, or –8 instead of 
  –10 if they’re the third or subsequent attack on your turn.
  GYMNAST
  You fight with both agility and muscle, controlling 
  your foe’s movements on the battlefield with style 
  and flair.
  ABILITY SCORES
  Prioritize Dexterity and Strength for Acrobatics, Athletics, 
  attacks, and damage. 
  SKILLS
  Acrobatics, Athletics, Diplomacy, Intimidation, Medicine, 
  Society
  SWASHBUCKLER’S STYLE
  Gymnast
  STARTING FEAT
  Disarming Flair
  HIGHER-LEVEL FEATS
  Flamboyant Athlete (4th), Agile Maneuvers (6th), 
  Derring-Do (10th), Flamboyant Leap (14th) 
  SAMPLE SWASHBUCKLER
  Advanced Player's Guide
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  ATTACK OF OPPORTUNITY � 
  FEAT 6
  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.
  COMBINATION FINISHER 
  FEAT 6
  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.
  PRECISE FINISHER 
  FEAT 6
  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.
  VEXING TUMBLE � 
  FEAT 6
  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 foe 
  whose reach you began in or enter during the movement, 
  in sequence.
  Critical Success This movement doesn’t trigger reactions from 
  the foe, the foe is flat-footed to you until the end of your turn, 
  and you gain panache.
  Success This movement doesn’t trigger reactions from the foe, 
  and you gain panache.
  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. 
  8TH LEVEL
  BLEEDING FINISHER � 
  FEAT 8
  FINISHER
  SWASHBUCKLER
  Your blow inflicts profuse bleeding. Make a slashing or 
  piercing Strike with a weapon or unarmed attack that allows 
  you to add your precise strike damage. If you hit, the target 
  also takes persistent bleed damage equal to your precise 
  strike finisher damage. 
  DUAL FINISHER � 
  FEAT 8
  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. 
  NIMBLE ROLL 
  FEAT 8
  SWASHBUCKLER
  Prerequisites Nimble Dodge
  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.
  STUNNING FINISHER � 
  FEAT 8
  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.
  VIVACIOUS BRAVADO � 
  FEAT 8
  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.
  10TH LEVEL
  BUCKLER DANCE � 
  FEAT 10
  STANCE
  SWASHBUCKLER
  Requirements You are wielding a buckler.
  You spin your buckler defensively toward every attack. While 
  you are in this stance, you constantly have your buckler 
  raised as if you’d used Raise a Shield, as long as you meet that 
  action’s requirements.
  DERRING-DO 
  FEAT 10
  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 for having panache 
  applies (Tumble Through and any skill actions listed in your 
  swashbuckler’s style).
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  DUELING DANCE � 
  FEAT 10
  STANCE
  SWASHBUCKLER
  Prerequisites Dueling Parry
  Requirements You are wielding only a single one-handed melee 
  weapon and have your other hand or hands free.
  Using your 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.
  REFLEXIVE RIPOSTE 
  FEAT 10
  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. 
  TARGETING FINISHER � 
  FEAT 10
  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. 
  • 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.
  12TH LEVEL
  CHEAT DEATH � 
  FEAT 12
  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, 
  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.
  MOBILE FINISHER � 
  FEAT 12
  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. 
  14TH LEVEL
  FLAMBOYANT LEAP � 
  FEAT 14
  SWASHBUCKLER
  Prerequisites master in Athletics, Flamboyant Athlete
  Requirements You are capable of using a finisher.
  FENCER
  You befuddle your foes with deft movements, 
  feints, and traps, leading them into your cunning 
  counterattacks.
  ABILITY SCORES
  Prioritize Dexterity for accuracy, as well as Charisma for 
  Deception. 
  SKILLS
  Acrobatics, Deception, Diplomacy, Society, Stealth, 
  Thievery
  SWASHBUCKLER’S STYLE
  Fencer
  STARTING FEAT
  Goading Feint
  HIGHER-LEVEL FEATS
  Tumble Behind (2nd), Attack of Opportunity (6th), 
  Reflexive Riposte (10th), Felicitous Riposte (16th)
  SAMPLE SWASHBUCKLER
  Advanced Player's Guide
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  92
  
  When you make an Opportune Riposte, roll twice on the 
  attack roll and take the better result.
  18TH LEVEL
  INCREDIBLE LUCK 
  FEAT 18
  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.
  LETHAL FINISHER � 
  FEAT 18
  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.
  PARRY AND RIPOSTE 
  FEAT 18
  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, Dueling Parry, or 
  Twin Parry.
  20TH LEVEL
  INEXHAUSTIBLE COUNTERMOVES 
  FEAT 20
  SWASHBUCKLER
  You can react whenever a foe leaves a gap in their 
  defenses. 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 an Attack of Opportunity if you 
  have that reaction. 
  PANACHE PARAGON 
  FEAT 20
  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 Tumble Through or perform the skill action listed in your 
  swashbuckler’s style as one that allows you to gain panache, 
  or other actions that would allow you to gain panache at the 
  GM’s discretion.
  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.
  IMPOSSIBLE RIPOSTE 
  FEAT 14
  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 ray of 
  frost, your Strike would deal cold damage instead of its normal 
  damage type.
  PERFECT FINISHER � 
  FEAT 14
  FINISHER
  FORTUNE
  SWASHBUCKLER
  You focus your panache into an impeccable assault. Make a 
  Strike, rolling the attack roll twice and using the better result. 
  TWINNED DEFENSE � 
  FEAT 14
  STANCE
  SWASHBUCKLER
  Prerequisites Twin Parry
  Requirements You wield 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.
  16TH LEVEL
  DEADLY GRACE 
  FEAT 16
  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.
  FELICITOUS RIPOSTE 
  FEAT 16
  FORTUNE
  SWASHBUCKLER
  You take advantage of your foe’s openings with uncanny odds. 
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  Advanced Player's Guide
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  You command powerful magic, not through study or devotion to any ideal, 
  but as a vessel or agent for a mysterious, otherworldly patron that even you 
  don’t entirely understand. This entity might be a covert divinity, a powerful 
  fey, a manifestation of natural energies, an ancient spirit, or any other mighty supernatural 
  being—but its nature is likely as much a mystery to you as it is to anyone else. Through a 
  special familiar, your patron grants you versatile spells and powerful hexes to use as you see 
  fit, though you’re never certain if these gifts will end up serving your patron’s larger plan. 
  HIT POINTS
  6 plus your Constitution modifier
  You increase your maximum number of 
  HP by this number at 1st level and every 
  level thereafter.
  KEY ABILITY
  INTELLIGENCE
  At 1st level, your class gives you 
  an ability boost to Intelligence.
  DURING COMBAT ENCOUNTERS...
  You cast spells to change the course of battle. You use magical hexes to hamper enemies 
  and aid allies, while leveraging more powerful spells to control the battlefield, heal, or 
  harm, aided by your extraordinary familiar, brewed potions, and magical items.
  DURING SOCIAL ENCOUNTERS...
  You provide knowledge on numerous topics, including a variety of magical matters, 
  and you might call upon your patron’s magic to charm or deceive others.
  WHILE EXPLORING...
  You remain alert for magical traps and treasures, employing a clever array of spells 
  to overcome obstacles that stand in your way. Your familiar might aid you through 
  its own considerable set of exceptional abilities.
  IN DOWNTIME...
  You brew potions, craft other magical items, or hunt for new spells for your familiar to 
  learn. You might try to learn more about your patron, their aims, or your own powers, 
  and you might seek out the company of other witches for collaboration or community.
  YOU MIGHT...
  • Strive to learn more about your patron or familiar, your patron’s goals, why they 
  chose to empower you, and how you fit into their plans.
  • Seek out new sources of magic, like scrolls and spellbooks, to supplement the 
  spells your patron provides.
  • View your familiar as a steadfast ally, a dear friend, or a necessary nuisance, 
  depending on its personality.
  OTHERS PROBABLY...
  • Wonder about the nature of your patron and the source of your magic, worrying 
  you’ll turn on them or that you unknowingly serve to a foul power3).
  • Appreciate your ability to aid them with magic, whether you do so by helping 
  them directly or by hampering their adversaries.
  • Take care not to offend you, fearful that you’ll place a malicious hex on them if 
  you’re angered.
  INITIAL PROFICIENCIES
  At 1st level, you gain the listed 
  proficiency ranks in the following 
  statistics. You are untrained in 
  anything not listed unless you 
  gain a better proficiency rank in 
  some other way.
  PERCEPTION
  Trained in Perception
  SAVING THROWS
  Trained in Fortitude
  Trained in Reflex
  Expert in Will
  SKILLS
  Trained in one skill determined 
  by your patron
  Trained in a number of 
  additional skills equal to 3 plus 
  your Intelligence modifier
  ATTACKS
  Trained in simple weapons
  Trained in unarmed attacks
  DEFENSES
  Untrained in all armor
  Trained in unarmored defense
  SPELLS
  Trained in spell attack rolls of 
  your spellcasting tradition, 
  determined by your first 
  lesson
  Trained in spell DCs of your 
  spellcasting tradition, 
  determined by your first 
  lesson
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  WITCH
  
  TABLE 2–6: WITCH ADVANCEMENT
  Your 
  Level Class Features
  1 
  Ancestry and background, initial proficiencies,  
   
   
  patron, familiar, witch spellcasting, hexes
  2 
  Skill feat, witch feat
  3 
  2nd-level spells, general feat, skill increase
  4 
  Skill feat, witch feat
  5 
  3rd-level spells, ability boosts, ancestry feat,  
   
   
  magical fortitude, skill increase
  6 
  Familiar ability, skill feat, witch feat
  7 
  4th-level spells, expert spellcaster, general feat, skill  
   
  increase
  8 
  Skill feat, witch feat
  9 
  5th-level spells, ancestry feat, lightning reflexes,  
   
   
  skill increase
  10 
  Ability boosts, skill feat, witch feat
  11 
  6th-level spells, alertness, general feat, skill  
   
   
  increase, weapon expertise
  12 
  Familiar ability, skill feat, witch feat
  13 
  7th-level spells, ancestry feat, defensive robes, skill   
   
  increase, weapon specialization
  14 
  Skill feat, witch feat
  15 
  8th-level spells, ability boosts, general feat, master   
   
  spellcaster, skill increase
  16 
  Skill feat, witch feat
  17 
  9th-level spells, ancestry feat, resolve, skill increase
  18 
  Familiar ability, skill feat, witch feat
  19 
  General feat, legendary spellcaster, patron’s gift,  
   
   
  skill increase
  20 
  Ability boosts, skill feat, witch feat
  Class Features
  You gain these abilities as a witch. Abilities gained at 
  higher levels list the requisite levels next to their names.
  ANCESTRY AND BACKGROUND
  In addition to the class features you gain at 1st level, you 
  have the benefits of your selected ancestry and background.
  INITIAL PROFICIENCIES
  At 1st level, you gain a number of proficiencies that 
  represent your basic training, noted at the start of this class. 
  PATRON
  You weren’t born with the power to cast spells, nor have 
  you spent years in devotion to tomes, deities, or mystical 
  secrets. Your power comes through a potent being that has 
  chosen you as their vessel to carry forth some agenda in 
  the world. This entity is typically mysterious and distant, 
  revealing little of their identity and motivations, and they 
  grant you spells and other magical powers through a 
  familiar, which serves as a conduit for their power.
  A patron might be a deity or demigod, a coven of 
  powerful hags, a fey lord, an archdevil, or a similarly 
  powerful entity, or perhaps multiple such figures working 
  in tandem. As you gain more of your patron’s power, you 
  might learn more about who or what they are—certain 
  combinations of themes and lessons suggest particular 
  patrons or agendas—but patrons empower witches for 
  their own secretive reasons, which they rarely reveal in full. 
  At 1st level, choose your patron’s theme, which determines 
  your spellcasting tradition, a skill, a special cantrip you 
  gain, and a spell added to your familiar. The patron themes 
  presented in this book are found on page 99.
  FAMILIAR
  Your patron has sent you a familiar, a mystical creature 
  that teaches you and facilitates your spells. This familiar 
  follows the rules beginning on page 217 of the Core 
  Rulebook, though as it’s a direct conduit between you and 
  your patron, it’s more powerful than other familiars. Your 
  familiar gains an extra familiar ability, and gains another 
  extra ability at 6th, 12th, and 18th levels. 
  Your familiar is the source and repository of the spells 
  your patron has bestowed upon you, and you must 
  commune with your familiar to prepare your spells 
  each day using your witch spellcasting (see below). 
  Your familiar starts off knowing 10 cantrips, five 1st-
  level spells, and one additional spell determined by your 
  patron’s theme. You choose these spells from the common 
  spells of the tradition determined by your patron or from 
  other spells of that tradition you gain access to.
  Each time you gain a level, your patron teaches your 
  familiar two new spells of any level you can cast, chosen 
  from common spells of your tradition or others you gain 
  access to. Feats can also grant your familiar additional spells.
  Your familiar can learn new spells independently of your 
  patron. It can learn any spell on your tradition’s spell list 
  by physically consuming a scroll of that spell in a process 
  that takes 1 hour. You can use the Learn a Spell exploration 
  activity to prepare a special written version of a spell, 
  which your familiar can consume as if it were a scroll. You 
  and your familiar can use the Learn a Spell activity to teach 
  your familiar a spell from another witch’s familiar. Both 
  familiars must be present for the entirety of the activity, the 
  spell must be on your spellcasting tradition’s spell list, and 
  you must pay the usual cost for that activity, typically in 
  the form of an offering to the other familiar’s patron. You 
  can’t prepare spells from another witch’s familiar.
  If your familiar dies, your patron replaces it during 
  your next daily preparations. The new familiar might be 
  a duplicate or reincarnation of your former familiar or a 
  new entity altogether, but it knows the same spells your 
  former familiar knew regardless. Your familiar’s death 
  doesn’t affect any spells you have already prepared.
  WITCH SPELLCASTING
  Using your familiar as a conduit, your patron provides 
  you the power to cast spells. You can cast spells using 
  the Cast a Spell activity, and you can supply material, 
  somatic, and verbal components when casting spells.
  Advanced Player's Guide
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  96
  
  At 1st level, you can prepare up to two 1st-level spells 
  and five cantrips each morning from the spells your familiar 
  knows. Prepared spells remain available to you until you 
  cast them or until you prepare your spells again. The 
  number of spells you can prepare is called your spell slots.
  As you increase in level as a witch, your number of 
  spell slots and the highest level of spells you can cast from 
  spell slots increase, as shown in Table 2–7: Witch Spells 
  per Day on page 98.
  Some of your spells require you to attempt a spell attack 
  roll to see how effective they are, or have your enemies 
  roll against your spell DC (typically by attempting a saving 
  throw). Since your key ability is Intelligence, your spell 
  attack rolls and spell DCs use your Intelligence modifier. 
  HeigHtening SpellS
  When you get spell slots of 2nd level and higher, you can 
  fill those slots with stronger versions of lower-level spells. 
  This increases the spell’s level, heightening it to match the 
  spell slot. Many spells have specific improvements when 
  they are heightened to certain levels.
  CantripS
  A cantrip is a special type of spell that doesn’t use spell 
  slots. You can cast a cantrip at will, any number of times 
  per day. A cantrip is always automatically heightened 
  to half your level rounded up—this is 
  usually equal to the highest level of 
  spell you can cast as a witch. For 
  example, as a 1st-level witch, your 
  cantrips are 1st-level spells, and as 
  a 5th-level witch, your cantrips are 
  3rd-level spells.
  HEXES
  Your patron and familiar teach you 
  special spells called hexes. A 
  hex is a short-term effect drawn 
  directly from your patron’s 
  magic. As such, you can cast 
  only one hex each turn; attempts to 
  cast a second hex spell on that turn fail 
  and the spellcasting actions are lost. 
  Hexes 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 commune with your familiar. 
  Focus spells are automatically heightened to 
  half your level rounded up. Focus spells don’t require 
  spell slots, and you can’t cast them using spell slots. 
  Certain feats can give you more focus spells and increase 
  the size of your focus pool, though your focus pool can 
  never hold more than 3 Focus Points. The full rules for 
  focus spells appear on page 300 of the Core Rulebook.
  You learn the phase familiar hex (page 239), which you 
  can cast as a reaction to protect your familiar from harm. 
  You learn most other hexes from witch lessons (page 99).
  Classes
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  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  Hex CantripS
  Hex cantrips are special hexes that don’t cost Focus Points, 
  so you can cast them as often as you like, though you can still 
  cast only one hex each round. Hex cantrips are in addition 
  to the cantrips you choose with your witch spellcasting and 
  aren’t counted toward your prepared cantrips. Your hex 
  cantrips are determined by your patron theme (page 99). 
  SKILL FEATS 
  2ND
  At 2nd level and every 2 levels thereafter, you gain a skill 
  feat. You must be trained or better in the corresponding 
  skill to select a skill feat.
  WITCH FEATS 
  2ND
  At 2nd level and every 2 levels thereafter, you gain a 
  witch class feat (page 100).
  GENERAL FEATS 
  3RD
  At 3rd level and every 4 levels thereafter, you gain a 
  general feat. 
  SKILL INCREASES 
  3RD
  At 3rd level and every 2 levels thereafter, you gain a skill 
  increase. You can use this increase either to increase your 
  proficiency rank to trained in one skill you’re untrained 
  in, or to increase your proficiency rank in one skill in 
  which you’re already trained to expert.
  At 7th level, you can use skill increases to increase 
  your proficiency rank to master in a skill in which you’re 
  already an expert, and at 15th level, you can use them to 
  increase your proficiency rank to legendary in a skill in 
  which you’re already a master.
  ABILITY BOOSTS 
  5TH
  At 5th level and every 5 levels thereafter, you boost four 
  different ability scores. You can use these ability boosts to 
  increase your ability scores above 18. Boosting an ability 
  score increases it by 1 if it’s already 18 or above, or by 2 
  if it starts out below 18.
  ANCESTRY FEATS 
  5TH
  In addition to the ancestry feat you started with, you gain 
  an ancestry feat at 5th level and every 4 levels thereafter. 
  MAGICAL FORTITUDE 
  5TH
  Your patron’s power boosts your physical resiliency. Your 
  proficiency rank for Fortitude saves increases to expert.
  EXPERT SPELLCASTER 
  7TH
  You’ve learned to better control the power your patron has 
  granted you. Your proficiency ranks for spell attacks and 
  spell DCs for your witch spellcasting increase to expert.
  LIGHTNING REFLEXES 
  9TH
  Your reflexes are lightning fast, helping you avoid danger. 
  Your proficiency rank for Reflex saves increases to expert.
  ALERTNESS 
  11TH
  You remain alert to threats around you. Your proficiency 
  rank for Perception increases to expert.
  WEAPON EXPERTISE 
  11TH
  Through sheer experience, you’ve improved your 
  technique with your weapons. Your proficiency ranks for 
  simple weapons and unarmed attacks increase to expert. 
  TABLE 2–7: WITCH SPELLS PER DAY
  Your Level 
  Cantrips 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th  
  7th 
  8th 
  9th 
  10th
   
  1 
  5 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
   
  2 
  5 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
   
  3 
  5 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
   
  4 
  5 
  3 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
   
  5 
  5 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  —
   
  6 
  5 
  3 
  3 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  —
   
  7 
  5 
  3 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  —
   
  8 
  5 
  3 
  3 
  3 
  3 
  — 
  — 
  — 
  — 
  — 
  —
   
  9 
  5 
  3 
  3 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  —
   
  10 
  5 
  3 
  3 
  3 
  3 
  3 
  — 
  — 
  — 
  — 
  —
   
  11 
  5 
  3 
  3 
  3 
  3 
  3 
  2 
  — 
  — 
  — 
  —
   
  12 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  — 
  — 
  — 
  —
   
  13 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  2 
  — 
  — 
  —
   
  14 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  — 
  — 
  —
   
  15 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  2 
  — 
  —
   
  16 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  — 
  —
   
  17 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  2 
  —
   
  18 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  —
   
  19 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  1*
   
  20 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  1*
  * The patron conduit class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.
  Advanced Player's Guide
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  DEFENSIVE ROBES 
  13TH
  The flow of magic through your spellcasting and your 
  defensive training combine to help you get out of the way 
  before an attack. Your proficiency rank in unarmored 
  defense increases to expert.
  WEAPON SPECIALIZATION 
  13TH
  You can inflict greater injuries with the weapons you 
  know. You deal 2 additional damage with weapons and 
  unarmed attacks in which you are an expert. This damage 
  increases to 3 if you’re a master and 4 if you’re legendary.
  MASTER SPELLCASTER   
  15TH
  You’ve achieved mastery over your patron’s magic. Your 
  proficiency ranks for spell attacks and spell DCs for your 
  witch spellcasting increase to master.
  RESOLVE 
  17TH
  Communion with your familiar has steeled your mental 
  fortitude. Your proficiency rank for Will saves increases 
  to master. When you roll a success on a Will save, you get 
  a critical success instead.
  LEGENDARY SPELLCASTER   
  19TH
  You’ve perfected your command of the magic your patron 
  provides. Your proficiency ranks for spell attacks and spell 
  DCs for your witch spellcasting increase to legendary.
  PATRON’S GIFT 
  19TH
  Your patron grants you the power to command incredible 
  works of magic. You gain a single 10th-level spell slot and 
  can prepare a spell in that slot using witch spellcasting. 
  Unlike with other spell slots, these spell slots can’t be used 
  for abilities that let you cast spells without expending spell 
  slots or abilities that give you more spell slots. You don’t 
  gain more 10th-level spells as you level up, though you can 
  take the Patron’s Truth feat (page 105) to gain a second slot.
  Patron Themes
  Each patron has a theme, regardless of their nature or 
  identity. This theme describes the forces over which 
  the patron grants a witch influence. Some patrons are 
  multifaceted, granting different themes and teaching 
  different lessons to different witches. Your patron’s theme 
  determines the following.
  Spell List You use this magical tradition and spell list.
  Patron Skill You become trained in the listed skill.
  Hex Cantrip You gain this special hex cantrip.
  Granted Spell Your familiar automatically learns the spell listed 
  here, in addition to those you gain through witch spellcasting.
  CURSE
  Foiling foes and undermining those who stand in your 
  way are the tools of the curse patrons.
  Spell List occult
  Patron Skill Occultism
  Hex Cantrip evil eye (page 238)
  Granted Spell ray of enfeeblement
  FATE
  Through your patron, you gain glimpses of the future and 
  insight into the ever-woven tapestry of time.
  Spell List occult
  Patron Skill Occultism
  Hex Cantrip nudge fate (page 239)
  Granted Spell true strike
  FERVOR
  Your patron represents a grand ideal or goal, granting you 
  magic to further their mission and bring others to the cause.
  Spell List divine
  Patron Skill Religion
  Hex Cantrip stoke the heart (page 239)
  Granted Spell command
  NIGHT
  Your patron speaks from the shadows, granting you 
  power over darkness and dreams.
  Spell List occult
  Patron Skill Occultism
  Hex Cantrip shroud of night (page 239)
  Granted Spell sleep
  RUNE
  Your patron is one of sigils and symbols, tomes and texts, 
  words and wisdom.
  Spell List arcane
  Patron Skill Arcana
  Hex Cantrip discern secrets (page 238)
  Granted Spell magic weapon
  WILD
  The wild places of the world feel the touch of your patron. 
  Spell List primal
  Patron Skill Nature
  Hex Cantrip wilding word (page 239)
  Granted Spell your choice of summon animal or summon plant 
  or fungus
  WINTER
  Your patron reflects the frozen reaches of the world, 
  bitterly cruel to those who underestimate that power.
  Spell List primal
  Patron Skill Nature
  Hex Cantrip clinging ice (page 237)
  Granted Spell gust of wind
  Witch Lessons
  A witch’s knowledge from their patron comes in the form 
  of lessons, which you can learn by selecting feats like 
  Basic Lesson (page 101). Each lesson grants you a hex 
  and teaches your familiar a new spell, adding it to the 
  Classes
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  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  spells you can prepare using your witch spellcasting. You gain this spell even if it’s 
  not on your tradition’s spell list. Hexes begin on page 237.
  BASIC LESSONS
  You can select from these lessons when a feat or another effect grants you a basic lesson.
  Lesson of Dreams: You gain the veil of dreams hex, and your familiar learns sleep.
  Lesson of the Elements: You gain the elemental betrayal hex. Your familiar learns 
  your choice of burning hands, air bubble, hydraulic push, or pummeling rubble.
  Lesson of Life: You gain the life boost hex, and your familiar learns spirit link.
  Lesson of Protection: You gain the blood ward hex; your familiar learns mage armor.
  Lesson of Vengeance: You gain the needle of vengeance hex, and your familiar 
  learns phantom pain.
  GREATER LESSONS
  You can select from these lessons when a feat or other effect grants you a greater lesson.
  Lesson of Mischief: You gain the deceiver’s cloak hex, and your familiar learns mad 
  monkeys (page 222).
  Lesson of Shadow: You gain the malicious shadow hex, and your familiar learns 
  chilling darkness.
  Lesson of Snow: You gain the personal blizzard hex, and your familiar learns wall 
  of wind.
  MAJOR LESSONS
  You can select from these lessons when a feat or other effect grants you a major lesson.
  Lesson of Death: You gain the curse of death hex, and your familiar learns raise dead. 
  Lesson of Renewal: You gain the restorative moment hex, and your familiar learns 
  field of life.
  Witch Feats
  At each level that you gain a witch feat, you can select one of the following feats. You 
  must satisfy any prerequisites before taking the feat.
  1ST LEVEL
  CACKLE 
  FEAT 1
  WITCH
  You can extend one of your spells with a quick burst of laughter. You learn the cackle hex 
  (page 237). Increase the number of Focus Points in your focus pool by 1. 
  CAULDRON 
  FEAT 1
  WITCH
  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.
  You can brew a great deal of magic within your cauldron. When you Craft a batch of oils or 
  potions, you can make up to six in a batch instead of the usual four per batch.
  COUNTERSPELL � 
  FEAT 1
  ABJURATION
  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 own magic 
  to disrupt it. You expend a prepared spell to counter the triggering creature’s casting of 
  WITCH FEATS
  If you need to look up a witch 
  feat by name instead of by 
  level, use this table.
  Feat 
  Level
  Basic Lesson 
  2
  Cackle 
  1
  Cantrip Expansion 
  2
  Cauldron 
  1
  Conceal Spell  
  2
  Counterspell  
  1
  Effortless Concentration  
  16 
  Eldritch Nails 
  4
  Enhanced Familiar 
  2
  Familiar’s Eyes 
  12
  Familiar’s Language 
  2
  Greater Lesson 
  6
  Hex Focus 
  12
  Hex Master 
  20
  Hex Wellspring 
  18
  Improved Familiar  
  4
  Incredible Familiar  
  8
  Living Hair 
  2
  Major Lesson 
  10
  Murksight 
  8
  Patron’s Truth 
  20
  Quickened Casting  
  10
  Reach Spell  
  1
  Reflect Spell 
  14 
  Rites of Convocation 
  4
  Rites of Transfiguration 
  14
  Siphon Power  
  16 
  Split Hex  
  18
  Steady Spellcasting 
  6
  Temporary Potions 
  10 
  Widen Spell  
  1
  Witch’s Bottle 
  8 
  Witch’s Charge 
  6
  Witch’s Communion 
  10
  Witch’s Hut 
  20
  Wortwitch 
  1
  Advanced Player's Guide
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  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).
  REACH SPELL � 
  FEAT 1
  CONCENTRATE
  METAMAGIC
  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.
  WIDEN SPELL � 
  FEAT 1
  CONCENTRATE
  METAMAGIC
  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.
  WORTWITCH 
  FEAT 1
  WITCH
  You have a particular affinity for leafy plants. Your patron 
  grants you a leshy familiar. If you already had a familiar, 
  this leshy replaces your previous familiar, as if your previous 
  familiar had been slain. In addition, you gain the ability to 
  see through leaves, vines, and other foliage. You don’t take 
  circumstance penalties to ranged spell attacks or Perception 
  checks caused by foliage, and your targeted attacks don’t 
  require a flat check to succeed against a target concealed only 
  by such vegetation.
  2ND LEVEL
  BASIC LESSON 
  FEAT 2
  WITCH
  Your patron grants you a special lesson, revealing a hidden 
  facet of its nature. Choose a basic lesson from the list on page 
  100. You gain its associated hex, and your familiar learns the 
  associated spell. Increase the number of Focus Points in your 
  focus pool by 1.
  CANTRIP EXPANSION 
  FEAT 2
  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.
  CONCEAL SPELL � 
  FEAT 2
  CONCENTRATE
  MANIPULATE
  METAMAGIC
  WITCH
  You can hide your magical gestures and incantations within 
  KEY TERMS
  You’ll see these key terms in many witch class features.
  Hex: A hex is a short-term effect generated on the fly 
  from your patron’s magic, requiring your familiar to draw 
  from your patron. As such, you can cast only one spell with 
  the hex trait each turn; attempts to cast a second hex spell 
  on the same turn fail and the spellcasting actions are lost. 
  Metamagic: Actions with the metamagic trait tweak 
  the properties of your spells. These actions usually come 
  from metamagic feats. You must use a metamagic action 
  directly before Casting the Spell you want to alter. If you 
  use any action (including free actions and reactions) other 
  than Cast a Spell directly after, you waste the benefits of 
  the metamagic action. Any additional effects added by a 
  metamagic action are part of the spell’s effect, not of the 
  metamagic action itself.
  IN SERVICE TO THE UNKNOWN
  A witch’s patron is a mysterious entity, rarely known or 
  understood even by the witch in that patron’s service. 
  The nature of the relationship between a witch and their 
  patron can serve as details for character development and 
  storytelling. When playing a witch, work with your GM to 
  determine the nature of your patron and how much of that 
  nature you know, both as a player and a character. There are 
  countless ways to handle a witch’s patron; the following are 
  just a few approaches you might take. 
  For a character who truly doesn’t know their patron, 
  you might have your GM choose your patron’s theme 
  and which lessons your witch learns, as the patron 
  determines what powers to bestow upon you as their 
  emissary—and these can provide clues to your patron’s 
  nature. You could instead give your GM a list of lessons 
  you’d like for your character and let the GM choose 
  between them, representing a negotiation between your 
  witch and the patron. In this case, you might choose your 
  patron’s theme to indicate which aspect of the patron 
  relates to your character, or let your GM choose the 
  theme. If you want to be fully in control of your abilities, 
  you can choose the lessons you most prefer and let the 
  GM tailor the identity of your patron accordingly.
  Another approach is for you to craft the details of your 
  witch’s patron yourself. You can then provide those details 
  to the GM to incorporate into a larger narrative or to provide 
  additional flavor and roleplaying context for your character. 
  Your character might still remain ignorant of that patron’s 
  identity, even if you as a player know it. Perhaps your 
  character knows the nature of their patron but is cursed to 
  never reveal it to others. You might have willingly sworn 
  a pact to your patron but fear the repercussions should 
  others learn of that pact. Or perhaps you and your patron 
  are entirely forthcoming about your relationship.
  Every witch is different, and no story is wrong so long 
  as it’s fun and engaging for everyone involved!
  Classes
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  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  your speech and movement in an attempt to conceal the fact 
  that you are Casting a Spell. If the next action you use is to 
  Cast a Spell, attempt a Stealth check against one or more 
  observers’ Perception DCs; if the spell has verbal components, 
  you must also attempt a Deception check against the 
  observers’ Perception DC. If you succeed at your check (or 
  checks) against an observer’s DC, that observer doesn’t notice 
  you’re Casting a Spell, even though material, somatic, and 
  verbal components are usually noticeable and spells normally 
  have sensory manifestations that would make spellcasting 
  obvious to those nearby.
  This ability 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.
  ENHANCED FAMILIAR 
  FEAT 2
  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.
  FAMILIAR’S LANGUAGE 
  FEAT 2
  DIVINATION
  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).
  LIVING HAIR 
  FEAT 2
  WITCH
  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. 
  4TH LEVEL
  ELDRITCH NAILS 
  FEAT 4
  WITCH
  Your nails are supernaturally long and sharp. You gain a nails 
  unarmed attack that deals 1d6 slashing damage. Your nails are 
  in the brawling group and have the agile and unarmed traits. 
  You can etch your nails with runes with the same cost and 
  restrictions as for etching runes onto handwraps of mighty 
  blows; runes etched onto your nails apply to nails unarmed 
  attacks with both hands but not to other unarmed attacks. 
  You can deliver hexes through your nails. When you 
  successfully cast a non-cantrip hex that requires 2 actions 
  or more to cast and that doesn’t require a spell attack roll, if 
  your target is within your reach, as part of the spellcasting 
  activity you can make a nails Strike against the foe before 
  applying any effects of the hex. If this Strike misses, the hex 
  has no effect. 
  IMPROVED FAMILIAR  
  FEAT 4
  WITCH
  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 (page 147) is two lower than normal.
  RITES OF CONVOCATION 
  FEAT 4
  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 level. The spell you replaced 
  must be of at least the summon spell’s minimum spell level. 
  6TH LEVEL
  GREATER LESSON 
  FEAT 6
  WITCH
  Your patron grants you greater knowledge. Choose a greater or 
  basic lesson from the list on page 100. You gain its associated 
  hex, and your familiar learns the associated spell. Increase the 
  number of Focus Points in your focus pool by 1.
  STEADY SPELLCASTING 
  FEAT 6
  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.
  WITCH’S CHARGE 
  FEAT 6
  DETECTION
  DIVINATION
  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).
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  8TH LEVEL
  INCREDIBLE FAMILIAR  
  FEAT 8
  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.
  MURKSIGHT 
  FEAT 8
  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.
  WITCH’S BOTTLE 
  FEAT 8 
  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 (page 237), 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.
  10TH LEVEL
  MAJOR LESSON 
  FEAT 10
  WITCH
  Your patron grants you even greater secrets. Choose a major, 
  greater, or basic lesson from the list on page 100. You gain its 
  associated hex, and your familiar learns the associated spell. 
  Increase the number of Focus Points in your focus pool by 1.
  Special You can select this feat a second time if you’re 14th 
  level or higher, and a third time if you’re 18th level or higher. 
  Choose a different lesson each time.
  QUICKENED CASTING � 
  FEAT 10
  CONCENTRATE
  METAMAGIC
  WITCH
  Frequency once per day
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  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  If your next action is to cast a witch cantrip or a witch spell 
  that is at least 2 levels lower than the highest-level witch 
  spell you can cast, reduce the number of actions to cast it by 
  1 (minimum 1 action).
  TEMPORARY POTIONS 
  FEAT 10 
  WITCH
  Prerequisites Cauldron
  During your daily preparations, you can create a batch of two 
  temporary oils or potions using a formula you know. These 
  items follow the normal rules to Craft them, except for the time 
  they take, with some additional restrictions. They must both 
  be the same type of oil or potion, and their level must be 6 or 
  more levels lower than your level. 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. 
  If you have master proficiency in your tradition’s spell DCs, 
  you can create a batch of three temporary oils or potions 
  during your daily preparations, and if you have legendary 
  proficiency, you can create a batch of four.
  WITCH’S COMMUNION 
  FEAT 10
  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. 
  12TH LEVEL
  FAMILIAR’S EYES � 
  FEAT 12
  CONCENTRATE
  DIVINATION
  WITCH
  Prerequisites a familiar
  You use your familiar’s senses as easily as your own. You 
  project your senses into your familiar. When you do, you lose 
  all sensory information from your own body, but you can sense 
  through your familiar’s body until you Dismiss the effect. 
  While projecting your senses in this way, you can converse 
  telepathically with your familiar if it understands a language.
  Special This feat has the trait corresponding to the tradition 
  of spells you cast (arcane, divine, occult, or primal).
  HEX FOCUS 
  FEAT 12 
  WITCH
  Your patron’s teachings have allowed you to achieve a deeper 
  focus. If you have spent at least 2 Focus Points since the last 
  time you Refocused, you recover 2 Focus Points when you 
  Refocus instead of 1.
  14TH LEVEL
  REFLECT SPELL 
  FEAT 14 
  WITCH
  Prerequisites Counterspell
  When you successfully use Counterspell to counteract a spell 
  HEDGE WITCH
  With an eccentric personality and unconventional 
  magic, you and your familiar support your allies 
  and undermine your enemies.
  ABILITY SCORES
  Intelligence fuels your spells. Dexterity and Constitution 
  provide solid defenses, while Charisma can help you 
  influence people. 
  SKILLS
  Crafting, Diplomacy, Occultism, Society
  PATRON THEME
  Fate
  LESSONS
  Basic: protection; greater: mischief; major: renewal
  FEATS
  Cauldron (1st), Basic Lesson (2nd), Greater Lesson (6th), 
  Witch’s Bottle (8th), Major Lesson (10th), Hex Focus (12th)
  SAMPLE WITCH
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  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.
  RITES OF TRANSFIGURATION 
  FEAT 14
  WITCH
  You can adapt your patron’s power to transform other 
  creatures into forms more befitting their behavior or your 
  whims. Your familiar learns baleful polymorph, even if baleful 
  polymorph isn’t on your tradition’s spell list. By spending 10 
  minutes in communion with your familiar, you can replace 
  one spell of 6th level or higher you’ve prepared in one of 
  your witch spell slots with a baleful polymorph spell of the 
  same level.
  16TH LEVEL
  EFFORTLESS CONCENTRATION � 
  FEAT 16 
  WITCH
  Trigger Your turn begins.
  You maintain your active spells with hardly a thought. You 
  immediately gain the effects of a Sustain a Spell action, allowing 
  you to extend the duration of one of your active witch spells.
  SIPHON POWER � 
  FEAT 16 
  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’s theme or lessons without spending a spell slot to do 
  so (or even having it prepared). The spell must be at least 1 
  level lower than the highest-level spell you can cast.
  Special This feat has the trait corresponding to the tradition 
  of spells you cast (arcane, divine, occult, or primal).
  18TH LEVEL
  HEX WELLSPRING 
  FEAT 18
  WITCH
  Prerequisites Hex Focus
  Focus flows from your patron each time you commune with 
  your familiar. You can recover 3 Focus Points when you 
  Refocus instead of 1 if you have spent at least 3 Focus Points 
  since the last time you Refocused.
  SPLIT HEX � 
  FEAT 18
  CONCENTRATE
  METAMAGIC
  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 level by 2 (making it 2 levels lower than the 
  maximum spell level you can cast). If you do, you can select a 
  second target for that hex to affect.
  20TH LEVEL
  HEX MASTER 
  FEAT 20
  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 a Spell for all your active hexes that have a duration 
  of sustained.
  PATRON’S TRUTH 
  FEAT 20
  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-level spell slot.
  WITCH’S HUT 
  FEAT 20
  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.
  • Guard The hut watches for trespassers within 120 feet 
  using your Perception modifier and screams if it spots 
  any.
  • Lock Each entrance to the hut is sealed with a lock spell.
  • 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. 
  • Hide The hut appears to be a normal, mundane object of 
  its type. This is a 10th-level illusion effect.
  You can have only one hut at a time. If you animate a new 
  hut, your previous hut immediately reverts to its original, 
  mundane form. If you die, the hut continues following the last 
  order you gave it indefinitely.
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  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  TOXICOLOGIST RESEARCH FIELD
  In addition to the research fields in the Core Rulebook, 
  you can select the toxicologist research field to study and 
  formulate all sorts of dangerous toxins. The toxicologist 
  field grants the following benefits.
  Research Field (1st Level): You specialize in toxins 
  and venoms of all types. You start with the formulas 
  for two common 1st-level alchemical poisons in your 
  formula book, in addition to your other formulas. You 
  can apply an injury poison you’re holding to a weapon 
  you’re wielding as a single action, rather than as a 
  2-action activity, and you can change the DCs of your 
  infused poisons to your class DC if it’s higher.
  ALCHEMIST
  Ever innovating, alchemists constantly invent new scientific marvels, weapons, 
  and techniques that push the boundaries of both possibility and safety. 
  Field Discovery (5th Level): When using advanced 
  alchemy to make poisons during your daily preparations, 
  you can spend one batch of reagents to create three 
  poisons in any combination, instead of just two of the 
  same poison.
  Perpetual Infusions (7th Level): Choose two common 
  1st-level alchemical poisons.
  Perpetual Potency (11th Level): Choose two common 
  5th-level or lower alchemical poisons.
  Greater Field Discovery (15th Level): You can apply 
  two different injury poisons to the same weapon, 
  though not to a piece of ammunition. The two poisons 
  can be up to six levels lower than your level, and you 
  can’t use the poisons made without spending a batch 
  of infused reagents via perpetual infusions. Applying 
  the two poisons requires a separate action to apply 
  each poison. Once completed, you combine the two 
  poisons on the weapon into a double poison with the 
  lower of the two poisons’ DCs. This double poison is 
  only virulent if both poisons were virulent, and if the 
  poisons have a different number of stages, the double 
  poison has a number of stages equal to the poison 
  with the lower number of stages. The target takes 
  the effects of both poisons for its current stage. 
  Perpetual Perfection (17th Level): Choose two 
  common 11th-level or lower alchemical poisons.
  ALCHEMIST FEATS
  Alchemists can choose from the following feats.
  1ST LEVEL
  SUBTLE DELIVERY 
  FEAT 1
  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 
  an attack roll using a blowgun loaded with a dart you’ve 
  poisoned and the target rolls a failure on the poison’s initial 
  save, the target critically fails instead.
  2ND LEVEL
  DEMOLITION CHARGE 
  FEAT 2
  ALCHEMIST
  You can rig your bombs to inanimate objects in order 
  to cause destruction to the surrounding area. As an 
  activity that takes 1 minute, you attach between 
  one and four bombs to an inanimate object within your 
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  reach, such as a chest, door, wall, or column. This creates 
  a hazard in one square occupied by or adjacent to the 
  inanimate object, and the hazard’s Stealth DC to detect it 
  and Thievery DC to disable it are equal to your class DC. 
  The hazard has the following reaction, which you can also 
  trigger as a single action so long as you are within 30 
  feet of the hazard. The hazard retains its potency until it’s 
  triggered, until the inanimate object moves from its space, 
  or until you make your next daily preparations, whichever 
  comes first. 
  Fire in the Hole � Trigger A creature moves into the 
  hazard’s space; Effect The hazard explodes, dealing the 
  bombs’ damage and splash damage to the inanimate object. 
  Combine this damage for the purpose of resistances and 
  weaknesses, and this damage ignores an amount of the 
  object’s Hardness equal to your level. Any creatures adjacent 
  to the hazard take the bombs’ splash damage, similarly 
  combined for the purpose of resistances and weaknesses. 
  As a reminder, since you didn’t throw the bombs, Calculated 
  Splash and similar effects don’t apply.
  4TH LEVEL
  HEALING BOMB � 
  FEAT 4
  ADDITIVE 2
  ALCHEMIST
  Frequency once per round
  Trigger You craft an elixir of life using Quick Alchemy, and 
  that elixir is at least 2 levels lower than your advanced 
  alchemy level.
  By adding a special catalyst, you transform a healing elixir 
  into a topical projectile. You grant the elixir the bomb trait. 
  If you throw an elixir of life bomb at a willing target, you 
  hit even on a failure, though not on a critical failure. If your 
  Strike with this elixir bomb hits a living target, the target 
  regains Hit Points as if it had consumed the elixir. On a 
  critical success, the target also gains the elixir’s item bonus 
  to saving throws against diseases and poisons for 1 minute.
  TENACIOUS TOXINS 
  FEAT 4
  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.
  6TH LEVEL
  STICKY POISON 
  FEAT 6
  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.
  8TH LEVEL
  PERPETUAL BREADTH 
  FEAT 8
  ALCHEMIST
  Prerequisites perpetual infusions
  You have expanded your supply of near-infinite items. 
  Choose a research field. Add one item from the list of options 
  available to that field from perpetual infusions, or two items 
  if you choose your own field. If you have perpetual potency 
  or perpetual perfection, you gain an additional item (or items 
  if you chose your own field) appropriate to the field you 
  chose, for instance a higher-level version of the bomb you 
  chose or a new poison. 
  PINPOINT POISONER 
  FEAT 8
  ALCHEMIST
  Unsuspecting targets are especially vulnerable to your 
  poisons. When you successfully Strike a flat-footed creature 
  with a poisoned weapon or expose a flat-footed creature to 
  an inhaled poison, the flat-footed condition also gives that 
  creature a –2 circumstance penalty to its initial save against 
  that poison.
  10TH LEVEL
  UNSTABLE CONCOCTION 
  FEAT 10
  ALCHEMIST
  You can create extraordinary—albeit volatile—alchemical 
  wonders, though they have an unfortunate tendency to 
  violently explode when you use them. When you use 
  Quick Alchemy, you can create an alchemical item from 
  your formula book whose level is up to 2 higher than your 
  advanced alchemy level. You can spend up to 3 additional 
  batches of infused reagents when creating this item to 
  stabilize it. Upon activating the item, attempt a DC 10 flat 
  check; for every additional batch of infused reagents you 
  spent to create the item, reduce this DC by 2. On a success, 
  the item functions normally. On a failure, the item explodes, 
  dealing force damage to the user equal to twice the item’s 
  level (doubled on a critical failure).
  16TH LEVEL
  CHEMICAL CONTAGION � 
  FEAT 16
  ALCHEMIST
  Trigger A creature within 30 feet critically fails its initial 
  saving throw against a poison you created.
  With carefully engineered enzymes, you coax some of your 
  poison to infect another target, using the original victim as 
  a carrier. A creature adjacent to the triggering creature is 
  exposed to the triggering poison. 
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  Classes
  Archetypes
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  glossary 
  & index
  
  Superstition Instinct
  A deep distrust of magic drives you to forgo and 
  counter the metaphysical nonsense of spellcasters. 
  Whether you’re a member of a superstitious family 
  or culture that distrusts magic, a warrior in constant 
  battle against wizards and witches, a survivor of a 
  magical accident that instilled an intense aversion in 
  your mind and body, or a scion of a bloodline known 
  for its magic resistance, your rage is inimical to magic. 
  This makes you an excellent mage hunter but slow 
  to trust practitioners of magical arts. Your extremely 
  restrictive anathema grants you powers beyond those 
  of other instincts.
  ANATHEMA
  Willingly accepting the effects of magic spells (including 
  from scrolls, wands, and the like), even from your allies, 
  is anathema to your instinct. You can still drink potions 
  and invest and activate most magic items you find, 
  though items that cast spells are subject to the same 
  restrictions as all other spells. If an ally insists on using 
  magic on you despite your unwillingness, and you have 
  no reason to believe they will stop, continuing to travel 
  with that ally of your own free will counts as willingly 
  accepting their spells (as do similar circumstances) and 
  thus is also anathema to your instinct.
  SUPERSTITIOUS RESILIENCE (INSTINCT ABILITY)
  While raging, you gain a +2 status bonus to all saves 
  against magic. Increase your damage from Rage from 
  2 to 4 against creatures that can cast spells. Once every 
  10 minutes, when you Rage, you regain Hit Points 
  equal to the temporary Hit Points you gain from that 
  Rage action.
  SPECIALIZATION ABILITY 
  7TH
  Increase the damage from Rage from 4 to 8 against 
  creatures that can cast spells. If you have greater raging 
  specialization, instead increase the damage from Rage 
  to 12 against creatures with spells and 8 against other 
  creatures.
  RAGING RESISTANCE 
  9TH
  Choose two associated magical traditions: arcane and 
  occult, arcane and primal, divine and occult, or divine 
  and primal. The resistance from your raging resistance 
  class feature applies against all damage you take from 
  spells cast with these two traditions of magic, regardless 
  of the type of damage dealt by the spell.
  Barbarian Feats
  At each level that you gain a barbarian feat, you can 
  select one of the following feats. You must satisfy any 
  prerequisites before taking the feat.
  1ST LEVEL
  ADRENALINE RUSH 
  FEAT 1
  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.
  DRACONIC ARROGANCE 
  FEAT 1
  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.
  2ND LEVEL
  BASHING CHARGE � 
  FEAT 2
  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. 
  4TH LEVEL
  BARRELING CHARGE � 
  FEAT 4
  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 
  and make a melee Strike. 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 use Barreling 
  Charge to Burrow, Climb, Fly, or Swim instead of Stride, as 
  long as you have the corresponding movement type.
  BARBARIAN
  Through the new superstition instinct, a healthy distrust of magic makes 
  you deadlier and more resilient to spellcasters that dare challenge you.
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  OVERSIZED THROW � 
  FEAT 4
  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. 
  SPIRITUAL GUIDES �  
  FEAT 4
  BARBARIAN
  CONCENTRATE
  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. You can heed the 
  spirits’ guidance to reroll the triggering check, using the second 
  result even if it’s worse. 
  SUPERNATURAL SENSES 
  FEAT 4
  BARBARIAN
  RAGE
  Prerequisites Acute Scent or precise or imprecise 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.
  6TH LEVEL
  INNER STRENGTH � 
  FEAT 6
  BARBARIAN
  CONCENTRATE
  RAGE
  Your strength is part of your rage, so 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.
  MAGE HUNTER �  
  FEAT 6
  BARBARIAN
  RAGE
  Prerequisites superstition instinct
  Trigger A creature within your reach Casts a Spell.
  You use your hatred of magic to lash out at the sight of 
  spellcasting, allowing you to interrupt an enemy’s spell. 
  Make a melee Strike against the triggering creature. If the 
  attack is a critical hit, you disrupt the spell.
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  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
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  NOCTURNAL SENSE 
  FEAT 6
  BARBARIAN
  RAGE
  Prerequisites Acute Scent, or precise or imprecise scent and 
  low-light vision
  Your senses gain even greater clarity. While raging, you gain 
  darkvision if you don’t already have it, and the range of your 
  imprecise scent increases to 60 feet. 
  SCOURING RAGE � 
  FEAT 6
  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 potential. Each adjacent creature takes damage 
  equal to your level (basic Fortitude save against your class DC) 
  of the same type as your additional damage during that Rage. 
  8TH LEVEL
  DISARMING ASSAULT � 
  FEAT 8
  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 foe.
  FOLLOW-UP ASSAULT � 
  FEAT 8
  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 
  effects of the backswing and forceful weapon traits. 
  FRIENDLY TOSS � 
  FEAT 8
  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 make a melee Strike against an 
  enemy within their reach as a reaction.
  INSTINCTIVE STRIKE � 
  FEAT 8
  BARBARIAN
  MANIPULATE
  RAGE
  Prerequisites Acute Scent or precise or imprecise scent
  You trust your instincts and your sense of smell, using all 
  of your senses to pinpoint your opponent’s location. Make a 
  melee Strike against an opponent that isn’t hiding its scent 
  with an effect like negate aroma. This attack ignores any flat 
  check required due to the target being concealed or hidden.
  10TH LEVEL
  DETERMINED DASH � 
  FEAT 10
  BARBARIAN
  RAGE
  Nothing can keep you from your enemy. Stride twice. During 
  this movement you ignore difficult terrain, greater difficult 
  terrain, and any effects that would impose a penalty to 
  Speed. You can attempt an Athletics check instead of an 
  Acrobatics check to Balance when moving across narrow 
  surfaces or uneven ground, using the same DC. This doesn’t 
  prevent you from being harmed by hazardous terrain. You 
  can increase the number of actions this activity takes to 3 to 
  Stride three times instead.
  IMPRESSIVE LANDING � 
  FEAT 10
  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. All 
  adjacent spaces become difficult terrain, and creatures in 
  those spaces when you land take 5 bludgeoning damage 
  as the debris hits them and are flat-footed until the start 
  of their next turn.
  OVERPOWERING CHARGE 
  FEAT 10
  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 twice this amount of damage and becomes 
  flat-footed until the end of your next turn. 
  RESOUNDING BLOW � 
  FEAT 10
  BARBARIAN
  RAGE
  Requirements You are wielding a melee weapon that deals 
  bludgeoning damage.
  You strike your enemy in the head with such force that their 
  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). 
  SILENCING STRIKE � 
  FEAT 10
  BARBARIAN
  INCAPACITATION
  RAGE
  A quick strike to the face or mouth silences your opponent. 
  Make a melee Strike against a foe. The foe 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 supply verbal spellcasting components until the 
  end of its next turn.
  Critical Failure As failure, but the creature is stunned 3 
  instead of stunned 1.
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  TANGLE OF BATTLE � 
  FEAT 10
  BARBARIAN
  RAGE
  Trigger You critically hit an adjacent enemy.
  Your incredibly vicious Strike pulls you right in close, giving 
  you the opportunity to grab your foe. Attempt to Grapple the 
  triggering enemy.
  12TH LEVEL
  EMBRACE THE PAIN � 
  FEAT 12
  BARBARIAN
  RAGE
  Trigger A creature 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 triggering weapon.
  SUNDER SPELL � 
  FEAT 12
  ATTACK
  BARBARIAN
  CONCENTRATE
  RAGE
  Prerequisites superstition instinct
  You draw upon your superstitious fury to destroy a spell. Make 
  a Strike with a melee weapon or an 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 your Strike hits, you can attempt to counteract a single spell 
  or magical effect on the target. Your counteract level 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.
  UNBALANCING SWEEP � 
  FEAT 12
  BARBARIAN
  FLOURISH
  OPEN
  You make a great sweep about yourself, knocking creatures 
  off their feet and away from you. Choose up to three adjacent 
  foes 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 foe, performing the same action 
  against each foe. Each attempt counts toward your multiple 
  attack penalty, but don’t increase your penalty until you 
  have made all the attempts.
  14TH LEVEL
  IMPALING THRUST � 
  FEAT 14
  BARBARIAN
  RAGE
  Requirements You are wielding a melee weapon that deals 
  piercing damage. 
  You impale your enemy and hold them in place with your 
  weapon. Make a melee Strike with the required weapon. If 
  the Strike hits and deals damage, your target is grabbed 
  until they successfully Escape, you attack with the required 
  weapon, or you Release the required weapon, whichever 
  comes first. When the target is no longer grabbed, they take 
  persistent bleed damage equal to the number of weapon 
  damage dice. 
  SUNDER ENCHANTMENT 
  FEAT 14
  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 particularly powerful item, your counteract 
  attempt automatically fails. 
  16TH LEVEL
  FURIOUS VENGEANCE � 
  FEAT 16
  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. 
  PENETRATING PROJECTILE � 
  FEAT 16
  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 against each creature in a 30-foot line. These 
  attacks ignore lesser cover, cover, and greater 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.
  SHATTERING BLOWS 
  FEAT 16
  BARBARIAN
  RAGE
  Your forceful blows shatter objects with ease. While you 
  are raging, your melee Strikes ignore 5 points of an object’s 
  Hardness. If you have the devastator class feature, you 
  instead ignore 10 points of an object’s Hardness.
  20TH LEVEL
  UNSTOPPABLE JUGGERNAUT 
  FEAT 20
  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). 
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  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  BARD
  This section presents new feats for bards of any muse, as well as a new muse 
  that draws inspiration from the furious, calamitous dance of battle.
  New Muse
  The following muse is available to bards in addition to 
  those found on page 97 of the Core Rulebook.
  WARRIOR
  The battlefield is your stage, the clang of steel, your song. 
  Your muse engages in countless battles, whether reveling 
  in combat or resigned to its necessity. If your muse is a 
  creature, it might be an otherworldly soldier, such as a 
  planetar, archon, cornugon, or purrodaemon. If it’s a deity, 
  it might be Gorum. As a bard with a warrior muse, you train 
  for battle in addition to performance, and you prepare 
  your allies for the dangers of battle. You might even wade 
  into the thick of things with them. You gain the Martial 
  Performance feat and add fear to your spell repertoire.
  New Bard Feats
  1ST LEVEL
  HYMN OF HEALING 
  FEAT 1
  BARD
  You learn the hymn of healing composition spell (page 228), 
  which imbues your music with rich melodies that help your 
  allies recover from harm.
  MARTIAL PERFORMANCE 
  FEAT 1
  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 even with the most 
  inelegant tools. You become trained with all martial weapons. 
  If you gain the bard weapon expertise class feature, your 
  proficiency rank with martial weapons increases to expert. 
  WELL-VERSED 
  FEAT 1
  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.
  2ND LEVEL
  DIRECTED AUDIENCE 
  FEAT 2
  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.
  SONG OF STRENGTH 
  FEAT 2
  BARD
  Prerequisites warrior muse
  Your performances inspire strength in your allies. You learn 
  the song of strength composition cantrip (page 228).
  4TH LEVEL
  COMBAT READING � 
  FEAT 4
  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 engaged in combat and isn’t 
  concealed from you, hidden from you, or undetected by you. 
  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).
  COURAGEOUS ADVANCE � 
  FEAT 4
  AUDITORY
  BARD
  CONCENTRATE
  METAMAGIC
  Prerequisites warrior muse
  With a rousing call, you exhort an ally to advance. If your 
  next action is to cast the inspire courage composition 
  cantrip, one ally who gains a status bonus from the spell can 
  immediately use a reaction to Stride. 
  RITUAL RESEARCHER 
  FEAT 4
  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 
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  all primary and secondary checks you attempt as part of 
  casting a ritual.
  6TH LEVEL
  ASSURED KNOWLEDGE 
  FEAT 6
  BARD
  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 in that skill, even if you don’t have Assurance in 
  that skill. 
  DEFENSIVE COORDINATION � 
  FEAT 6
  AUDITORY
  BARD
  CONCENTRATE
  METAMAGIC
  Prerequisites warrior muse, Inspire Defense
  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 inspire defense composition 
  cantrip, you can Raise a Shield, and one ally who gains a 
  status bonus from the spell can immediately use a reaction 
  to Raise a Shield. 
  EDUCATE ALLIES �  
  FEAT 6
  ABJURATION
  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. 
  SONG OF MARCHING 
  FEAT 6
  BARD
  You learn the song of marching composition cantrip (page 
  228), which enables you and your allies to cross vast 
  distances without strain.
  8TH LEVEL
  ACCOMPANY � 
  FEAT 8
  BARD
  CONCENTRATE
  MANIPULATE
  Trigger An ally within 30 feet Casts a Spell.
  You use your performances to supplement an ally’s 
  spellcasting, providing magical energy for their spells. 
  Attempt a Performance check, using a very high DC for the 
  ally’s level (Core Rulebook 503–504), and either spend a 
  Focus Point (if the triggering spell is a focus spell) or expend 
  a spell slot at least 1 level higher than the triggering spell. 
  If you succeed at the Performance check, your ally’s spell 
  doesn’t cost the Focus Point or spell slot.
  CALL AND RESPONSE � 
  FEAT 8
  AUDITORY
  BARD
  CONCENTRATE
  METAMAGIC
  Your composition takes the form of a call-and-response 
  chant, which 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 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.
  COURAGEOUS OPPORTUNITY � 
  FEAT 8
  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 inspire courage.
  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.
  SOULSIGHT 
  FEAT 8
  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.
  10TH LEVEL
  ANNOTATE COMPOSITION 
  FEAT 10
  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 
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  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  have inspire heroics or lingering performance and the chosen 
  composition spell allows, you can also use one of those spells 
  to modify the annotated composition, with the GM rolling 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.
  COURAGEOUS ASSAULT � 
  FEAT 10
  AUDITORY
  BARD
  CONCENTRATE
  METAMAGIC
  Prerequisites warrior muse
  With a mighty shout, you can stir an ally to attack. If 
  your next action is to cast the inspire courage composition 
  cantrip, one ally who gains a status bonus from the spell can 
  immediately use a reaction to make a melee Strike. 
  ODE TO OUROBOROS 
  FEAT 10
  BARD
  You learn the ode to ouroboros composition spell (page 228), 
  which enables you to temporarily spare your allies from death.
  SYMPHONY OF THE UNFETTERED HEART 
  FEAT 10
  BARD
  You learn the symphony of the unfettered heart composition 
  spell (page 228), which enables you to protect an ally against 
  incapacitating conditions.
  12TH LEVEL
  ENIGMA’S KNOWLEDGE 
  FEAT 12
  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. 
  REVERBERATE � 
  FEAT 12
  BARD
  Trigger You would take sonic damage from a spell.
  You can manipulate the acoustics around you to deflect 
  sonic damage back at its source. Attempt a Performance 
  check against the spell DC of the creature that cast the 
  triggering spell.
  Critical Success You reduce the triggering damage by an 
  amount up to four times your level. The caster 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.
  Critical Failure You misdirect the sonic waves at yourself, 
  taking twice the triggering damage.
  SHARED ASSAULT 
  FEAT 12
  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 inspire courage 
  composition spell can immediately use a reaction to make 
  a melee Strike. Since the second ally wasn’t the ally you 
  chose for Courageous Assault, this effect doesn’t continue 
  to a third ally, even if the second ally also critically succeeds 
  at their Strike.
  14TH LEVEL
  EARWORM 
  FEAT 14
  BARD
  EXPLORATION
  By endlessly repeating a motif, you implant an earworm, 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 a very hard DC of a level equal to that of the highest-
  level target of the earworm present at the time of activation 
  (Core Rulebook 503–504). 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 performance or 
  inspire heroics 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.
  TRIUMPHANT INSPIRATION � 
  FEAT 14
  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.
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  VIGOROUS INSPIRATION � 
  FEAT 14
  AUDITORY
  BARD
  CONCENTRATE
  METAMAGIC
  You instill magical vigor in your allies when you inspire 
  them to attack. If your next action is to cast the inspire 
  courage composition cantrip, you and all affected allies gain 
  temporary Hit Points equal to 3 + your Charisma modifier 
  that last for 1 minute.
  16TH LEVEL
  COURAGEOUS ONSLAUGHT � 
  FEAT 16
  AUDITORY
  BARD
  CONCENTRATE
  METAMAGIC
  Prerequisites Courageous Advance, Courageous Assault
  You use your performance to orchestrate an onslaught 
  against your enemies. If your next action is to cast 
  the inspire courage composition cantrip, one ally 
  who gains a status bonus from the spell can 
  immediately use a reaction to Stride and then 
  make a melee Strike.
  RESOUNDING FINALE � FEAT 16
  ABJURATION
  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 level.
  18TH LEVEL
  ALL IN MY HEAD �
  FEAT 18
  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. 
  DISCORDANT VOICE 
  FEAT 18
  BARD
  EVOCATION
  SONIC
  Prerequisites inspire courage
  Your inspire courage lets loose a discordant shriek that 
  imbues your allies’ attacks with powerful sonic 
  reverberations. While your allies are affected 
  by your inspire courage, their weapon Strikes and unarmed 
  attacks deal an additional 1d6 sonic damage.
  20TH LEVEL
  PIED PIPING 
  FEAT 20
  BARD
  You learn the pied piping composition spell (page 228), which 
  enables you to control the actions of weak-minded individuals.
  ULTIMATE POLYMATH 
  FEAT 20
  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.
  Classes
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  Ancestries & 
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  Classes
  Archetypes
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  Spells
  items
  glossary 
  & index
  
  Evil Champions
  The Core Rulebook contains the rules for being a 
  champion of good, but just as there are champions of 
  virtue, there are those who champion far more unsavory 
  causes. The vilest of these villains dedicate themselves 
  to truly evil gods and revel in destruction, control, or 
  unfettered self-interest. While many evil champions 
  embraced their terrible path on its own merits, many 
  others were once champions of good who lost themselves 
  to the forces of evil and became the very thing they once 
  fought against. 
  The tenets and causes of evil follow the rules provided 
  in the Core Rulebook. While evil characters in general can 
  range from self-serving but loyal allies to the extremes of 
  depravity, evil champions are particularly vile, with a code 
  that requires, enforces, and depends upon their villainous 
  behavior. This means they can be extremely disruptive to 
  a typical game and should be accessible player character 
  options only in appropriate adventures or campaigns 
  where the group collectively decides to embrace them. 
  The tenets and causes of evil are uncommon options. 
  While the feats and actions suitable for evil champions 
  don’t separately list access entries, typically if your GM 
  grants you access to evil tenets, you also gain access to 
  champion actions and feats that require those tenets.
  THE TENETS OF EVIL
  All champions of evil alignment follow these tenets.
  • You must never perform acts anathema to your 
  deity or willingly commit a purely good act, such 
  as giving something solely out of charity, casting a 
  good spell, or using a good item.
  • You must never put another person’s needs before 
  your own, and you must never put your own needs 
  before those of your deity. Though you can perform 
  acts others might consider helpful, it must be done 
  with the expectation that it ultimately furthers your 
  own goals or those of your master.
  EVIL CAUSES
  As an evil champion, you must select one of the following 
  causes. Your cause must match your alignment exactly. 
  Your cause determines your champion’s reaction (see 
  below), grants you a devotion spell (page 228), and 
  defines part of your champion’s code.
  TyranT (LawfuL EviL)
  Might makes right, and you subjugate the weak to keep 
  them in their proper place. You gain the Iron Command 
  champion’s reaction and the touch of corruption 
  devotion spell. After the tenets of evil, add these tenets.
  • Let no one who is lesser than you wield power over 
  you or lead you.
  • Mercilessly enforce established hierarchies of 
  masters and servants. Topple or seize control 
  of illegitimate hierarchies, such as democratic 
  governments or the arrogant echelons of the 
  celestial planes, and fill power vacuums by taking 
  that power for yourself.
  • Bind the weak to serve you. This tenet doesn’t 
  require you to spare foes’ lives if you think they 
  would be disloyal if pressed into servitude, nor does 
  it require you to keep more servants than you find 
  practical or useful.
  DEsEcraTor (nEuTraL EviL)
  You always take what pleases you, no matter who it 
  hurts, and you spread the influence of evil across all you 
  touch. You gain the Selfish Shield champion’s reaction 
  and the touch of corruption devotion spell. After the 
  tenets of evil, add this tenet.
  • Subvert or corrupt everything in your path that 
  is pure and good, and sow doubt among those 
  upholding such ideals.
  anTipaLaDin (chaoTic EviL)
  You’re dishonorable, dishonest, and committed to 
  breaking the false hopes of kindness. You gain the 
  Destructive Vengeance champion’s reaction and the 
  touch of corruption devotion spell. After the tenets of 
  evil, add these tenets.
  • You must not bind yourself with any law or oath 
  beyond that of your code (though you can still 
  select a champion feat with the oath trait). Act 
  dishonorably, take advantage of others, lie, cheat, 
  and steal to get what you want.
  • You must destroy that which offends you and that 
  which stands in your way, including—and perhaps 
  especially—the forces of good and law that oppose 
  you. This tenet doesn’t force you to take action 
  immediately if it could mean your destruction, nor 
  does it require you to destroy something that might 
  be useful if corrupted toward your ends.
  CHAMPION’S REACTION
  The special reactions for evil causes are as follows: Iron 
  Command for tyrant, Selfish Shield for desecrator, and 
  Destructive Vengeance for antipaladin.
  CHAMPION
  Though this section also contains new options for good champions, it is 
  dominated by the vicious tenets and vile abilities of champions of evil.
  Advanced Player's Guide
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  116
  
  IRON COMMAND � 
  UNCOMMON
  CHAMPION
  DIVINE
  EMOTION
  ENCHANTMENT
  MENTAL
  Trigger An enemy within 15 feet damages you.
  You put an impertinent foe who dared harm you in their 
  proper place. You command your enemy to kneel before 
  you in obedience. If they dare to refuse, they must pay the 
  price in pain and anguish. The foe must choose one of the 
  following options.
  • The enemy kneels, dropping prone as a free action.
  • The enemy refuses, and you deal 1d6 mental damage 
  to it. This damage increases to 2d6 at 5th level, 3d6 at 
  9th level, 4d6 at 12th level, 5d6 at 16th level, and 6d6 
  at 19th level.
  In addition, your Strikes against the triggering creature 
  deal 1 extra damage until the end of your next turn. You 
  choose whether the damage type is evil or negative each 
  time you use this reaction. This extra damage increases to 2 
  at 9th level and 3 at 16th level.
  SELFISH SHIELD �
  UNCOMMON
  CHAMPION
  Trigger An enemy within 15 feet damages you.
  Your self-interest keeps you safe. You gain 
  resistance against the triggering damage 
  equal to 2 + half your level, regardless of 
  damage type.
  In addition, your Strikes against the 
  triggering creature deal 1 extra damage 
  until the end of your next turn. You 
  choose whether this extra damage is 
  evil or negative each time you use this 
  reaction. This extra damage increases to 
  2 at 9th level and 3 at 16th level.
  DESTRUCTIVE VENGEANCE �
  UNCOMMON
  CHAMPION
  Trigger An enemy within 15 feet damages you.
  Bloodshed begets bloodshed as you drag your 
  enemy toward oblivion. You increase the amount 
  of damage you take by 1d6, and you deal 1d6 
  damage to the triggering enemy, choosing evil or 
  negative damage to deal to the enemy each time you 
  use this reaction. In addition, until the end of your 
  next turn, your Strikes against the triggering creature 
  deal 2 extra damage of the type you chose.
  The damage you take and deal when you use this 
  reaction increases to 2d6 at 5th level, 3d6 at 9th 
  level, 4d6 at 12th level, 5d6 at 16th level, and 6d6 at 
  19th level. The extra damage on your Strikes 
  increases to 4 at 9th level and 6 
  at 16th level.
  DIVINE ALLY 
  3RD
  If you are a champion following 
  the tenets of evil and choose a blade ally 
  as your divine ally, you can choose the 
  following property runes: fearsome (page 260), returning, 
  or shifting.
  DIVINE SMITE 
  9TH
  Your champion’s reaction improves as follows.
  Tyrant: The regrets of disobedience linger. If an enemy 
  refuses your Iron Command, it takes persistent evil damage 
  equal to your Charisma modifier.
  Desecrator: If your Charisma modifier is +2 or greater, 
  your resistance against the triggering damage equals your 
  Charisma modifier + half your level.
  Antipaladin: An enemy damaged by the initial damage 
  from your Destructive Vengeance also takes persistent evil 
  Classes
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  damage equal to your Charisma modifier. This applies only 
  to the damage the reaction itself deals to the triggering 
  creature, not the damage you deal with subsequent Strikes.
  EXALT 
  11TH
  Your champion’s reaction improves in the following 
  ways when you gain the exalt class feature at 11th level. 
  These affect enemies rather than allies, as they exalt 
  your dark god to bring pain upon your foes instead of 
  uplifting your companions.
  Tyrant: When you use Iron Command, each enemy 
  within 15 feet of you other than the triggering creature 
  must also either drop prone or take mental damage (the 
  enemy chooses). These creatures take only minimum 
  damage (typically 3 damage at 11th level, 4 at 12th, 5 at 
  16th, and 6 at 19th), and the effects they take can’t be 
  adjusted by anything that changes your Iron Command. 
  For instance, the Iron Repercussions feat couldn’t turn 
  the damage into persistent mental damage for creatures 
  other than the triggering creature.
  Desecrator: When you use Selfish Shield, each enemy 
  within 15 feet of you takes a –1 status penalty to attack 
  rolls against you until the start of your next turn.
  Antipaladin: When you use Destructive Vengeance, 
  each enemy within 15 feet of you other than the 
  triggering creature takes half the damage you deal to the 
  triggering enemy, of the same damage type you chose.
  Champion Feats
  1ST LEVEL
  DESPERATE PRAYER � 
  FEAT 1
  CHAMPION
  Frequency once per day
  Trigger You begin your turn and have no Focus Points in 
  your pool.
  You call out to your deity in a plea for their aid. You instantly 
  recover 1 Focus Point.
  IRON REPERCUSSIONS 
  FEAT 1
  UNCOMMON
  CHAMPION
  Prerequisites tyrant 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.
  ONGOING SELFISHNESS 
  FEAT 1
  UNCOMMON
  CHAMPION
  Prerequisites desecrator 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. 
  VICIOUS VENGEANCE 
  FEAT 1
  UNCOMMON
  CHAMPION
  Prerequisites antipaladin 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 only applies to the damage the enemy 
  takes, not the damage to yourself or the extra damage you 
  gain after using the reaction.
  2ND LEVEL
  CONCEITED MINDSET 
  FEAT 2
  UNCOMMON
  CHAMPION
  Prerequisites tenets of evil
  Because you know your mind is superior, you scoff at anyone 
  who would alter your mental state—but this hubris gets the 
  better of you when you’re wrong. You gain a +2 circumstance 
  bonus to saves against mental effects. If you succeed at a 
  save against a mental effect, you critically succeed instead; 
  similarly, if you fail at a save against a mental effect, you 
  critically fail instead.
  ESOTERIC OATH 
  FEAT 2
  CHAMPION
  OATH
  Prerequisites tenets of good
  You’ve sworn an oath to slay the alien abominations that lurk 
  in the remote corners of Golarion. Add the following tenet 
  to your champion’s code, after the other tenets. “You must 
  slay evil aberrations you encounter as long as you have a 
  reasonable chance of success.”
  Your Retributive Strike gains a +4 circumstance bonus to 
  damage against an evil aberration, or +6 if you have master 
  proficiency with the weapon you used. The resistance you 
  gain from Glimpse of Redemption against damage from 
  an evil aberration is 7 + your level. If you use Liberating 
  Step triggered by an evil aberration, your ally gains a +4 
  circumstance bonus to checks granted by your Liberating 
  Step, and the ally can Step twice afterward.
  You don’t consider evil aberrations to be legitimate 
  authorities, even in nations they rule.
  LIGHTSLAYER OATH 
  FEAT 2
  UNCOMMON
  CHAMPION
  OATH
  Prerequisites tenets of evil
  You’ve sworn to rid the world of the self-righteousness 
  of celestial beings. Add the following tenet to your code, 
  after the other tenets. “You must banish or slay celestials 
  you encounter as long as you have a reasonable chance of 
  success; in the incredibly unlikely event you find an evil 
  celestial, you don’t have to banish or kill it.”
  Advanced Player's Guide
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  118
  
  When you use your champion’s reaction against a celestial, 
  the extra damage you deal with Strikes increases by 1 (or by 
  2 at 9th level and by 3 at 16th level).
  4TH LEVEL
  ACCELERATING TOUCH 
  FEAT 4
  CHAMPION
  Prerequisites devotion spell (lay on hands)
  Your healing energies are infused with bounding energy. A 
  creature that recovers Hit Points from your lay on hands 
  gains a +10-foot status bonus to its Speed until the end of 
  its next turn.
  AURA OF DESPAIR 
  FEAT 4
  UNCOMMON
  CHAMPION
  Prerequisites tenets of evil
  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 within 
  15 feet of you take a –1 circumstance penalty to saving 
  throws against fear. In addition, an enemy that ends its turn 
  within 15 feet of you can’t reduce the value of its frightened 
  condition below 1. 
  CRUELTY � 
  FEAT 4
  UNCOMMON
  CHAMPION
  CONCENTRATE
  METAMAGIC
  Prerequisites devotion spell (touch of corruption)
  The harm you deal with your corrupting touch saps the 
  strength from your enemy’s body. If your next action is to 
  cast touch of corruption on a living creature, the target is 
  also enfeebled 1 for 1 minute if it fails its save (enfeebled 2 
  if it critically fails).
  6TH LEVEL
  CORRUPTED SHIELD 
  FEAT 6
  UNCOMMON
  CHAMPION
  DIVINE
  NECROMANCY
  NEGATIVE
  Prerequisites divine ally (shield), tenets of evil
  Your shield ally is more than just a spirit of protection—
  it’s a conduit for deadly divine magic. When you use 
  your shield ally to Shield Block a melee unarmed attack 
  or a melee weapon Strike from an adjacent creature, the 
  attacker takes 1d6 evil or negative damage (your choice). If 
  the attack or Strike breaks or destroys your shield, double 
  this additional damage. 
  The damage the attacker takes increases to 2d6 at 11th 
  level and 3d6 at 16th level.
  INVIGORATING MERCY 
  FEAT 6
  CHAMPION
  Prerequisites Mercy
  Your divine touch rejuvenates the weak and tired. When you 
  use Mercy, you can instead attempt a counteract check 
  to remove the clumsy or enfeebled conditions, using 
  the source of that condition to determine the counteract 
  level and DC. If the condition was caused by an 
  ongoing effect and you don’t remove that effect, 
  the condition returns at the end of your next turn.
  SMITE GOOD � 
  FEAT 6
  UNCOMMON
  CHAMPION
  Prerequisites divine ally (blade), tenets of evil
  Your blade ally shares your lust for the blood of 
  good creatures. Select one enemy you can see. 
  Until the start of your next turn, your Strikes 
  against that foe using the weapon your blade ally 
  inhabits deal an extra 4 evil damage, increasing 
  to 6 if you have master proficiency with 
  this weapon.
  If the chosen enemy attacks you before 
  the start of your next turn, the duration 
  extends to the end of that enemy’s next turn. 
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  If the enemy continues to attack you each turn, the duration 
  continues to extend.
  8TH LEVEL
  GREATER CRUELTY 
  FEAT 8
  UNCOMMON
  CHAMPION
  Prerequisites Cruelty
  The extent of the corruption within you does more than 
  simply sap your foes’ strength, it devastates their minds and 
  reflexes. When you use Cruelty, choose whether you want to 
  make the creature enfeebled as normal, to make it clumsy 1 
  on a failed save (clumsy 2 on a critical failure), or to make it 
  stupefied 1 on a failed save (stupefied 2 on a critical failure).
  SACRIFICE ARMOR � 
  FEAT 8
  CHAMPION
  Trigger You are hit by a Strike that deals physical damage.
  With divine awareness, you twist your body to lessen the 
  impact of an attack. Reduce the damage you take by an 
  amount equal to twice your armor’s level. Your armor becomes 
  broken, reducing its Hit Points to its Broken Threshold. If 
  your armor was already damaged, it is destroyed instead. 
  SENSE GOOD 
  FEAT 8
  UNCOMMON
  CHAMPION
  Prerequisites tenets of evil
  The presence of goodness sickens you with its saccharine 
  self-righteousness. When in the presence of an aura of good 
  that is powerful or overwhelming (Core Rulebook 328), you 
  detect the aura, though you might not do so instantly, and 
  you can’t pinpoint the location. This acts as a vague sense, 
  similar to humans’ sense of smell. A good creature using a 
  disguise or otherwise trying to hide its presence attempts a 
  Deception check against your Perception DC to hide its aura 
  from you. If the creature succeeds at its Deception check, it 
  is then temporarily immune to your Sense Good for 1 day.
  10TH LEVEL
  ELUCIDATING MERCY 
  FEAT 10
  CHAMPION
  Prerequisites Mercy
  Your mercy grants clarity to those around you just when they 
  need it most. When you use Mercy, you can instead attempt 
  a counteract check to remove the confused or stupefied 
  conditions, using the source of that condition to determine 
  the counteract level and DC. If the condition was caused 
  by an ongoing effect and you don’t remove that effect, the 
  condition returns at the end of your next turn.
  LITANY OF SELF-INTEREST 
  FEAT 10
  UNCOMMON
  CHAMPION
  Prerequisites devotion spells, tenets of evil
  You compel a creature to act toward its own ends rather 
  than consider others. You can cast the litany of self-interest 
  devotion spell (page 229). Increase the number of Focus 
  Points in your focus pool by 1.
  RESILIENT TOUCH 
  FEAT 10
  CHAMPION
  Prerequisites devotion spell (lay on hands)
  Your healing energies create an aura of protection that 
  defends your allies against more than just blades and arrows. 
  An ally that recovers Hit Points from your lay on hands gains 
  a +1 status bonus to their saving throws until the end of their 
  next turn.
  12TH LEVEL
  AMPLIFYING TOUCH 
  FEAT 12
  CHAMPION
  Prerequisites devotion spell (lay on hands)
  Your healing energies empower attacks. An ally that recovers 
  Hit Points from your lay on hands gains a +1 status bonus to 
  their attack rolls and deals 1 additional good damage on all 
  their Strikes until the end of their next turn.
  ENFORCE OATH � 
  FEAT 12
  CHAMPION
  Frequency once per hour
  Prerequisites You’ve sworn to an oath against a specific type 
  of creature.
  You call on your oath to embolden you in combat. When 
  you Enforce your Oath, select one creature you can see that 
  you’ve sworn to defeat as part of your oath. You gain a +1 
  status bonus to AC and saves against attacks and effects 
  by the chosen creature. You also gain a +1 status bonus 
  to attack rolls against the chosen creature. However, your 
  dedication to Enforcing your Oath draws your focus away 
  from all other foes. While you are Enforcing your Oath, you 
  take a –1 status penalty to AC, attack rolls, and saves against 
  all other creatures until you stop Enforcing your Oath. 
  You stop Enforcing your Oath once the chosen creature is 
  reduced to 0 Hit Points or offers a legitimate surrender to you 
  or your allies. You immediately stop Enforcing your Oath if 
  you are unconscious or if the chosen creature goes unnoticed 
  by you for more than 1 minute. You can also stop Enforcing 
  your Oath at any time during your turn as a free action.
  GRUESOME STRIKE � 
  FEAT 12
  UNCOMMON
  CHAMPION
  Prerequisites tenets of evil, champion’s reaction that grants 
  extra damage with your Strikes
  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, the target takes double 
  the extra damage from your reaction and 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.
  Advanced Player's Guide
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  120
  
  PALE HORSE 
  FEAT 12
  UNCOMMON
  CHAMPION
  Prerequisites divine ally (steed), tenets of evil
  Your mount becomes a grotesque creature of foreboding when 
  you ride it. Its appearance transforms as flames erupt from 
  its skin, a whorl of negative energy surrounds it, or poison 
  leaks from its flesh. When you Mount your steed ally, you 
  can choose fire, negative, or poison. As long as you ride it, 
  your steed gains resistance 10 to the chosen damage type, 
  and any creature that touches your steed takes 1d6 damage of 
  the chosen type; this includes hitting the steed with unarmed 
  attacks or with a melee weapon Strike while adjacent to the 
  steed. This damage increases to 2d6 at 16th level and 3d6 at 
  20th level.
  14TH LEVEL
  AURA OF PRESERVATION 
  FEAT 14
  CHAMPION
  Prerequisites Esoteric Oath
  Your aura protects against the twisting powers of aberrations. 
  You and all allies within 15 feet gain a +1 status bonus to 
  Fortitude and Will saves against effects from aberrations. You 
  also gain a +1 status bonus to Fortitude saves against morph or 
  polymorph effects and Will saves against mental effects; this 
  bonus increases to +2 against aberrations’ morph, polymorph, 
  or mental effects.
  GREATER INTERPOSE 
  FEAT 14
  CHAMPION
  Prerequisites Sacrifice Armor
  Your divine grace empowers you to avoid hits when you 
  otherwise could not. You can use Sacrifice Armor to reduce any 
  type of damage from an attack or effect requiring a Reflex save. 
  When you use Sacrifice Armor against a critical hit or a critical 
  failure on a Reflex save that would otherwise cause you to take 
  double damage, you take the normal amount of damage instead. 
  LITANY OF DEPRAVITY 
  FEAT 14
  UNCOMMON
  CHAMPION
  Prerequisites tenets of evil
  You undercut your enemy’s vain moralism, opening their heart 
  to evil. You can cast the litany of depravity focus spell (page 
  228). Increase the number of Focus Points in your focus pool 
  by 1.
  16TH LEVEL
  EXPAND AURA � 
  FEAT 16
  CHAMPION
  CONCENTRATE
  Prerequisites You have at least one aura from a champion 
  feat or feature.
  You focus your divine power to extend your influence. Select 
  one aura you have from a champion feat or feature, such as 
  Aura of Courage or Aura of Life. The radius of the aura is 
  doubled until the start of your next turn.
  INSTRUMENT OF SLAUGHTER 
  FEAT 16
  UNCOMMON
  CHAMPION
  Prerequisites divine ally (blade), tenets of evil
  Your blade ally thirsts for the blood of your foes. Whenever 
  you critically hit an enemy with the weapon inhabited by your 
  blade ally while dealing extra damage from your champion’s 
  reaction, the target takes persistent bleed damage equal to 
  two of the weapon’s damage dice.
  18TH LEVEL
  FIENDISH FORM 
  FEAT 18
  UNCOMMON
  CHAMPION
  Prerequisites tenets of evil
  Your features reshape into those of a type of fiend who 
  serves your deity; for example, as a demon you might have 
  putrid scales, twisted horns, and red eyes. You gain a fly 
  Speed equal to your Speed. You gain darkvision if you don’t 
  already have it, and you gain the fiend trait and the trait 
  appropriate to the type of servitor you’ve become (such as 
  daemon, demon, or devil).
  REJUVENATING TOUCH 
  FEAT 18
  CHAMPION
  Prerequisites devotion spell (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 at the start of their turn 
  during each of the next 10 rounds. This effect ends if the ally 
  is knocked unconscious.
  20TH LEVEL
  FIENDISH MOUNT 
  FEAT 20
  UNCOMMON
  CHAMPION
  Prerequisites divine ally (steed), tenets of evil
  Your steed ally manifests a suite of powerful and sinister 
  gifts granted to it by your deity. It gains darkvision, its 
  maximum Hit Points increase by 40, and it gains weakness 
  10 to good damage.
  Additionally, it grows wings appropriate for a servitor of 
  your deity (such as bat wings for a devil), granting it a fly 
  Speed equal to its Speed. It gains the fiend trait and the trait 
  appropriate to the type of servitor it has become (such as 
  daemon, demon, or devil).
  SACRED DEFENDER 
  FEAT 20
  CHAMPION
  You are a great warrior that can stand strong against the 
  fiercest opponents to your cause. You gain resistance 10 
  to bludgeoning, piercing, and slashing damage caused by 
  creatures and effects opposed to your tenets (evil creatures 
  for tenets of good, good creatures for tenets of evil, and so 
  on). 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.
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  items
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  cleric Feats
  1ST LEVEL
  PREMONITION OF AVOIDANCE � 
  FEAT 1
  CLERIC
  Trigger You attempt a saving throw against a hazard, but you 
  haven’t rolled yet.
  Your deity grants you limited foresight, warning you of dangers 
  an instant before they occur. You gain a +2 circumstance 
  bonus to the triggering saving throw.
  VILE DESECRATION 
  FEAT 1
  CLERIC
  Prerequisites evil alignment
  You combine unholy might with negative energy to damage 
  angels, archons, and other self-righteous denizens of the 
  Outer Planes. When you cast a harm spell, you can change the 
  damage you deal to celestial creatures to evil damage instead 
  of negative damage. 
  2ND LEVEL
  RAPID RESPONSE � 
  FEAT 2
  CLERIC
  Trigger An ally is reduced to 0 Hit Points.
  You work quickly and efficiently in times of danger to deliver 
  needed assistance. You Stride towards the triggering ally. 
  You gain a +10-foot circumstance bonus to your Speed 
  during this movement.
  4TH LEVEL
  RADIANT INFUSION � 
  FEAT 4
  CLERIC
  CONCENTRATE
  METAMAGIC
  Prerequisites good alignment, healing font
  You pour invigorating positive energy into a living ally. If the 
  next action you use is to cast heal to restore Hit Points to a 
  single living creature, the target deals an additional 1d6 positive 
  damage with its melee weapons and unarmed attacks until the 
  end of its next turn. If the heal spell is at least 5th level, this 
  damage increases to 2d6, or 3d6 if the spell is at least 8th level.
  6TH LEVEL
  MAGIC HANDS 
  FEAT 6
  CLERIC
  Prerequisites Healing Hands
  The blessing of your deity heightens your healing ability, 
  making your mundane healing work as if by magic. When you 
  succeed at a Medicine check to Treat Wounds, your action 
  gains the divine trait and you heal the maximum amount for 
  the 2d8 (or 4d8 on a critical success). If you have an ability 
  that adds additional dice to your Treat Wounds, you still roll 
  those normally. 
  8TH LEVEL
  MARTYR � 
  FEAT 8
  CLERIC
  METAMAGIC
  Prerequisites divine font
  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 from your healing or harmful font to restore Hit 
  Points to a single ally, you can channel your own vitality along 
  with the spell. You lose 1d8 Hit Points per level of the spell, 
  which can’t be reduced or mitigated in any way, and your ally 
  regains an equal number of Hit Points. 
  SURGING FOCUS � 
  FEAT 8
  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 fight or flight 
  response triggers a surge in your deity’s might within you. You 
  instantly regain 1 Focus Point.
  10TH LEVEL
  SHARED AVOIDANCE 
  FEAT 10
  CLERIC
  Prerequisites Premonition of Avoidance
  You can project your premonitions of danger to your allies. 
  When you use Premonition of Avoidance, allies within 15 
  feet of you who are rolling the same saving throw against 
  the same hazard also gain a +2 circumstance bonus to their 
  saving throws.
  SHIELD OF FAITH 
  FEAT 10
  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.
  THROUGH SPELL � 
  FEAT 10
  CLERIC
  CONCENTRATE
  METAMAGIC
  Spells you cast can transform briefly into vital essence, 
  CLERIC
  From infusing allies with powerful energies to performing minor miracles, 
  this section provides feats for clerics of any alignment, deity, or doctrine. 
  Advanced Player's Guide
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  traveling harmlessly through living and undead creatures 
  between you and your target, blocked only by solid objects. If 
  the next action you use is to Cast a Spell that requires a spell 
  attack roll, your targets don’t benefit from cover provided by 
  living or undead creatures.
  14TH LEVEL
  EBB AND FLOW � 
  FEAT 14
  CLERIC
  CONCENTRATE
  METAMAGIC
  Prerequisites Versatile Font
  You can pull forth both positive and negative energy 
  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. 
  PREMONITION OF CLARITY � 
  FEAT 14
  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. 
  16TH LEVEL
  REMEDIATE � 
  FEAT 16
  CLERIC
  CONCENTRATE
  METAMAGIC
  Prerequisites harmful font or healing font
  Frequency once per hour
  If your next action is to use your divine font to cast a 3-action 
  heal or harm spell to damage creatures, you can harness 
  the residual energy to counterbalance opposing forces. You 
  use your heal or harm spell to attempt to 
  counteract one effect in the spell’s area with 
  the chaotic, evil, good, or lawful trait. The 
  chosen trait must oppose one component of 
  your deity’s alignment; if your deity is neutral, 
  you can choose any one trait.
  18TH LEVEL
  MIRACULOUS POSSIBILITY FEAT 18
  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 levels lower than the slot you designate. The spell 
  acts in all ways as a spell of 2 levels lower. You don’t have any 
  particular spell prepared in that slot until you cast it.
  SHARED CLARITY 
  FEAT 18
  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.
  Classes
  2
  123
  123
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  Druid Feats 
  1ST LEVEL
  VERDANT WEAPON 
  FEAT 1
  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 spend a single Interact action 
  to cause it to immediately grow into that weapon; a second 
  Interact action returns it to seed form. Your verdant weapon 
  functions as the imprinted weapon and can be etched 
  with runes or affixed with talismans as normal, which are 
  suppressed when the weapon is in seed form. It also becomes 
  a primal focus.
  You can have only one verdant seed at a time. If you prepare 
  a second, your first verdant seed immediately becomes a 
  mundane specimen; any runes on the previous seed that are 
  valid for the new seed transfer between them at no cost, but 
  you lose any inapplicable runes unless you transfer them to a 
  runestone or another weapon.
  4TH LEVEL
  ELEMENTAL SUMMONS 
  FEAT 4
  DRUID
  You can call the four elements to you. You can spend 10 
  minutes in concert with nature to replace one of the spells 
  you’ve prepared in one of your druid spell slots with a summon 
  elemental spell of the same level.
  LESHY FAMILIAR SECRETS 
  FEAT 4
  DRUID
  METAMAGIC
  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 leshy familiar ability 
  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. If 
  the leshy is within the area of an inhaled poison effect or 
  an effect that relies on smell, creatures within a 15-foot 
  emanation from the leshy gain a +2 circumstance bonus 
  to their saving throws against the effect. 
  • Verdant Burst When your familiar dies, it releases 
  its primal energy to cast the 3-action version of heal, 
  heightened to a level 1 lower than your highest-level 
  spell slot. The heal spell gains a status bonus equal to 
  twice the spell’s level to the Hit Points it restores to 
  plants. You must be able to cast 2nd-level spells using 
  spell slots to select this familiar ability.
  6TH LEVEL
  CURRENT SPELL � 
  FEAT 6
  ABJURATION
  CONCENTRATE
  DRUID
  METAMAGIC
  As you use your magic to manipulate air or water, you divert 
  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. 
  8TH LEVEL
  DEIMATIC DISPLAY � 
  FEAT 8
  DRUID
  Prerequisites trained in Intimidation 
  Imitating animal threat displays, you make yourself appear 
  larger and more imposing. Roll one Intimidation check to 
  Demoralize and compare the result to the Will DC of each 
  animal, fungus, and plant creature in a 15-foot cone. When 
  you do, Demoralize gains the visual trait, and creatures are 
  affected if they can see you. You don’t take a penalty if the 
  creature doesn’t understand your language.
  10TH LEVEL
  PRISTINE WEAPON 
  FEAT 10
  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.
  DRUID
  This section contains a selection of new feats that allow druids of all orders 
  to literally grow their own weapons or plant spells in the ground like seeds.
  Advanced Player's Guide
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  12TH LEVEL
  WANDERING OASIS 
  FEAT 12
  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.
  14TH LEVEL
  REACTIVE TRANSFORMATION � 
  FEAT 14
  DRUID
  Prerequisites Wild Shape; Dragon Shape, Elemental Shape, 
  Plant Shape, or Soaring Shape
  Trigger varies
  You transform reflexively when in danger. You cast wild 
  shape to transform into one form granted by one of the 
  prerequisite feats you have, depending on the trigger. 
  Your form’s resistances and weaknesses apply against the 
  triggering damage. 
  • Trigger You fall 10 feet or more; Effect Choose a form 
  from aerial form.
  • Trigger You take acid, cold, electricity, fire, or poison 
  damage; Effect Choose a form from dragon form that 
  resists the triggering damage.
  • Trigger You take fire damage; Effect Choose a fire 
  elemental form from elemental form.
  • Trigger You take poison damage; Effect Choose a form 
  from plant form.
  SOW SPELL � 
  FEAT 14
  CONCENTRATE
  DRUID
  METAMAGIC
  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.
  18TH LEVEL
  PRIMAL AEGIS 
  FEAT 18
  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, 
  negative, and positive damage.
  Classes
  2
  125
  125
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  Fighter Feats
  1ST LEVEL
  COMBAT ASSESSMENT � 
  FEAT 1
  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.
  2ND LEVEL
  DRAGGING STRIKE � 
  FEAT 2
  FIGHTER
  PRESS
  You aim your weapon to snag a foe’s armor, clothing, or flesh 
  to pull them closer. Make a melee Strike. If you hit a target 
  that is your size or smaller, that creature is flat-footed until the 
  end of your current turn, and you can move it 5 feet toward 
  you. When you move the creature, you can move the same 
  distance in the same direction as it, even if you’re adjacent to 
  the target. This movement doesn’t trigger reactions. 
  This Strike has the following failure effect.
  Failure The target becomes flat-footed until the end of your 
  current turn.
  REBOUNDING TOSS � 
  FEAT 2
  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.
  4TH LEVEL
  BARRELING CHARGE � 
  FEAT 4
  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, 
  and make a melee Strike. 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 use Barreling 
  Charge to Burrow, Climb, Fly, or Swim instead of Stride if you 
  have the corresponding movement type.
  PARTING SHOT � 
  FEAT 4
  FIGHTER
  Requirements You are wielding a loaded ranged weapon or a 
  ranged weapon with reload 0.
  You jump back and fire a quick shot that catches your opponent 
  off guard. You Step and then make a ranged Strike with the 
  required weapon. Your target is flat-footed against the attack.
  6TH LEVEL
  DAZING BLOW � 
  FEAT 6
  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.
  RICOCHET STANCE � 
  FEAT 6
  FIGHTER
  STANCE
  You adopt a stance designed to rebound your thrown weapons 
  back 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.
  8TH LEVEL
  DISORIENTING OPENING 
  FEAT 8
  FIGHTER
  Prerequisites Attack of Opportunity
  You use your foes’ openings to expose even greater 
  weaknesses. When you hit a creature as part of an Attack of 
  Opportunity, that creature becomes flat-footed until the start 
  of your next turn.
  FIGHTER
  The feats on the following pages provide further options to help fighters size 
  up foes, deflect spells with a slash of their blade, or rend opponents to pieces.
  Advanced Player's Guide
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  RESOUNDING BRAVERY 
  FEAT 8
  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.
  10TH LEVEL
  CUT FROM THE AIR � 
  FEAT 10
  FIGHTER
  Trigger You are the target of a physical ranged Strike.
  Requirements You’re aware of the attack, not flat-footed 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.
  OVERPOWERING CHARGE 
  FEAT 10
  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 flat-footed until the end of 
  your next turn. 
  16TH LEVEL
  OVERWHELMING BLOW � 
  FEAT 16
  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 attack also 
  gains the deadly d12 trait. Whether or not you hit, you become 
  stunned 1 and are flat-footed until the start of your next turn.
  18TH LEVEL
  SMASH FROM THE AIR 
  FEAT 18
  FIGHTER
  Prerequisites Cut From the Air
  Your expertise enables you to knock away spells. You can use 
  Cut from the Air against ranged spell attack rolls.
  20TH LEVEL
  ULTIMATE FLEXIBILITY 
  FEAT 20
  FIGHTER
  Prerequisites improved flexibility
  Your experience keeps you on your toes, making you 
  adaptable to even 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 feats’ prerequisites. 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.
  Classes
  2
  127
  127
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  MONK
  The following class feats offer monks a variety of abilities, from stances that 
  harness the strength or grace of specific animals to devastating ranged attacks.
  Monk Feats
  1ST LEVEL
  GORILLA STANCE � 
  FEAT 1
  MONK
  STANCE
  You lower yourself to the ground and take an imposing, 
  knuckle-walking stance. While in this stance, the only 
  Strikes you can make are gorilla slam unarmed attacks. 
  These deal 1d8 bludgeoning damage; are in the brawling 
  group; and have the backswing, forceful, grapple, nonlethal, 
  and unarmed traits. While you are in Gorilla Stance, you gain 
  a +2 circumstance bonus to Athletics checks to Climb, and if 
  you roll a success on an Athletics check to Climb, you get a 
  critical success instead. 
  MONASTIC ARCHER STANCE � 
  FEAT 1
  MONK
  STANCE
  Requirements You are unarmored and wielding a longbow, 
  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.
  STUMBLING STANCE � 
  LEVEL 1
  MONK
  STANCE
  Prerequisites 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 flat-footed 
  against the next stumbling swing Strike you make against 
  it before the end of your next turn.
  2ND LEVEL
  ANCESTRAL WEAPONRY 
  FEAT 2
  MONK
  Prerequisites Monastic Weaponry, a feat granting access to 
  all weapons with an ancestry trait (such as elf or orc)
  You blend monastic techniques with the ancestral fighting 
  styles of your people. Choose an ancestry for which you have 
  access to all weapons with that trait. For you, melee weapons 
  with that ancestry trait and either the agile or finesse trait 
  gain the monk trait. 
  SHOOTING STARS STANCE � 
  FEAT 2
  MONK
  STANCE
  Prerequisites 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.
  4TH LEVEL
  COBRA STANCE � 
  LEVEL 4
  MONK
  STANCE
  You enter a tight stance, coiled up like a lashing cobra 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 poison damage; are in the brawling group; and 
  have the agile, deadly d10, finesse, nonlethal, poison, and 
  unarmed 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.
  PEAFOWL STANCE � 
  LEVEL 4
  MONK
  STANCE
  Prerequisites Monastic Weaponry
  Requirements You are wielding a sword that has the monk 
  trait in one hand.
  You enter a tall and proud stance while remaining mobile, 
  with all the grace and composure of a peafowl. While in this 
  stance, the only Strikes you can make are melee Strikes 
  with the required sword. Once per round, after you hit with 
  a monk sword Strike, you can Step as a free action as your 
  next action.
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  6TH LEVEL
  ALIGN KI � 
  LEVEL 6
  MONK
  Prerequisites ki spells
  Frequency once per hour
  Trigger You Cast a Spell that has the monk trait.
  The power of your ki soothes your wounds and energizes you 
  for battle. You regain Hit Points equal to your level plus your 
  Wisdom modifier.
  GORILLA POUND � 
  LEVEL 6
  EMOTION
  FLOURISH
  MENTAL
  MONK
  Prerequisites expert in Intimidation, Gorilla Stance
  Requirements You are in Gorilla Stance.
  You pound your chest before slamming into your foes. 
  Attempt an Intimidation check to Demoralize, then 
  make one gorilla slam Strike against the same target. 
  If your Strike hits, you gain a circumstance bonus to 
  the damage roll equal to triple the value of the target’s  
  frightened condition.
  Special If you have this feat, while you are in Gorilla 
  Stance, you gain a climb Speed of 15 feet.
  ONE-INCH PUNCH � OR � 
  LEVEL 6
  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.
  RETURN FIRE 
  FEAT 6
  MONK
  Prerequisites Deflect Arrow, 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 an 
  Arrow, as part of that reaction you can immediately make 
  a ranged bow Strike by firing the arrow you deflected from 
  your own bow. 
  STUMBLING FEINT 
  LEVEL 6
  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 
  flat-footed against your next attack, they become flat-footed 
  against both attacks from the Flurry of Blows.
  8TH LEVEL
  CLINGING SHADOWS INITIATE 
  FEAT 8
  MONK
  Prerequisites ki spells
  You learn a mystical stance that transforms your ki into sticky 
  smoke that shrouds your limbs, clinging to everything you 
  touch. You gain the clinging shadows stance ki spell (page 
  229). Increase the number of Focus Points in your focus pool 
  by 1. While entering the stance uses a ki spell, the shadow 
  grasp attacks it grants are not, so you can use them as often 
  as you like while in the stance.
  PINNING FIRE � 
  FEAT 8
  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 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.
  10TH LEVEL
  COBRA ENVENOM � 
  LEVEL 10
  MONK
  POISON
  Prerequisites Cobra Stance, expert in unarmed attacks
  Frequency once per minute
  Requirements You are in Cobra Stance.
  You 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 
  target takes 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.
  PEAFOWL STRUT � 
  LEVEL 10
  FLOURISH
  MONK
  Prerequisites Peafowl Stance
  Requirements You are in Peafowl Stance.
  You slowly move across the battlefield with dangerous grace. 
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  Step twice and then Strike. The Strike must be made with the 
  sword required by Peafowl Stance.
  PREVAILING POSITION � 
  LEVEL 10
  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 willingness to flow from one stance to another 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.
  12TH LEVEL
  DODGING ROLL � 
  LEVEL 12
  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.
  FOCUSED SHOT � 
  FEAT 12
  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.
  OVERWHELMING BREATH � 
  LEVEL 12
  CONCENTRATE
  METAMAGIC
  MONK
  Prerequisites ki spells
  You control your breathing and align it with your ki, 
  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.
  14TH LEVEL
  FORM LOCK � 
  FEAT 14
  ATTACK
  MONK
  Requirements You have a foe grabbed or restrained.
  Your ability to control your own ki 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.
  SHADOW’S WEB 
  FEAT 14
  MONK
  Prerequisites ki spells
  Requirements You are in Clinging Shadows Initiate.
  You launch a wave of shadowy ki outward from your body, 
  damaging your opponents and potentially binding them 
  in place. You gain the shadow’s web ki spell (page 229). 
  Increase the number of Focus Points in your focus pool by 1. 
  WHIRLING BLADE STANCE � 
  FEAT 14
  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 ki 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.
  16TH LEVEL
  FLINGING BLOW � 
  FEAT 16
  MONK
  You take a moment to center yourself, then unleash a 
  powerful blow that sends your target tumbling away. Make 
  an unarmed Strike. If you hit, the target must succeed at a 
  Fortitude save against your class DC or be pushed up to 10 
  feet directly away from you (or 20 feet, on a critical failure) 
  and fall prone. If another creature or physical object would 
  prevent this movement, both your target and the blocking 
  creature or object take 1d6 bludgeoning damage per 5 feet 
  of movement that was prevented.
  MEDUSA’S WRATH 
  FEAT 16
  MONK
  Prerequisites ki spells
  You learn a monstrous ki technique that infuses your blows 
  with the petrifying power of a medusa’s gaze. You gain the 
  medusa’s wrath ki spell (page 229). Increase the number of 
  Focus Points in your focus pool by 1. 
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  ONE-MILLIMETER PUNCH 
  LEVEL 16
  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 
  ki 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.
  18TH LEVEL
  KI CENTER � 
  LEVEL 18
  MONK
  Prerequisites ki 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 ki spell with the stance trait, 
  without spending a Focus Point.
  KI FORM 
  FEAT 18
  MONK
  Prerequisites ki spells
  You have mastered a potent technique for using your ki to 
  reinforce your physical form and propel yourself through 
  the air. You gain the ki form ki spell (page 229). Increase the 
  number of Focus Points in your focus pool by 1. 
  TRIANGLE SHOT � 
  FEAT 18
  CONCENTRATE
  FLOURISH
  MONK
  Prerequisites Monastic Archer Stance, Stunning Fist
  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 Fist 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.
  20TH LEVEL
  DEADLY STRIKES 
  LEVEL 20
  MONK
  You have honed your body to attack with lethal focus. Your 
  unarmed attacks gain the deadly d10 trait, or you increase 
  their deadly trait to d10 if the unarmed attack is already 
  deadly with a smaller die size.
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  Ranger Feats
  1ST LEVEL
  GRAVITY WEAPON 
  FEAT 1
  RANGER
  Your expertise with your weapons and commitment to taking 
  out your targets lends you magical power. You gain the gravity 
  weapon warden spell (page 234) and a focus pool of 1 Focus Point. 
  HEAL COMPANION 
  FEAT 1
  RANGER
  Prerequisites an animal companion 
  You have a deep devotion to your animal companion that enables 
  you to magically heal their wounds. You gain the heal companion 
  warden spell (page 234) and a focus pool of 1 Focus Point. 
  2ND LEVEL 
  MAGIC HIDE 
  FEAT 2
  RANGER
  Prerequisites an animal companion, warden spells
  You can defend your companion in battle. You gain the magic 
  hide warden spell (page 235). Increase the number of Focus 
  Points in your focus pool by 1.
  SNARE HOPPING 
  FEAT 2
  RANGER
  Prerequisites Snare Crafting, warden spells
  You can magically move your snares around. You gain the 
  snare hopping warden spell (page 235). Increase the number 
  of Focus Points in your focus pool by 1.
  4TH LEVEL 
  ANIMAL FEATURE 
  FEAT 4
  RANGER
  Prerequisites warden spells
  You are so connected with the animal world that you can grant 
  yourself an animal’s features and abilities. You gain the animal 
  feature warden spell (page 234). Increase the number of Focus 
  Points in your focus pool by 1.
  HUNTER’S LUCK 
  FEAT 4
  RANGER
  Prerequisites warden spells
  Your recollection of monsters is magically enhanced by luck. 
  You gain the monster hunter’s luck warden spell (page 235). 
  Increase the number of Focus Points in your focus pool by 1.
  SOOTHING MIST 
  FEAT 4
  RANGER
  Prerequisites warden spells
  You have a connection to the healing properties of nature and 
  can produce a magical mist to heal damage and stop burning or 
  bleeding. You gain the soothing mist warden spell (page 235). 
  Increase the number of Focus Points in your focus pool by 1.
  6TH LEVEL 
  ADDITIONAL RECOLLECTION � 
  FEAT 6
  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. 
  EPHEMERAL TRACKING 
  FEAT 6
  RANGER
  Prerequisites expert in Survival, warden spells
  You are able to track your quarry through impossible places. 
  You gain the ephemeral tracking warden spell (page 234). 
  Increase the number of Focus Points in your focus pool by 1.
  RANGER’S BRAMBLE 
  FEAT 6
  RANGER
  Prerequisites warden spells
  You can cause plants to grow and trap your foes with thorns. 
  You gain the ranger’s bramble warden spell (page 235). 
  Increase the number of Focus Points in your focus pool by 1.
  8TH LEVEL 
  ENLARGE COMPANION 
  FEAT 8
  RANGER
  Prerequisites an animal companion, warden spells
  You make your companion enormous. You gain the enlarge 
  companion warden spell (page 234). Increase the number of 
  Focus Points in your focus pool by 1.
  10TH LEVEL 
  HUNTER’S VISION 
  FEAT 10
  RANGER
  Prerequisites warden spells
  You are so focused on your hunted prey that you can see it 
  clearly even beyond the limits of your senses. You gain the 
  RANGER
  Some rangers’ attunement with nature extends beyond the physical realm, with 
  warden spells that can reshape the land and empower animal companions.
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  hunter’s vision warden spell (page 235). Increase the number 
  of Focus Points in your focus pool by 1.
  TERRAIN TRANSPOSITION 
  FEAT 10
  RANGER
  Prerequisites warden spells
  You are so connected to the wilderness that you can magically 
  jump from place to place within it. You gain the terrain 
  transposition warden spell (page 235). Increase the number of 
  Focus Points in your focus pool by 1.
  12TH LEVEL 
  WARDEN’S FOCUS 
  FEAT 12
  RANGER
  Prerequisites warden spells
  Your connection with your surroundings grows deeper as you 
  focus. If you have spent at least 2 Focus Points since the last 
  time you Refocused, you recover 2 Focus Points when you 
  Refocus instead of 1.
  18TH LEVEL 
  WARDEN’S WELLSPRING 
  FEAT 18
  RANGER
  Prerequisites warden’s focus
  You command unparalleled focus when you commune with 
  the world around you. If you have spent at least 3 Focus 
  Points since the last time you Refocused, you recover 3 Focus 
  Points when you Refocus instead of 1.
  20TH LEVEL 
  ACCURATE FLURRY  
  FEAT 20
  RANGER
  Prerequisites Impossible Flurry
  Requirements You are wielding two melee weapons, 
  each in a different hand.
  You refine the precision of your unbelievable storm 
  of blows. When you perform an Impossible Flurry, 
  your first attack with each weapon instead takes the 
  multiple attack penalty as though you had already made 
  one attack this turn. All subsequent attacks take the 
  maximum multiple attack penalty, as though you 
  had already made two or more attacks this turn.
  IMPOSSIBLE SNARES  
  FEAT 20
  RANGER
  Prerequisites Ubiquitous Snares
  You can create endless shorter-lived snares, protecting your 
  lair or using them against foes. Once per minute, you can Craft 
  one of the snares you’ve prepared for quick 
  deployment without expending the 
  prepared snare. Once deployed, such a 
  snare lasts for 10 minutes before losing 
  its effectiveness. 
  WARDEN SPELLS
  Your relationship with the world around you extends 
  from the physical to the magical. Certain feats grant you 
  warden spells, which are a type of focus spells. It costs 1 
  Focus Point (FP) to cast a focus spell. When you gain your 
  first warden spell, you also gain a focus pool of 1 FP. You 
  refill your focus pool during your daily preparations, and 
  you regain 1 FP by spending 10 minutes using the Refocus 
  activity to commune with nature. 
  Your warden spells are primal spells. When you first gain 
  a warden spell, you become trained in primal spell attacks 
  and spell DCs. Your spellcasting ability is Wisdom.
  Focus spells are automatically heightened to half your 
  level rounded up. Taking feats can give you more focus 
  spells and increase the size of your focus pool, though your 
  focus pool can never hold more than 3 FP. The full rules for 
  focus spells appear on page 300 of the Core Rulebook.
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  & index
  
  Rogue’s Racket
  ELDRITCH TRICKSTER
  When it comes to a big heist, every rogue worth their salt 
  knows that magic can throw meticulous plans into chaos, 
  whether in the form of arcane wards or pesky divinations. 
  You dabble in magic just enough to help handle these 
  problems by jury-rigging spells and throwing a bit of 
  your own magic into the mix. You might be a solitary 
  thief, performing burglaries that can’t be explained by 
  skill alone, or a specialist called in by other rogues to 
  deal with magical security measures. You might even be 
  on the up-and-up, hired to test magical defenses or even 
  build them yourself. 
  Choose a multiclass archetype that has a basic, expert, 
  and master spellcasting feat. You gain that archetype’s 
  dedication feat as a bonus feat even though you don’t 
  meet its level prerequisite, though you must meet its 
  other prerequisites. For you, the Magical Trickster rogue 
  feat (Core Rulebook 185) has a prerequisite of 2nd level 
  instead of 4th level. You can choose the spellcasting 
  ability score for the multiclass archetype you chose as 
  your key ability score.
  MASTERMIND
  Where others might use sleight of hand or a silver tongue 
  to achieve their objectives, you rely on your intellect to 
  craft intricate schemes. You likely view your operations 
  as a chess game, always planning 10 steps ahead where 
  others might plan three. You might be a detective 
  determined to solve crimes or a spymaster in the service 
  of a powerful family or nation. If you operate outside the 
  law, you might be an aspiring crime lord or information 
  broker, excellent at directing others toward suitable jobs.
  If you successfully identify a creature using Recall 
  Knowledge, that creature is flat-footed against your 
  attacks until the start of your next turn; if you critically 
  succeed, it’s flat-footed against your attacks for 1 minute.
  You’re trained in Society and one of the following skills 
  of your choice: Arcana, Nature, Occultism, or Religion. 
  You can choose Intelligence as your key ability score.
  Rogue Feats
  1ST LEVEL
  OVEREXTENDING FEINT 
  FEAT 1
  ROGUE
  Prerequisites trained in Deception
  When you trick a foe, instead of catching them off guard, 
  you goad them into overextending their next attack. 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. You can choose a different effect each 
  time you Feint against 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. 
  PLANT EVIDENCE � 
  FEAT 1
  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.
  TUMBLE BEHIND 
  FEAT 1
  ROGUE
  You tumble under and behind your foe to catch them off guard. 
  When you successfully Tumble Through, the foe whose space 
  you passed through is flat-footed against the next attack you 
  make before the end of your turn. 
  2ND LEVEL
  CLEVER GAMBIT � 
  FEAT 2
  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 your assessment of your foes’ 
  capabilities, allowing you to instantly adjust your movements 
  to maximum advantage. You Step or Stride; this movement 
  doesn’t trigger reactions from the triggering creature.
  STRONG ARM 
  FEAT 2
  ROGUE
  When you Strike with a thrown weapon, the weapon’s range 
  increment increases 10 feet.
  UNDERHANDED ASSAULT � 
  FEAT 2
  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 
  ROGUE
  This section presents two new rogue’s rackets, as well as feats that allow 
  rogues to further scheme and connive to undermine their foes.
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  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.
  4TH LEVEL
  HEAD STOMP � 
  FEAT 4
  ROGUE
  Make an unarmed melee attack against a prone target. On a 
  hit, the target becomes flat-footed to all attacks until the end 
  of your next turn.
  MUG � 
  FEAT 4
  ROGUE
  You make a quick attack and rob your foe in the process. 
  Make a melee Strike against an adjacent foe. If you hit and 
  deal sneak attack damage, you can also attempt to Steal from 
  the target, even if the target is in combat. 
  PREDICTABLE! � 
  FEAT 4
  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.
  THE HARDER THEY FALL 
  FEAT 4
  ROGUE
  You make your foes fall painfully when you trip them. When 
  you successfully Trip a flat-footed foe, your target takes 1d6 
  bludgeoning damage. On a critical success, the target takes 
  1d6 bludgeoning damage plus your sneak attack damage.
  TWIN DISTRACTION 
  FEAT 4
  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.
  6TH LEVEL
  ANALYZE WEAKNESS � 
  FEAT 6
  ROGUE
  Prerequisites sneak attack 2d6
  Requirements You must have identified a creature with 
  Recall Knowledge.
  Your knowledge of a creature’s physiology and understanding 
  of tactics 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 and 17th levels, if 
  your additional damage from sneak attack increases, increase 
  the additional damage from Analyze Weakness to 3d6 at 11th 
  level and 4d6 at 17th level.
  ANTICIPATE AMBUSH 
  FEAT 6
  EXPLORATION
  ROGUE
  Prerequisites expert in Stealth
  Using your extensive knowledge of ambush tactics, 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.
  FAR THROW 
  FEAT 6
  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.
  SHOVE DOWN � 
  FEAT 6
  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.
  WATCH YOUR BACK � 
  FEAT 6
  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 
  they take a –2 status penalty to Will saves against fear effects.
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  Classes
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  items
  glossary 
  & index
  
  8TH LEVEL
  BULLSEYE � 
  FEAT 8
  ROGUE
  You carefully take aim before making your attack in order 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. 
  INSPIRED STRATAGEM � 
  FEAT 8
  FORTUNE
  LINGUISTIC
  ROGUE
  Trigger One of the required allies is about to attempt an attack 
  roll or skill check.
  Requirements You spent 10 minutes during your daily 
  preparations reviewing stratagems for the day’s adventures 
  with up to four allies.
  You quickly advise your ally, using your earlier planning to 
  make sure luck can’t throw a wrench in the cogs of your 
  schemes. 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.
  LOANER SPELL 
  FEAT 8
  ROGUE
  Prerequisites trained in Arcana, Nature, Occultism, or Religion
  During your daily preparations, you can gain the assistance 
  of an allied prepared spellcaster to prepare one spell for 
  the day. The spell can be up to 3rd level. Your ally must 
  be able to prepare and cast it, and the spell must have a 
  Targets entry or an area. Your ally loses a spell slot of the 
  corresponding spell level, and you gain the ability to cast 
  the prepared spell once that day. When you Cast the Spell, 
  use your class DC for any saving throws required by the 
  spell, and your class DC – 10 as a spell attack roll modifier.
  PREDICTIVE PURCHASE 
  FEAT 8
  ROGUE
  You somehow manage to have just the thing for the 
  situation. You gain the Prescient Planner and Prescient 
  Consumable feats (page 208). 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.
  RICOCHET STANCE � 
  FEAT 8
  ROGUE
  STANCE
  You adopt a stance (page 150) 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.
  TACTICAL ENTRY � 
  FEAT 8
  ROGUE
  Prerequisites master in Stealth
  Requirements You rolled Stealth for initiative in this 
  encounter, and neither you nor any enemies have acted yet 
  in this encounter.
  You Stride. This movement doesn’t trigger any reactions.
  10TH LEVEL
  ELDRITCH DEBILITATIONS 
  FEAT 10
  ROGUE
  Prerequisites eldritch trickster racket, Debilitating Strike
  You know how to apply debilitations that are particularly 
  troublesome for spellcasters. Add the following debilitations to 
  the list you can choose from when you use Debilitating Strike.
  • Debilitation The target is stupefied 1.
  • Debilitation The target can’t Step.
  METHODICAL DEBILITATIONS 
  FEAT 10
  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.
  • Debilitation The target can’t flank other creatures, and it 
  can’t provide flanking for its allies.
  • Debilitation The target doesn’t gain a circumstance bonus 
  to AC from Raising a Shield, lesser cover, or standard 
  cover; it gains only a +2 circumstance bonus to AC from 
  greater cover or Taking Cover.
  12TH LEVEL
  BLOODY DEBILITATION 
  FEAT 12
  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.
  • Debilitation The target takes 3d6 persistent bleed damage.
  PREPARATION � 
  FEAT 12
  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.
  RICOCHET FEINT 
  FEAT 12
  ROGUE
  Prerequisites Ricochet Stance
  Advanced Player's Guide
  136
  136
  
  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. 
  14TH LEVEL
  STAY DOWN! � 
  FEAT 14
  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, they don’t stand up and remain prone. On a critical 
  success, they can’t Stand until their next turn.
  16TH LEVEL
  SWIFT ELUSION � 
  FEAT 16
  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.
  RECONSTRUCT THE SCENE 
  FEAT 16
  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, 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, like a memorable weapon 
  someone used for a murder or the type of cloak someone wore 
  when passing through.
  STEAL SPELL 
  FEAT 16
  MAGICAL
  ROGUE
  Prerequisites Legendary Thief, Loaner Spell
  When you use Legendary Thief to steal the impossible, you 
  can steal a prepared spell or spontaneous spell from a foe. 
  The spell is randomly selected from the highest-level spells 
  the foe knows that have a target or area, to a maximum 
  of 8th-level spells; the target loses the appropriate 
  spell slot as if they had cast it themself. You can Cast 
  the Spell once within the next 1d4 rounds, after which 
  the fleeting magic fades; this otherwise works the same as 
  casting a Loaner Spell. 
  18TH LEVEL
  IMPLAUSIBLE PURCHASE 
  FEAT 18
  ROGUE
  Prerequisites Predictive Purchase
  Even when impossible, you always have exactly what you need. 
  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. 
  Classes
  2
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  137
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  Sorcerer Bloodlines
  The following new bloodlines are available to sorcerers 
  at 1st level. New bloodline spells begin on page 235.
  GENIE
  Through lineage, magic, or wishes made real, the blood 
  of a noble genie flows through your veins. 
  Spell List arcane
  Bloodline Skills Arcana, Deception
  Granted Spells cantrip: detect magic; 1st: illusory disguise; 
  2nd: variable (see Genie Type below); 3rd: enthrall; 4th: 
  creation; 5th: variable (see Genie Type below); 6th: true 
  seeing; 7th: energy aegis; 8th: variable (see Genie Type 
  below); 9th: resplendent mansion
  Bloodline Spells initial: genie’s veil; advanced: heart’s desire; 
  greater: wish-twisted form
  Blood Magic Your spellcasting warps reality and distracts 
  your foes. Either you gain a +1 status bonus to Deception 
  checks for 1 round, or a target takes a –1 status penalty to 
  Perception for 1 round. 
  Genie Type
  At 1st level, choose the type of genie that influenced 
  your bloodline: janni, djinni, efreeti, marid, or shaitan. 
  You can’t change your genie type later. This determines 
  what granted spells you receive at 2nd, 5th, and 
  8th level. 
  • Janni 2nd: create food; 5th: banishment; 8th: 
  scintillating pattern
  • Djinni 2nd: invisibility; 5th: illusory scene; 8th: 
  punishing winds 
  • Efreeti 2nd: enlarge; 5th: elemental form (fire 
  only); 8th: maze
  • Marid 2nd: water walk; 5th: control water; 8th: 
  horrid wilting
  • Shaitan 2nd: glitterdust; 5th: wall of stone; 8th: 
  earthquake
  NYMPH
  One of your ancestors was inspired by a nymph, or 
  perhaps was a nymph themself, and now the beauty of 
  nature lives in you.
  Spell List primal
  Bloodline Skills Diplomacy, Nature
  Granted Spells cantrip: tanglefoot; 1st: charm; 2nd: calm 
  emotions; 3rd: animal vision; 4th: vital beacon; 5th: crushing 
  despair; 6th: repulsion; 7th: unfettered pack; 8th: moment of 
  renewal; 9th: overwhelming presence
  Bloodline Spells initial: nymph’s token; advanced: blinding 
  beauty; greater: establish ward
  Blood Magic Nymph grace accentuates your movements 
  and distracts your foes, either granting you a +1 status 
  bonus to Diplomacy checks for 1 round or imposing a –1 
  status penalty on one target’s Will saves for 1 round.
  PSYCHOPOMP
  For good or ill, your ancestors’ deeds drew the attention 
  of psychopomps, or you might somehow count one in 
  your family tree. The presence of these shepherds of souls 
  and enemies of undeath has left an indelible mark on you. 
  Spell List divine
  Bloodline Skills Intimidation, Religion
  Granted Spells cantrip: disrupt undead; 1st: heal; 2nd: calm 
  emotions; 3rd: searing light; 4th: dimensional anchor; 5th: 
  death ward; 6th: spirit blast; 7th: finger of death; 8th: 
  spirit song; 9th: massacre
  Bloodline Spells initial: sepulchral mask; advanced: spirit 
  veil; greater: shepherd of souls
  Blood Magic The border between life and death becomes 
  blurred to you. Either you gain a +2 status bonus to 
  Fortitude saving throws for 1 round, or a target takes 
  1 damage per spell level. The damage is negative if the 
  target is living or positive if the target is undead. If the 
  spell already deals that type of damage, combine it with 
  the spell’s initial damage before determining weaknesses 
  and resistances.
  SHADOW
  Whether due to a velstrac’s manipulations or a planar 
  jaunt gone horribly wrong, your bloodline was infused 
  with a vein of shadow.
  Spell List occult
  Bloodline Skills Occultism, Stealth
  Granted Spells cantrip: chill touch; 1st: grim tendrils; 2nd: 
  darkness; 3rd: chilling darkness; 4th: phantasmal killer; 5th: 
  shadow siphon; 6th: collective transposition; 7th: duplicate 
  foe; 8th: disappearance; 9th: weird
  Bloodline Spells initial: dim the light; advanced: steal 
  shadow; greater: consuming darkness
  Blood Magic Shadows grow deeper around you or one target, 
  either granting a +1 status bonus to Stealth or imposing a –1 
  status penalty to Perception for 1 round.
  SORCERER
  This section presents new sorcerer feats, as well as four new bloodlines 
  to fuel your sorcery: that of the wishbound arcane genie, the entrancing 
  primal nymph, the mysterious divine psychopomp, and the tenebrous 
  occult shadow.
  Advanced Player's Guide
  138
  138
  
  Sorcerer Feats
  At each level that you gain a sorcerer feat, you can 
  select one of the following feats. You must satisfy any 
  prerequisites before taking the feat.
  1ST LEVEL
  ANCESTRAL BLOOD MAGIC 
  FEAT 1
  SORCERER
  The magic of your bloodline mixes with that of your 
  ancestry. You gain your blood magic effect when you cast a 
  non-cantrip spell you gained from a heritage or an ancestry 
  feat, in addition to the normal circumstances that trigger 
  your blood magic.
  2ND LEVEL
  ANOINT ALLY � 
  FEAT 2
  MANIPULATE
  SORCERER
  You forge a mystical connection with an ally using your 
  body as a focus, allowing them to benefit from your magic. 
  You place a blood rune on an adjacent ally that lasts for 1 
  minute. When you would gain a blood magic effect, you can 
  forgo it, granting it to your ally instead. You can anoint only 
  one ally at a time; if you place another rune, your previous 
  designation ends.
  ENTREAT WITH FOREBEARS 
  FEAT 2
  SORCERER
  Prerequisites a bloodline that corresponds with a creature 
  trait
  Something about your presence causes creatures of your 
  bloodline to, consciously or not, recognize you as one of 
  their own, and you become inured to their tricks. You gain 
  a +1 circumstance bonus to Diplomacy, Deception, and 
  Intimidation checks when interacting with creatures that 
  have the trait corresponding to your bloodline, and you gain 
  a +1 circumstance bonus to Perception and saving throws 
  against such creatures. For example, an aberrant bloodline 
  sorcerer would gain this benefit against creatures with the 
  aberration trait. The GM is the final arbiter of which creatures 
  match your bloodline. 
  4TH LEVEL
  ELABORATE FLOURISH � 
  FEAT 4
  CONCENTRATE
  MANIPULATE
  METAMAGIC
  SORCERER
  You embellish your spellcasting with entrancing flourishes 
  and grand pronouncements, making it harder to identify or 
  counter. If the next action you use is to Cast a Spell, creatures 
  with the ability to Cast that Spell don’t automatically 
  know what the spell is. In addition, creatures that witness 
  your spellcasting take a –2 circumstance penalty to 
  checks to identify the spell with Recall Knowledge and 
  checks to counteract the spell during its casting (such as 
  with Counterspell).
  SPLIT SHOT � 
  FEAT 4
  CONCENTRATE
  METAMAGIC
  SORCERER
  You fragment a ranged spell into a pair of smaller shots. If your 
  next action is to Cast a Spell without a duration that requires 
  an attack roll against a single target and has no effect beyond 
  dealing damage, you roll a single attack roll and compare the 
  result to the AC of two targets within the spell’s range. The 
  spell deals only half its usual damage to each target. This 
  counts as one attack for your multiple attack penalty. 
  6TH LEVEL
  DIVERTING VORTEX � 
  FEAT 6
  SORCERER
  Requirements Your most recent action was to cast a non-
  cantrip spell.
  You transfer vestiges of magical energy to the air around you, 
  creating a vortex that deflects ranged attacks. Until the start 
  of your next turn, you gain a +1 status bonus to AC against 
  ranged weapon attacks and physical ranged unarmed attacks.
  ENERGETIC RESONANCE � 
  FEAT 6
  ABJURATION
  SORCERER
  Trigger You would take acid, cold, electricity, fire, or sonic 
  damage from a spell.
  Requirements You have an unexpended spell slot of a level 
  equal to or higher than the triggering spell.
  Your blood resonates with magical energy, mitigating the 
  effects of harmful spells. Expend one of your spell slots of a 
  level equal to or higher than that of the triggering spell. You 
  gain resistance to one of the triggering effect’s damage types 
  equal to twice the expended spell slot’s level. 
  SPELL RELAY � 
  FEAT 6
  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.
  8TH LEVEL
  SAFEGUARDED SPELL � 
  FEAT 8
  CONCENTRATE
  METAMAGIC
  SORCERER
  You bring the magical wavelengths of your spell into sync 
  with the ones produced by your own body. 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.
  SOULSIGHT 
  FEAT 8
  SORCERER
  Prerequisites bloodline that grants divine or occult spells
  The spiritual essence in your blood has opened your senses 
  to the world beyond. You gain spiritsense as an imprecise 
  Classes
  2
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  139
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  sense with a range of 60 feet. Spiritsense allows you 
  to sense the spirits of creatures within the listed range, 
  including living creatures, most non-mindless undead, and 
  haunts. 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.
  10TH LEVEL
  ANCESTRAL MAGE 
  FEAT 10
  SORCERER
  Prerequisites Ancestral Blood Magic
  The magic of your ancestry and bloodline are one and the 
  same. Add any innate spells you have from a heritage or an 
  ancestry feat to your spell repertoire, meaning you can cast 
  them using your spell slots. 
  ENERGY FUSION � 
  FEAT 10
  CONCENTRATE
  METAMAGIC
  SORCERER
  You fuse two spells together, combining their energy types. 
  If the next action you use is to Cast a Spell that deals acid, 
  cold, electricity, fire, or sonic damage, select a non-cantrip 
  spell in your spell repertoire that deals a different type of 
  energy damage from that list, and expend an additional 
  spell slot of the same level as this secondary spell. The spell 
  you cast deals additional damage equal to the level 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. 
  ENERGY WARD � 
  FEAT 10
  ABJURATION
  SORCERER
  Frequency once per turn
  Requirements Your most recent action was to cast a 
  non-cantrip spell that dealt energy damage.
  You trap energy from the last spell you cast within your 
  body, coating your flesh in a protective ward. Until the 
  start of your next turn, you gain resistance 5 to one type of 
  energy damage dealt by the spell you just cast. 
  SIGNATURE SPELL EXPANSION 
  FEAT 10
  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 minimum level of 3rd 
  or lower.
  12TH LEVEL
  BLOOD COMPONENT SUBSTITUTION 
  FEAT 12
  SORCERER
  You can bypass the need for incantations and gestures by 
  drawing energy directly from your blood, causing you to 
  visibly glow the color of your blood and crackle with magical 
  energy. When you Cast a Spell, you can replace all verbal, 
  material, or somatic spellcasting components 
  with a blood component. To use a 
  blood component, you lose Hit 
  Points equal to twice the 
  spell’s level as the 
  your
  in
  energy
  blood is depleted, 
  can’t
  you
  and
  Advanced Player's Guide
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  140
  
  decrease the Hit Points lost in any way. As usual for altering 
  components, this has no effect on the number of actions 
  required to Cast the Spell, and your Cast a Spell activity 
  gains the concentrate trait but not the manipulate trait. You 
  can’t use blood components to replace any required part of 
  a spell’s cost.
  GREATER PHYSICAL EVOLUTION 
  FEAT 12
  SORCERER
  Prerequisites Arcane Evolution or Primal Evolution
  You hold a deep understanding of the innate fundamental 
  structures of the physical world, and you can enforce 
  your will upon that structure as far as your own blood is 
  concerned. Once per day, you can use a sorcerer spell slot 
  to cast any common polymorph battle form spell of the spell 
  slot’s level as if it were a signature spell in your repertoire. 
  If you have Arcane Evolution, you can also choose from 
  any battle form spell in your spellbook. If you have Primal 
  Evolution, you can Cast a Spell listed in that feat using 
  the extra spell slot the feat grants (instead of a sorcerer 
  spell slot).
  GREATER SPIRITUAL EVOLUTION 
  FEAT 12
  SORCERER
  Prerequisites Divine Evolution or Occult Evolution
  Your magical blood is rich with spiritual essence, and this 
  infusion within you allows your spells to be fully effective 
  against incorporeal creatures, spirits, and creatures on the 
  Ethereal Plane. 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 any particular ability 
  to locate them.
  14TH LEVEL
  CONSUME SPELL 
  FEAT 14
  SORCERER
  Prerequisites Counterspell
  When you successfully Counterspell a spell of the tradition 
  that matches your bloodline, you consume it, replenishing 
  yourself with its energy. When you do, you are nourished as 
  if you had eaten a meal and regain Hit Points equal to twice 
  the level of the counteracted spell. 
  SPELL SHROUD � 
  FEAT 14
  CONCENTRATE
  METAMAGIC
  SORCERER
  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. 
  16TH LEVEL
  SCINTILLATING SPELL � 
  FEAT 16
  CONCENTRATE
  LIGHT
  METAMAGIC
  SORCERER
  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.
  TERRAFORMING SPELL � 
   FEAT 16
  CONCENTRATE
  EARTH
  METAMAGIC
  SORCERER
  TRANSMUTATION
  You capture transformative fragments of magic and slam 
  them into the ground, creating a shock wave that alters your 
  surroundings. If your next action is to Cast a non-cantrip 
  transmutation Spell, 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. 
  18TH LEVEL
  ECHOING SPELL � 
  FEAT 18
  CONCENTRATE
  METAMAGIC
  SORCERER
  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 level 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. 
  20TH LEVEL
  BLOODLINE MUTATION 
  FEAT 20
  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, psychopomp and monitor for psychopomp, 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 Speed. 
  • If creatures associated with your bloodline have a 
  resistance or immunity to acid, cold, electricity, fire, 
  negative, or sonic, choose an energy type your bloodline 
  is immune or resistant to and gain resistance 20 against 
  that energy type. 
  Classes
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  141
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  Arcane Thesis
  STAFF NEXUS
  Your thesis maintains that early and intense adoption of 
  staves from the first days of study can create a symbiotic 
  bond between spellcaster and staff, allowing them to 
  create remarkable magic together. You’ve formed such a 
  connection with a makeshift staff you built, and you are 
  ready to infuse any staff you encounter with greater power. 
  You begin play with a makeshift staff of your own 
  invention. It contains one cantrip and one 1st-level spell, 
  both from your spellbook, but it gains no charges normally 
  during your preparations; you must expend a spell slot to 
  grant it charges in the same way you would add additional 
  charges to a normal staff (Core Rulebook 592). You can 
  Craft your makeshift staff into any other type of staff 
  for the new staff’s usual cost, adding the two spells you 
  originally chose to the staff you Craft.
  At 8th level, you can expend two spells instead of one 
  when preparing your staff, adding additional charges 
  equal to the combined levels of the expended spells. At 
  16th level, you can expend up to a total of three spells to 
  add charges to the staff, adding additional charges equal to 
  the combined levels of all three spells.
  Wizard Feats
  1ST LEVEL 
  SPELLBOOK PRODIGY 
  FEAT 1
  WIZARD
  Prerequisites trained in Arcana
  You are particularly adept at learning spells to add to your 
  spellbook. You can Learn a Spell in half the time it normally 
  takes. Further, when you roll a critical failure on your check to 
  Learn a Spell, you get a failure instead. When you roll a failure, 
  you can try again after 1 week.
  2ND LEVEL 
  ENERGY ABLATION � 
  FEAT 2
  METAMAGIC
  WIZARD
  When you cast energy spells, you retain some of that energy 
  as a protective barrier. If your next action is to Cast a Spell that 
  deals energy damage (Core Rulebook 452), whether or not it 
  successfully deals damage, you gain resistance to that type of 
  energy equal to the spell’s level (minimum 1) until the end of 
  your next turn. If the spell deals more than one type of energy 
  damage, choose one and gain resistance to that type.
  NONLETHAL SPELL � 
  FEAT 2
  MANIPULATE
  METAMAGIC
  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 negative trait, that spell gains the nonlethal trait.
  4TH LEVEL 
  CALL BONDED ITEM � 
  FEAT 4
  CONCENTRATE
  CONJURATION
  TELEPORTATION
  WIZARD
  Prerequisites arcane bond
  You’re mystically connected to your bonded item and can call it 
  to your hand. If your bonded item is 1 Bulk or less, you teleport 
  your bonded item into your hand from up to 1 mile away. 
  6TH LEVEL 
  CONVINCING ILLUSION � 
  FEAT 6
  ILLUSION
  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. 
  SPLIT SLOT 
  FEAT 6
  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 level 
  lower than the highest-level 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.
  8TH LEVEL 
  FORM RETENTION 
  FEAT 8
  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 
  WIZARD
  In addition to new ways to manipulate magical energies, this section features 
  a new arcane thesis for wizards that wish to master the art of staff crafting.
  Advanced Player's Guide
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  spell in a slot 2 levels 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-level slot with Form Retention, you would cast 
  a 2nd-level animal form that lasts for up to 10 minutes. If the 
  spell can be Dismissed, that doesn’t change.
  12TH LEVEL 
  DIVINER SENSE 
  FEAT 12
  DIVINATION
  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.
  FORCIBLE ENERGY � 
  FEAT 12
  MANIPULATE
  METAMAGIC
  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, 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.
  18TH LEVEL 
  SECOND CHANCE SPELL 
  FEAT 18
  ENCHANTMENT
  WIZARD
  When your target proves resilient to your magical 
  deceptions, you can try them again on someone else. When 
  you cast an enchantment spell that targets one creature 
  and that creature critically succeeds at its Will save, you 
  can Cast the Spell again before the end of your next turn on 
  a different creature without expending an additional spell 
  slot. The second casting doesn’t grant you any benefits 
  that you would normally gain for Casting a Spell from a 
  spell slot.
  20TH LEVEL 
  SPELL MASTERY  
  FEAT 20 
  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 level or lower 
  that you have access to; each spell you select must be of 
  a different level. These spells are automatically prepared 
  when you make your daily preparations, and they have 
  their own spell slots. You can select a different array of 
  spells by spending 1 week of downtime retraining your 
  mastered spells.
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  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  APE
  Your companion is an ape or other primate.
  Size Small
  Melee � fist, Damage 1d8 bludgeoning
  Str +3, Dex +1, Con +2, Int –4, Wis +2, Cha +0
  Hit Points 8
  Skill Intimidation
  Senses low-light vision
  Speed 25 feet, climb 25 feet
  Support Benefit Your ape threatens your foes with menacing 
  growls. Until the start of your next turn, if you hit and 
  deal damage to a creature in your ape’s reach, the creature 
  becomes frightened 1.
  Advanced Maneuver Frightening Display
  FRIGHTENING DISPLAY �
  Your ape makes a loud and frightening display, throwing a foe off 
  balance. The ape attempts to Demoralize the target creature; this 
  display gains the visual trait and doesn’t require language. While 
  frightened by this ability, the target is flat-footed to your ape.
  ARBOREAL SAPLING
  UNCOMMON
  Access You are a member of the leaf order.
  Your companion is a walking tree, a cousin of the great arboreal 
  wardens and regents. An arboreal sapling has the plant trait 
  instead of the animal trait, but it otherwise functions normally 
  as an animal companion. They are typically only selected by 
  animal order druids who are also members of the leaf order.
  Size Small
  Melee � branch, Damage 1d8 bludgeoning
  Str +3, Dex +1, Con +2, Int –4, Wis +2, Cha +0
  Hit Points 8
  Skill Stealth
  Senses low-light vision
  Speed 25 feet
  Support Benefit Your arboreal sapling plants roots around 
  your foe, impeding its movement. Until the start of your 
  next turn, if you hit and deal damage to a creature in your 
  arboreal sapling’s reach, the first square the creature moves 
  into after taking that damage is difficult terrain.
  Advanced Maneuver Throw Rock
  THROW ROCK �
  The arboreal sapling Interacts to pick up a rock within reach or 
  retrieve a stowed rock, then throws it with a ranged rock Strike 
  that deals a base of 1d6 bludgeoning damage with a range 
  increment of 30 feet.
  BAT
  Your companion is a particularly large bat, such as a giant bat.
  Size Small
  Melee � jaws (finesse), Damage 1d6 piercing
  Melee � wing (agile, finesse), Damage 1d4 slashing 
  Str +2, Dex +3, Con +2, Int –4, Wis +1, Cha +0
  Hit Points 6
  Skill Stealth
  Senses echolocation 20 feet (the bat can use hearing as a 
  precise sense within this range), low-light vision
  Speed 15 feet, fly 30 feet
  Support Benefit Your bat flaps around your foes’ arms and 
  faces, getting in the way of their attacks. Until the start 
  of your next turn, creatures in your bat’s reach that you 
  damage with Strikes take a –1 circumstance penalty to their 
  attack rolls.
  Advanced Maneuver Wing Thrash
  WING THRASH �
  The bat thrashes wildly with its wings, making wing Strikes 
  against up to three adjacent foes. Each attack counts toward 
  the bat’s multiple attack penalty, but the penalty only 
  increases after all the attacks have been made.
  BOAR
  Your companion is a boar or pig.
  Size Small
  Melee � tusk, Damage 1d8 piercing
  Str +3, Dex +1, Con +2, Int –4, Wis +2, Cha +0
  Hit Points 8
  Skill Survival
  Senses low-light vision, scent (imprecise) 30 feet
  Speed 35 feet
  Support Benefit Your boar gores your foes. Until the start 
  of your next turn, your Strikes that damage a creature in 
  your boar’s reach also deal 1d6 persistent bleed damage. If 
  your boar is nimble or savage, the persistent bleed damage 
  increases to 2d6.
  Advanced Maneuver Boar Charge
  BOAR CHARGE �
  The boar Strides twice in a straight line and then makes a 
  tusk Strike. As long as it moved at least 20 feet, it gains a +2 
  circumstance bonus to its attack roll. 
  CROCODILE
  Your companion is a crocodile or a similar crocodilian reptile, 
  such as an alligator or caiman. 
  ANIMAL COMPANIONS
  The following companions are available to loyally serve your character, just like the animal 
  companions from the Core Rulebook. Some of these companions, like the riding drake, aren’t 
  technically animals, but they have a similar intelligence. Except where otherwise specified, 
  the creatures presented below use the rules starting on page 214 of the Core Rulebook.
  Advanced Player's Guide
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  144
  
  Size Small
  Melee � jaws, Damage 1d8 piercing
  Melee � tail (agile), Damage 1d6 bludgeoning
  Str +3, Dex +2, Con +2, Int –4, Wis +1, Cha +0
  Hit Points 6
  Skill Stealth
  Senses low-light vision
  Speed 20 feet, swim 25 feet
  Special The crocodile can hold its breath for about 2 hours.
  Support Benefit Your crocodile clamps its jaws on your foe, 
  refusing to let go. Until the start of your next turn, if your 
  Strike damages a creature in your crocodile’s reach, your 
  crocodile can latch onto the creature. While thus attached, the 
  crocodile can move along with the target whenever the target 
  moves until the end of your next turn. Your crocodile can latch 
  onto only one creature in this way, and it must release the 
  creature to make a jaws Strike. If the target is smaller than 
  the crocodile, it takes a –10-foot circumstance penalty to its 
  Speeds and can’t Fly while the crocodile is latched on.
  Advanced Maneuver Death Roll
  DEATH ROLL �
  Requirements The crocodile has a creature grabbed.
  The crocodile tucks its legs and rolls rapidly, twisting its 
  victim. It makes a jaws Strike with a +2 circumstance bonus 
  to the attack roll against the grabbed creature. If it hits, it also 
  knocks the creature prone. If it misses, it releases the creature.
  RIDING DRAKE
  UNCOMMON
  Your companion is a swift, flightless drake with limited 
  intelligence, less vicious than most drakes but fiercely loyal to 
  you. A riding drake has the dragon trait instead of the animal 
  trait, but it otherwise functions normally as an animal companion.
  Size Large
  Melee � jaws, Damage 1d8 piercing
  Melee � tail, Damage 1d6 bludgeoning
  Str +2, Dex +1, Con +2, Int –4, Wis +1, Cha +2
  Hit Points 8
  Skill Intimidation
  Senses darkvision
  Speed 45 feet
  Special mount
  Support Benefit Your drake snorts fire in your foes’ faces. 
  Until the start of your next turn, each time you Strike while 
  riding the drake and hit a creature in the drake’s reach, 
  the creature takes 1d4 fire damage from the drake. If your 
  drake is nimble or savage, the fire damage increases to 2d4.
  Advanced Maneuver Breath Weapon
  BREATH WEAPON �
  Frequency once per hour
  The riding drake breathes a 30-foot cone of fire, dealing 1d6 fire 
  damage for every 2 levels the drake has to all creatures in the 
  area (basic Reflex save). This uses a trained DC using the drake’s 
  Constitution modifier or an expert DC if the drake is specialized.
  SCORPION
  Your companion is one of the various species of giant 
  scorpion.
  Size Small
  Melee � stinger, Damage 1d6 piercing plus poison (see Special)
  Melee � pincer (agile), Damage 1d6 slashing
  Str +3, Dex +3, Con +1, Int –4, Wis +1, Cha +0
  Hit Points 6
  Skill Stealth
  Senses darkvision
  Speed 30 feet
  Special The scorpion’s stinger attack deals an additional 1d4 
  poison damage or 2d4 poison damage if the scorpion is a 
  specialized companion. 
  Support Benefit Your scorpion drips poison from its stinger 
  when you create an opening. Until the start of your next 
  turn, your Strikes that damage a creature in your scorpion’s 
  reach also deal 1d6 persistent poison damage. If your 
  scorpion is nimble or savage, the persistent poison damage 
  increases to 2d6.
  Advanced Maneuver Grab and Sting
  GRAB AND STING �
  The scorpion holds its foe in place with its pincers in order to 
  sting it. It makes a pincer Strike. If the Strike hits, the target 
  creature automatically becomes grabbed by the scorpion, 
  which then makes a stinger Strike against it. The grabbed 
  condition lasts until the end of your next turn.
  SHARK
  Your companion is a shark of any kind, such as a hammerhead, 
  great white, or jigsaw shark.
  Size Small
  Melee � jaws, Damage 1d8 piercing
  Str +3, Dex +2, Con +2, Int –4, Wis +1, Cha +0
  Hit Points 6
  Skill Stealth
  Senses blood scent, scent (imprecise, 60 feet)
  Speed swim 40 feet
  Special The shark has the aquatic trait. Its blood scent enables 
  it to smell blood in the water from up to 1 mile away.
  Support Benefit When your shark senses blood, it tears into 
  your enemies. Until the start of your next turn, each time 
  you hit a creature in the shark’s reach with a Strike and 
  deal slashing or piercing damage, the creature takes 1d8 
  slashing damage from the shark. If your shark is nimble or 
  savage, the slashing damage increases to 2d8.
  Advanced Maneuver Shred
  SHRED �
  Requirements The shark hit with a jaws Strike on its most 
  recent action this turn.
  The shark viciously rips into the wound, dealing additional 
  damage. The target of the shark’s Strike takes 1d8 
  slashing damage (2d8 for a mature shark or 3d8 for a 
  specialized companion).
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  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  Familiar Abilities
  Accompanist: Your familiar helps you perform. Whenever 
  you attempt a Performance check, if your familiar is nearby 
  and can act, it accompanies you with chirps, claps, or its own 
  miniature instrument. This grants you a +1 circumstance 
  bonus, or +2 if you’re a master in Performance. 
  Focused Rejuvenation: When you Refocus, you generate 
  magical energy that heals your familiar. Your familiar 
  regains 1 Hit Point per level whenever you Refocus.
  Independent: In an encounter, if you don’t Command 
  your familiar, it still gains 1 action each round. Typically, 
  you still decide how it spends that action, but, the GM 
  might determine that your familiar chooses its own tactics 
  rather than performing your preferred action.
  Master’s Form: Your familiar can change shape as a single 
  action, transforming into a humanoid of your ancestry with 
  the same age, gender, and build of its true form, though it 
  always maintains a clearly unnatural remnant of its nature, 
  such as a cat’s eyes or a serpent’s tongue. This form is always 
  the same each time it uses this ability. This otherwise uses 
  the effects of humanoid form, except the change is purely 
  cosmetic. It only appears humanoid and gains no new 
  capabilities. Your familiar must have the manual dexterity 
  and speech abilities to select this.
  Partner in Crime: Your familiar is your criminal 
  associate. Despite being a minion, your familiar gains 1 
  reaction at the start of its turns, which it can use only to 
  Aid you on a Deception or Thievery skill check (it still has 
  to prepare to help you as normal for the Aid reaction). It 
  automatically succeeds at its check to Aid you with those 
  skills or automatically critically succeeds if you’re a master 
  of the skill in question.
  Plant Form: Your plant familiar can change shape as 
  a single action, transforming into a Tiny plant of a type 
  roughly similar to the familiar’s nature. This otherwise uses 
  the effects of tree shape. You must have a familiar with the 
  plant trait, such as a leshy, to select this ability.
  Poison Reservoir: Your homunculus familiar has a 
  reservoir for poison, allowing it to apply an injury poison 
  to an adjacent ally’s exposed weapon with a single Interact 
  action. You must supply the poison and instill it into this 
  reservoir using two consecutive Interact actions. You must 
  have a homunculus familiar to select this ability.
  Resistance: Choose two of the following: acid, cold, 
  electricity, fire, poison, or sonic. Your familiar gains resistance 
  equal to half your level against the chosen damage types.
  Skilled: Choose a skill other than Acrobatics or Stealth. 
  Your familiar’s modifier for that skill is equal to your level 
  plus your key spellcasting ability modifier, rather than just 
  your level. You can select this ability repeatedly, choosing a 
  different skill each time.
  Spellcasting: Choose a spell in your repertoire 
  or that you prepared today that is at least 5 
  levels lower than your highest-level spell slot. Your 
  familiar can Cast that Spell once per day using your 
  magical tradition, spell attack modifier, and spell 
  DC. If the spell has a drawback that affects the 
  caster, both you and your familiar are affected. You 
  must be able to cast 6th-level spells using spell slots 
  to select this ability.
  Toolbearer: Your familiar can carry a set of tools of 
  up to light Bulk. So long as your familiar is adjacent to 
  you, you can draw and replace the tools as part of the action 
  that uses them as if you were wearing them. Your familiar 
  must have the manual dexterity ability to select this. 
  Touch Telepathy: Your familiar can telepathically 
  communicate with you via touch. If it also has the 
  speech ability, it can telepathically communicate via 
  touch with any creature if they share a language.
  FAMILIARS
  This section includes additional options for both familiar and master abilities, 
  supplementing those from the Core Rulebook, as well as stat blocks for specific familiars 
  with unique abilities.
  Advanced Player's Guide
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  Tough: Your familiar’s maximum Hit Points increase by 
  2 per level. 
  Valet: You can command your familiar to deliver you 
  items more efficiently. Your familiar doesn’t use its 2 actions 
  immediately upon your command. Instead, up to twice 
  before the end of your turn, you can have your familiar 
  Interact to retrieve an item of light or negligible Bulk you 
  are wearing and place it into one of your free hands. The 
  familiar can’t use this ability to retrieve stowed items. If the 
  familiar has a different number of actions, it can retrieve 
  one item for each action it has when commanded this way.
  MASTER ABILITIES
  Innate Surge: Once per day, you can draw upon your 
  familiar’s innate magic to replenish your own. You can cast 
  one innate spell gained from an ancestry feat that you have 
  already cast today. You must still Cast the Spell and meet 
  the spell’s other requirements.
  Share Senses: Once every 10 minutes, you can use a single 
  action with the concentrate trait to project your senses into 
  your familiar. When you do, you lose all sensory information 
  from your own body, but can sense through your familiar’s 
  body for up to 1 minute. You can Dismiss this effect. 
  Specific Familiars
  Most familiars are Tiny animals, though a few are unusual, 
  such as a leaf druid’s leshy familiar. Some familiars, 
  however, are more powerful creatures with unique abilities. 
  Any character can gain a specific familiar so long as they 
  already have a familiar with at least the required number 
  of abilities listed in the specific familiar’s stat block. Such 
  a familiar usually replaces an existing familiar, though in 
  some circumstances (such as for a witch) the familiar may 
  evolve or reveal its true form. In any case, this transition 
  from a normal familiar to a specific familiar requires no 
  downtime and has no cost. Once you’ve selected a specific 
  familiar, you can’t change it without losing your familiar—
  this uses the same rules as if your familiar had died. 
  A specific familiar has several traits and abilities, as 
  listed in their stat block. The Granted Abilities entry lists 
  normal familiar and master abilities that familiar has. The 
  familiar also gains unique abilities listed below the Granted 
  Abilities entry. Much like a familiar that naturally has a 
  familiar ability (such as an owl with a fly Speed), you can 
  never swap out any of these granted or unique abilities. If 
  your familiar gains more abilities than are necessary for 
  that specific familiar, you can use the remaining abilities to 
  select familiar and master abilities as normal. 
  Statistics and abilities not listed in a specific familiar’s stat 
  block (such as modifiers, AC, Hit Points, and so forth) use 
  the normal familiar rules (Core Rulebook 217). These stat 
  blocks otherwise use the format from the Bestiary.
  FAERIE DRAGON
  These tiny, mischievous dragons make natural allies for 
  benevolent or capricious characters.
  FAERIE DRAGON
  DRAGON
  Required Number of Abilities 6
  Granted Abilities amphibious, darkvision, flier, manual dexterity, 
  speech, touch telepathy (page 146)
  Breath Weapon � (arcane, evocation, poison) Frequency 
  once per hour; Effect The faerie dragon breathes euphoric 
  gas in a 10-foot cone. Each creature in the area must 
  attempt a Fortitude save against your class DC or spell 
  DC, whichever is higher. A creature that fails its save is 
  stupefied 2 and slowed 1 for 1d4 rounds; on a critical failure, 
  the duration is 1 minute.
  IMP 
  Imp familiars pretend to be subservient in order to trick 
  their masters into losing their souls to Hell.
  IMP
  LE
  DEVIL
  FIEND
  Alignment An imp must be lawful evil.
  Required Number of Abilities 8
  Granted Abilities darkvision, flier, manual dexterity, resistance 
  (fire and poison, page 146), skilled (Deception, page 146), 
  speech, touch telepathy (page 146)
  Imp Invisibility Once per hour, your imp familiar can cast 2nd-
  level invisibility on itself as a divine innate spell.
  Infernal Temptation � (concentrate, divine, enchantment, 
  evil, fortune) Frequency once per day; Effect The imp offers 
  a non-fiend within 15 feet a bargain, granting a boon of good 
  luck if the creature accepts. The boon lasts for 1 hour once 
  accepted. If the creature dies while the boon is in place, 
  its soul travels to Hell, where it is bound for eternity and 
  unable to be raised or resurrected except by wish or similar 
  magic. Once during the hour, the creature can roll an attack 
  roll or saving throw twice and use the higher result.
  SPELLSLIME
  These friendly, colorful oozes congeal from the essences 
  left over from casting spells. They are extremely loyal to 
  their masters. You can select a spellslime familiar only if 
  you can cast spells using spell slots.
  SPELLSLIME
  OOZE
  Required Number of Abilities 4
  Granted Abilities climber, darkvision, tough (see above)
  Magic Scent Your spellslime familiar gains an imprecise sense 
  with a range of 30 feet that enables it to smell magic of the 
  same tradition as your own. 
  Ooze Defense Your spellslime familiar is easy to hit, but it 
  lacks weak points. It is immune to critical hits and precision 
  damage, but its AC is only 10 + your level (instead of an AC 
  equal to yours). 
  Slime Rejuvenation Your spellslime familiar gains the focused 
  rejuvenation ability (page 146), but it recovers 2 Hit Points 
  per level when you Refocus instead of 1. 
  Classes
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  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  Advanced Player's Guide
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  Great character concepts don’t always fit neatly into a single class. If you want 
  to build on what your character’s class allows them to do, using an archetype 
  is a simple way to adapt any class to fit your vision for your character. 
  Applying an archetype requires you to select archetype feats instead of 
  class feats. Start by finding the archetype that best fits your character concept, 
  and select the archetype’s dedication feat using one of your class feat choices. 
  Once you have the dedication feat, you can select any feat from that archetype 
  in place of a class feat as long as you meet its prerequisites. The archetype 
  feat you select is still subject to any selection restrictions on the class feat it 
  replaces. For example, if you gained an ability at 6th level that granted you a 
  4th-level class feat with the dwarf trait, you could swap out that class feat only 
  for an archetype feat of 4th level or lower with the dwarf trait. Archetype feats 
  you gain in place of a class feat are called archetype class feats.
  Occasionally, an archetype feat works like a skill feat instead of a class feat. 
  These archetype feats have the skill trait, and you select them in place of a skill 
  feat, otherwise following the same rules above. These aren’t archetype class 
  feats (for instance, to determine the number of Hit Points you gain from the 
  Fighter Resiliency archetype feat). Each archetype’s dedication feat represents 
  a certain portion of your character’s time and focus, so once you select a 
  dedication feat for an archetype, you must satisfy its requirements before 
  you can gain another dedication feat. Typically, you satisfy an archetype 
  dedication feat by gaining a certain number of feats from the archetype’s list. 
  You can’t retrain a dedication feat as long as you have any other feats from 
  that archetype.
  Sometimes an archetype feat grants another feat, such as the alchemist’s 
  Basic Concoction. You must still meet the prerequisites of the feat you gain 
  in this way.
  ADDITIONAL FEATS
  Some archetypes allow other feats beyond those in their entry. These are 
  typically class feats, such as fighter feats that represent certain combat styles. 
  The list of additional feats includes the feat’s name, its level, and the page 
  number where it appears. You can take the feat as an archetype feat of that 
  level, meaning it counts toward the number of feats required by the archetype’s 
  dedication feat. When selected this way, a feat that normally has a class trait 
  doesn’t have that class trait.
  MULTICLASS ARCHETYPES
  Archetypes with the multiclass trait represent diversifying your training into 
  another class’s specialties. You can’t select a multiclass archetype’s dedication 
  feat if you are a member of the class of the same name (for instance, a 
  swashbuckler can’t select the Swashbuckler Dedication feat).
  SPELLCASTING ARCHETYPES
  Some archetypes grant you a substantial degree of spellcasting, albeit delayed 
  compared to a character from a spellcasting class. A spellcasting archetype 
  allows you to use scrolls, staves, and wands in the same way that a member of 
  a spellcasting class can.
  CHAPTER 3: ARCHETYPES
  Beyond your class and general feats, you can expand your character concept by choosing an 
  archetype. Are you more heavily armored than your peers from the sentinel archetype? Are 
  you a viking, experienced in seafaring and raiding? Perhaps you’re a medic, tending to the 
  fallen. These are just a few possibilities archetypes offer.
  LIST OF ARCHETYPES
  The following archetypes appear in 
  this chapter.
  Archetype 
  Page
  Acrobat  
  155
  Archaeologist  
  156
  Archer  
  157
  Assassin  
  158
  Bastion  
  159
  Beastmaster  
  160
  Blessed one  
  162
  Bounty hunter  
  163
  Cavalier  
  164
  Celebrity  
  166
  Dandy  
  167
  Dragon disciple  
  168
  Dual weapon warrior 
  170
  Duelist  
  171
  Eldritch archer  
  172
  Familiar master  
  174
  Gladiator  
  175
  Herbalist  
  176
  Horizon walker  
  177
  Investigator (multiclass) 
  151
  Linguist  
  178
  Loremaster  
  179
  Marshal  
  180
  Martial artist  
  182
  Mauler  
  183
  Medic  
  184
  Oracle (multiclass) 
  152
  Pirate  
  185
  Poisoner  
  186
  Ritualist  
  187
  Scout  
  188
  Scroll trickster  
  189
  Scrounger  
  190
  Sentinel  
  191
  Shadowdancer  
  192
  Snarecrafter  
  194
  Swashbuckler (multiclass)  
  153
  Talisman dabbler  
  195
  Vigilante  
  196
  Viking  
  198
  Weapon improviser  
  199
  Witch (multiclass) 
  154
  Archetypes
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  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  Spellcasting archetypes always grant the ability to cast 
  cantrips in their dedication, and then they have a basic 
  spellcasting feat, an expert spellcasting feat, and a master 
  spellcasting feat. These feats share their name with the 
  archetype; for instance, the witch’s master spellcasting 
  feat is called Master Witch Spellcasting. All spell slots 
  you gain from spellcasting archetypes are subject to 
  the restrictions within the archetype. For instance, the 
  eldritch archer archetype allows you to pick a spell list 
  when you take its dedication feat. If you pick arcane 
  spells, the archetype then grants you spell slots you can 
  use only to cast arcane spells from your eldritch archer 
  repertoire, even if you are a sorcerer with occult spells in 
  your sorcerer repertoire.
  Basic Spellcasting Feat: Usually available at 4th level, 
  these feats grant a 1st-level spell slot. At 6th level, they 
  grant you a 2nd-level spell slot, and if you have a spell 
  repertoire, you can select one spell from your repertoire 
  as a signature spell. At 8th level, they grant you a 
  3rd-level spell slot. Archetypes refer to these benefits as 
  the “basic spellcasting benefits.”
  Expert Spellcasting Feat: Typically taken at 12th 
  level, these feats make you an expert in spell attack rolls 
  and DCs of the appropriate magical tradition and grant 
  you a 4th-level spell slot. If you have a spell repertoire, 
  you can select a second spell from your repertoire as a 
  signature spell. At 14th level, they grant you a 5th-level 
  spell slot, and at 16th level, they grant you a 6th-level 
  spell slot. Archetypes refer to these benefits as the 
  “expert spellcasting benefits.”
  Master Spellcasting Feat: Usually found at 18th level, 
  these feats make you a master in spell attack rolls and 
  DCs of the appropriate magical tradition and grant 
  you a 7th-level spell slot. If you have a spell repertoire, 
  you can select a third spell from your repertoire as a 
  signature spell. At 20th level, they grant you an 8th-level 
  spell slot. Archetypes refer to these benefits as the 
  “master spellcasting benefits.”
  ALCHEMICAL ARCHETYPES
  Some archetypes give you abilities to use alchemy 
  in a similar manner to an alchemist and say that you 
  get the basic alchemy benefits. This means you get the 
  Alchemical Crafting feat, infused reagents (a pool of 
  reagents usable to make alchemical items), and advanced 
  alchemy (allowing you to make alchemical items during 
  your daily preparations without the normal cost or time 
  expenditure). The individual archetype might impose 
  special restrictions or benefits, or adjust the number of 
  reagents you get or your advanced alchemy level. The 
  rules for these are in the Core Rulebook: Alchemical 
  Crafting on page 258, and rules for infused reagents and 
  advanced alchemy are on page 72.
  If you gain infused reagents from more than one 
  source, you use the highest number of reagents to 
  determine your pool rather than adding them together. 
  For instance, at 2nd level an alchemist with a +4 
  Intelligence modifier would normally get six batches of 
  infused reagents per day from the class, and a character 
  with the Herbalist Dedication feat would normally get 
  two batches. A character who is both an alchemist and 
  an herbalist has six batches—the higher number from 
  alchemist—but is able to use them for abilities in the 
  class or the archetype. Your advanced alchemy level 
  always depends on which ability you’re using. In the 
  example above, the herbalist’s advanced alchemy level 
  for their herbalist abilities is 1st, though it’s 2nd for 
  alchemist abilities.
  TEMPORARY ITEMS
  Several archetypes allow you to prepare temporary items. 
  Much like the infused items created by alchemists, these 
  temporary items last only a short time before becoming 
  useless. Examples include temporary scrolls created by 
  the scroll trickster and temporary weapons, armor, or 
  adventuring gear created by the scrounger.
  Temporary items are clearly not up to the same 
  quality as other items, so they typically can’t be sold. If 
  an ability doesn’t list how long a temporary item lasts, 
  the item lasts until the next time you make your daily 
  preparations. Any effect created by a temporary item 
  also ends at that time if it hasn’t already (unless it’s a 
  permanent effect).
  KEY TERMS
  You’ll see these terms within this chapter’s archetypes.
  Flourish: Actions with this trait are special techniques 
  that require too much exertion for you to perform frequently. 
  You can use only 1 action with the flourish trait per turn.
  Metamagic: Actions with the metamagic trait tweak 
  the properties of your spells. These actions usually come 
  from metamagic feats. You must use the metamagic action 
  directly before Casting the Spell you want to alter. If you 
  use any action (including free actions and reactions) other 
  than Cast a Spell directly after, you waste the benefits of 
  the metamagic action. Any additional effects added by a 
  metamagic action are part of the spell’s effect, not of the 
  metamagic action itself.
  Open: These maneuvers work only as the first salvo in 
  the attacks you make on your turn. You can use an action 
  with the open trait only if you haven’t used an action with 
  the attack or open trait yet this turn.
  Stance: A stance is a general combat strategy that 
  you enter by using an action with the stance trait, and 
  you remain in that stance for some time. A stance lasts 
  until you get knocked out, until its requirements (if any) 
  are violated, until the encounter ends, or until you enter a 
  new stance, whichever comes first. After you use an action 
  with the stance trait, you can’t use another one for 1 round. 
  You can enter or be in a stance only in encounter mode.
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  Investigator
  You’ve developed a keen eye for investigating mysteries. 
  MULTICLASS INVESTIGATOR CHARACTERS
  The investigator archetype is a good choice for a character 
  that wants deeper investigations or to plan out their turns in 
  advance; it’s a particularly good match for Intelligence-based 
  characters like alchemists, witches, and wizards. 
  INVESTIGATOR DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  MULTICLASS
  Prerequisites Intelligence 14
  You gain the on the case class feature (page 56), 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. 
  Special You can’t select another dedication feat until you 
  have gained two other feats from the investigator archetype.
  BASIC DEDUCTION 
  FEAT 4
  ARCHETYPE
  Prerequisites Investigator Dedication
  You gain a 1st- or 2nd-level investigator feat of your choice.
  INVESTIGATOR’S STRATAGEM  
  FEAT 4
  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 
  (page 56); 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.
  ADVANCED DEDUCTION  
  FEAT 6
  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.
  KEEN RECOLLECTION 
  FEAT 6
  ARCHETYPE
  Prerequisites Investigator Dedication
  You can recall all sorts of information. You gain the keen 
  recollection class feature.
  SKILL MASTERY 
  FEAT 8
  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.
  MASTER SPOTTER 
  FEAT 12
  ARCHETYPE
  Prerequisites Investigator Dedication, expert in Perception
  Your proficiency rank in Perception increases to master. 
  Archetypes
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  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  Oracle
  A mysterious force granted you divine magic and a curse. 
  ORACLE DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  MULTICLASS
  Prerequisites Charisma 14
  Choose a mystery (page 72). 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 mild, constant effects 
  of the mystery’s curse described in its first paragraph, but not 
  other effects the mystery usually grants. 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 divine spell attack 
  rolls and divine spell DCs. Your key spellcasting ability for oracle 
  archetype spells is Charisma, and they are divine oracle spells. 
  Special You can’t select another dedication feat until you have 
  gained two other feats from the oracle archetype.
  BASIC MYSTERIES  
  FEAT 4
  ARCHETYPE
  Prerequisites Oracle Dedication
  You gain a 1st- or 2nd-level oracle feat of your choice.
  BASIC ORACLE SPELLCASTING 
  FEAT 4
  ARCHETYPE
  Prerequisites Oracle Dedication
  You gain the basic spellcasting benefits (page 150). When 
  you gain a spell slot of a new level from the oracle archetype, 
  add a common divine spell or another divine spell you have 
  learned or discovered to your repertoire, of that spell level.
  FIRST REVELATION 
  FEAT 4
  ARCHETYPE
  Prerequisites Oracle Dedication
  You gain your mystery’s initial revelation spell. Casting this 
  spell progresses your curse (page 70). Use the minor curse from 
  your mystery, but when you progress it again, instead of your 
  mystery’s moderate curse effect, you become flat-footed in 
  addition to the effects of the minor curse. 
  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 curse to minor.
  ADVANCED MYSTERIES  
  FEAT 6
  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.
  MYSTERIOUS BREADTH 
  FEAT 8
  ARCHETYPE
  Prerequisites Basic Oracle Spellcasting
  Increase the spell slots you gain from oracle 
  archetype feats by 1 for each spell level other 
  than your two highest spell levels. 
  EXPERT ORACLE SPELLCASTING 
  FEAT 12
  ARCHETYPE
  Prerequisites Basic Oracle Spellcasting, master in Religion
  You gain the expert spellcasting benefits (page 150).
  MASTER ORACLE SPELLCASTING 
  FEAT 18
  ARCHETYPE
  Prerequisites Expert Oracle Spellcasting, legendary in Religion
  You gain the master spellcasting benefits (page 150).
  Advanced Player's Guide
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  Swashbuckler
  You fight with flair and style, adding swashbuckling 
  tricks to your combat repertoire. 
  MULTICLASS SWASHBUCKLER CHARACTERS
  The swashbuckler archetype is a great fit for martial 
  characters who want to be a bit flashier or for 
  Charisma-based spellcasters who want to add a bit of 
  dramatic flair to their routine. Multiclass swashbucklers 
  work especially well for characters who already wanted 
  to perform the actions associated with gaining panache, 
  such as a monk or barbarian with the gymnast style or 
  a braggart, battledancer, or wit-style bard. 
  SWASHBUCKLER DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  MULTICLASS
  Prerequisites Charisma 14, Dexterity 14
  Choose a swashbuckler style (page 84). You gain the panache 
  class feature (page 84), and you can gain 
  panache in all the ways a swashbuckler 
  of your style can. 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. 
  Special You can’t select another dedication 
  feat until you have gained two other feats from the 
  swashbuckler archetype.
  BASIC FLAIR 
  FEAT 4
  ARCHETYPE
  Prerequisites Swashbuckler Dedication
  You gain a 1st- or 2nd-level swashbuckler feat of your choice.
  FINISHING PRECISION 
  FEAT 4
  ARCHETYPE
  Prerequisites Swashbuckler Dedication
  You’ve learned how to land daring blows when you have 
  panache. You gain the precise strike class feature (page 85) 
  but you deal 1 addition damage on a hit and 1d6 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. Make a Strike; if you hit and your 
  weapon qualifies for precise strike, you deal the full 1d6 
  damage from precise strike.
  ADVANCED FLAIR  
  FEAT 6
  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.
  SWASHBUCKLER’S RIPOSTE 
  FEAT 6
  ARCHETYPE
  Prerequisites Swashbuckler Dedication
  You’ve learned to riposte against ill-conceived attacks. You 
  gain the Opportune Riposte reaction (page 86). 
  SWASHBUCKLER’S SPEED 
  FEAT 8
  ARCHETYPE
  Prerequisites Swashbuckler Dedication
  You move faster, with or without panache. Increase the status 
  bonus to your Speeds when you have panache to a +10-foot 
  status bonus; you also gain a +5-foot status bonus to your 
  Speeds when you don’t have panache.
  EVASIVENESS 
  FEAT 12
  ARCHETYPE
  Prerequisites Swashbuckler Dedication, expert in Reflex saves
  Your proficiency rank for Reflex saves increases to master. 
  Archetypes
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  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  Witch
  You have heard the whispers of a distant patron, who 
  sent an emissary to teach you powerful magic. 
  MULTICLASS WITCH CHARACTERS
  The witch archetype grants versatile prepared spells, 
  perfect for characters looking to add some extra utility. 
  WITCH DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  MULTICLASS
  Prerequisites Intelligence 14
  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 
  has one less familiar ability than normal. You gain the Cast a 
  Spell activity. You can prepare one cantrip each day from your 
  familiar. You’re trained in spell attack rolls and spell DCs from 
  your patron’s tradition. Your key spellcasting ability 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. 
  Special You can’t select another dedication feat 
  until you have gained two other feats from the 
  witch archetype.
  BASIC WITCH SPELLCASTING 
  FEAT 4
  ARCHETYPE
  Prerequisites Witch Dedication
  You gain the basic spellcasting benefits (page 150). Each time you 
  gain a spell slot of a new level from the witch archetype, add 
  two common spells of that level to your familiar.
  BASIC WITCHCRAFT  
  FEAT 4
  ARCHETYPE
  Prerequisites Witch Dedication
  You gain a 1st- or 2nd-level witch feat of your 
  choice. Your familiar no longer has one less 
  familiar ability than normal.
  ADVANCED WITCHCRAFT  
  FEAT 6
  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.
  PATRON’S BREADTH 
  FEAT 8
  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 level other 
  than your two highest spell levels. 
  EXPERT WITCH SPELLCASTING 
  FEAT 12
  ARCHETYPE
  Prerequisites Basic Witch Spellcasting, master in the skill 
  associated with your patron’s tradition
  You gain the expert spellcasting benefits (page 150).
  MASTER WIZARD SPELLCASTING 
  FEAT 18
  ARCHETYPE
  Prerequisites Expert Witch Spellcasting, legendary in the skill 
  associated with your patron’s tradition
  You gain the master spellcasting benefits (page 150).
  Advanced Player's Guide
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  Acrobat
  You have trained your body to perform incredible, 
  seemingly superhuman feats of grace. You move in 
  ways that leave your opponents caught off guard 
  and fumbling for a response, turning every fight into 
  performance art.
  ACROBAT DEDICATION 
  FEAT 2
  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.
  Special You can’t select another dedication feat until you 
  have gained two other feats from the acrobat archetype.
  CONTORTIONIST 
  FEAT 4
  ARCHETYPE
  Prerequisites Acrobat Dedication
  You can squeeze out of tight situations surprisingly quickly, 
  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 flat-footed against the next attack you make 
  against it before the end of your next turn. 
  DODGE AWAY � 
  FEAT 6
  ARCHETYPE
  Prerequisites Acrobat Dedication
  Trigger You are the target of a melee attack.
  Requirements You’re aware of the attack and aren’t flat-footed.
  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 on this 
  Step instead of 5 feet.
  GRACEFUL LEAPER 
  FEAT 7
  ARCHETYPE
  SKILL
  Prerequisites Acrobat Dedication, master in Acrobatics
  Mass and muscle are meaningless when you leap; only grace 
  and balance matter. You can roll an Acrobatics check instead 
  of an Athletics check when making a High Jump or Long Jump.
  TUMBLING STRIKE � 
  FEAT 8
  ARCHETYPE
  FLOURISH
  MOVE
  Prerequisites Acrobat Dedication
  Requirements You are adjacent to an enemy.
  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 flat-footed against that Strike.
  Success As critical success, but the enemy isn’t flat-footed 
  against the Strike. 
  Failure You remain in your original space but can still Strike.
  Critical Failure No effect.
  TUMBLING OPPORTUNIST � 
  FEAT 10
  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.
  Archetypes
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  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  Archaeologist
  Adventurers raid tombs for material gain, but true 
  archaeologists treasure the knowledge gained from such 
  sites. You might accomplish your goals with scholarly 
  learning, by training to overcome the tricks and traps set 
  by ancient peoples and rivals, through magical training, 
  or even with a bit of inexplicable luck.
  Additional Feats: 4th Trap Finder (Core Rulebook 
  183); 10th Delay Trap (Core Rulebook 186)
  ARCHAEOLOGIST DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  Prerequisites trained in Perception, 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.
  Special You can’t select another dedication feat until you 
  have gained two other feats from the archaeologist archetype.
  MAGICAL SCHOLASTICS 
  FEAT 4
  ARCHETYPE
  Prerequisites Archaeologist Dedication
  While study is key to your success, a bit of magic is a helpful 
  tool in discovering the secrets of the past. You gain detect 
  magic, guidance, and read aura as occult innate cantrips.
  SETTLEMENT SCHOLASTICS 
  FEAT 4
  ARCHETYPE
  SKILL
  Prerequisites Archaeologist Dedication
  Your studies open up new horizons. You become an expert in 
  a Lore skill about a specific settlement; if you were already 
  trained in that Lore skill, you also become trained in the Lore 
  skill for a different settlement of your choice. Choose a 
  single common or uncommon language prevalent in that 
  settlement. You learn that language.
  Special You can take this feat multiple times. When 
  you take this feat again, choose a different settlement.
  SCHOLASTIC IDENTIFICATION 
  FEAT 7
  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.
  ARCHAEOLOGIST’S LUCK 
  FEAT 8
  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.
  GREATER MAGICAL SCHOLASTICS 
  FEAT 10
  ARCHETYPE
  Prerequisites Archaeologist Dedication, Magical Scholastics
  You broaden your magical studies, allowing you to find 
  the right path, detect objects, and conceal those objects 
  from unscrupulous rivals. You can cast augury, locate, and 
  nondetection as occult innate spells, each once per day. You 
  can cast this nondetection spell only on an object, and it is 
  automatically heightened to the same spell level as your 
  cantrips from Magical Scholastics.
  Advanced Player's Guide
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  Archer
  Bows of all types are powerful weapons. Generals and 
  hunters alike recognize the power in dealing death from 
  long distances, and from behind cover. Those dedicated to 
  the bow—from mysterious cloaked strangers to heartless 
  snipers—are often viewed with a mixture of respect and 
  fear. Like any weapon adept, the archer’s skill is forged 
  through experience and constant practice. A true archer 
  becomes one with the bow and is able to accomplish with 
  that weapon things that most would consider impossible, 
  or at least nearly magical. 
  Additional Feats: 4th Assisting Shot (Core Rulebook 
  145), Point-Blank Shot (Core Rulebook 144); 6th Double 
  Shot (Core Rulebook 146), Parting Shot (page 126), 
  Running Reload (Core Rulebook 172); 8th Triple Shot (Core 
  Rulebook 149); 10th Mobile Shot Stance (Core Rulebook 
  149); 18th Multishot Stance (Core Rulebook 153) 
  ARCHER DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  You become trained in all simple and martial weapons in 
  the bow weapon group. Whenever you gain a class feature 
  that grants you expert or greater proficiency in certain 
  weapons, you also gain that proficiency rank in all simple 
  and martial weapons in the bow weapon group. If you are 
  at least an expert in the bow you are using, you 
  gain access to the critical specialization effect 
  with that bow. 
  Special You can’t select another dedication feat until you 
  have gained two other feats from the archer archetype.
  QUICK SHOT � 
  FEAT 4
  ARCHETYPE
  OPEN
  Prerequisites Archer Dedication
  You draw your bow and attack with the same action. You 
  Interact to draw a weapon from the bow weapon group that is 
  loaded or has reload 0, then Strike with that weapon.
  ADVANCED BOW TRAINING 
  FEAT 6
  ARCHETYPE
  Prerequisites Archer Dedication
  Through constant practice and the crucible of experience, you 
  increase your skill with advanced bows. You gain proficiency 
  with all advanced bows as if they were martial weapons in the 
  bow weapon group.
  CROSSBOW TERROR 
  FEAT 6
  ARCHETYPE
  Prerequisites Archer Dedication
  You are a dynamo with the crossbow. You gain a +2 
  circumstance bonus to damage with crossbows. If the 
  crossbow is a simple weapon, also increase the damage die 
  size for your attacks made with that crossbow by one step. As 
  normal, this damage die increase can’t be combined with other 
  abilities that alter the weapon damage die (such as the ranger 
  feat Crossbow Ace).
  ARCHER’S AIM � 
  FEAT 8
  ARCHETYPE
  CONCENTRATE
  Prerequisites Archer Dedication
  You slow down, focus, and take a careful shot. Make a ranged 
  Strike with a weapon in the bow 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.
  Archetypes
  3
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  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  Assassin
  Targeted killing through stealth and subterfuge is the 
  expertise of an assassin. While assassins are skilled in 
  ending lives and many are evil, some live by a moral code, 
  preying on the wicked, the cruel, or those who revel in 
  unchecked aggression or power. 
  Additional Feats: 4th Poison Resistance (Core Rulebook 
  77); 6th Poison Weapon (Core Rulebook 185), Sneak 
  Attacker (Core Rulebook 229); 10th Improved Poison 
  Weapon (Core Rulebook 187)
  ASSASSIN DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  Prerequisites Alchemical Crafting; trained in Crafting, 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 � Requirements You can see and hear the 
  creature you intend to mark; Effect You designate a single 
  creature as your mark. This 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 and on Deception 
  checks to Feint against your mark. Your agile and finesse 
  weapons and unarmed attacks gain the backstabber and 
  deadly d6 weapon traits when you’re attacking your mark. 
  If the weapon or unarmed attack already has the deadly 
  trait, increase the size of the deadly damage die by one step 
  instead of giving it deadly d6.
  Special You can’t select another dedication feat until you’ve 
  gained two other feats from the assassin archetype.
  EXPERT BACKSTABBER 
  FEAT 4
  ARCHETYPE
  Prerequisites Assassin Dedication
  When you Strike a flat-footed 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.
  SURPRISE ATTACK 
  FEAT 4
  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 flat-footed to you.
  ANGEL OF DEATH 
  FEAT 10
  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. When killed in 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 level is higher than half your level when 
  you killed the creature (rounded up), or originates from an 
  artifact or a deity.
  ASSASSINATE � 
  FEAT 12
  ARCHETYPE
  Prerequisites Assassin Dedication
  Requirements You have designated a mark using Mark for 
  Assassination 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 6d6 extra precision damage with a basic Fortitude 
  save against your class DC or spell DC, whichever is higher. 
  If the mark critically fails, they die. This is an incapacitation 
  effect. The creature then becomes temporarily immune to your 
  Assassinate for 1 day.
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  Bastion
  Some say that a good offense is the best defense, but 
  you find such boasting smacks of overconfidence. In 
  your experience, the best defense is a good, solid shield 
  between you and your enemies. You’ve focused your 
  training on how best to use a shield to protect yourself 
  and those around you.
  Additional Feats: 6th Shielded Stride (Core Rulebook 
  146); 8th Reflexive Shield (Core Rulebook 148), Shield 
  Warden (Core Rulebook 149); 10th Quick Shield 
  Block (Core Rulebook 149); 12th Mirror Shield (Core 
  Rulebook 151)
  BASTION DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  Prerequisites Shield Block
  You are particularly skilled at using a shield in combat. You 
  gain the Reactive Shield fighter feat (Core Rulebook 145). 
  This fulfills any prerequisites requiring Reactive Shield 
  as normal.
  Special You can’t select another dedication feat until you 
  have gained two other feats from the bastion archetype.
  DISARMING BLOCK � 
  FEAT 4
  ARCHETYPE
  Prerequisites Bastion Dedication, trained in Athletics
  Trigger You Shield Block a melee Strike made with 
  a held 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.
  NIMBLE SHIELD HAND 
  FEAT 6
  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 purposes. 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.
  DESTRUCTIVE BLOCK 
  FEAT 10
  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 be broken or destroyed, such as if you’re using an 
  indestructible shield.
  SHIELD SALVATION 
  FEAT 12
  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, preventing you from 
  using Shield Salvation to save the same shield until your 
  next preparations.
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  You can heal your animal companion’s wounds. You can cast 
  heal animal as a beastmaster focus spell (Core Rulebook 399). 
  Increase the number of Focus Points in your focus pool by 1.
  MATURE BEASTMASTER COMPANION 
  FEAT 4
  ARCHETYPE
  Prerequisites Beastmaster Dedication
  All of your animal companions grow up, becoming mature 
  animal companions and gaining additional capabilities (Core 
  Rulebook 214). During an encounter, even if you don’t use the 
  Command an Animal action, your animal companion can still 
  use 1 action on your turn to either Stride or Strike.
  BEASTMASTER’S TRANCE 
  FEAT 6
  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 (page 157). 
  Increase the number of Focus Points in your focus pool by 1.
  INCREDIBLE BEASTMASTER COMPANION 
  FEAT 8
  ARCHETYPE
  Prerequisites Mature Beastmaster Companion
  Your mature animal companions continue to grow and develop. 
  They each become nimble or savage animal companions (your 
  choice, choose for each companion, including those that become 
  mature after you take this feat), gaining additional capabilities 
  determined by the type of companion (Core Rulebook 214).
  BEASTMASTER BOND 
  FEAT 10
  ARCHETYPE
  DIVINATION
  MENTAL
  PRIMAL
  Prerequisites Beastmaster Dedication
  Beastmaster
  You attract the loyalty of animals, and as your powers 
  increase you can command more of them, briefly inhabit 
  their body to perceive what they perceive, and even 
  communicate with them over vast distances. Your animals 
  may see you as a beloved parent, teacher, and mentor, or 
  they may consider you a poor, defenseless cub that needs 
  protection. Regardless, they will fight for you and alongside 
  you, even sacrificing their lives for you if necessary.
  Additional Feats: 4th Magic Hide (page 132), Wild 
  Empathy (Core Rulebook 172); 6th Companion’s Cry 
  (Core Rulebook 172); 10th Enlarge Companion (page 
  132); 14th Side by Side (Core Rulebook 175). Warden 
  spells granted by these feats are beastmaster focus spells 
  for you.
  BEASTMASTER DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  Prerequisites trained in Nature
  You gain the service of a young animal companion that travels 
  with you and obeys your commands. The rules for animal 
  companions appear on page 214 of the Core Rulebook, with 
  additions on page 144 of this book. 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 primal focus spells. The 
  rules for focus spells appear on page 300 of the Core Rulebook. 
  When you gain your first beastmaster focus spell, you 
  become trained in primal spell attack rolls and spell DCs, and 
  your spellcasting ability for these spells is Charisma. Feats 
  that grant beastmaster focus spells tell you to increase the 
  number of Focus Points in your pool, but if you don’t already 
  have a focus pool, you instead get a focus pool with 1 Focus 
  Point. You can Refocus by grooming, feeding, playing with, or 
  otherwise tending to an animal companion.
  Special You can’t select another dedication feat until you 
  have gained two other feats from the beastmaster archetype.
  ADDITIONAL COMPANION 
  FEAT 4
  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 (including the one you gained from 
  Beastmaster Dedication and possibly one you gained from 
  sources other than the beastmaster archetype).
  HEAL ANIMAL 
  FEAT 4
  ARCHETYPE
  Prerequisites Beastmaster Dedication
  BEASTMASTER ANIMAL COMPANIONS
  If you’re playing a beastmaster, you determine the statistics 
  and abilities of your animal companions according to 
  the rules on pages 214–217 of the Core Rulebook. 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
  EXPLORATION
  You spend 1 minute calling for a different animal 
  companion, switching your active companion for another 
  of your animal companions.
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  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.
  BEASTMASTER’S CALL � 
  FEAT 12
  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 on 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. 
  SPECIALIZED BEASTMASTER COMPANION 
  FEAT 14
  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 (Core Rulebook 217, 
  choose separately).
  Special You can select this feat more than once. Each time, 
  add a different specialization to your nimble and savage 
  companions. Your nimble and savage companions can have up 
  to three specializations each. 
  LEAD THE PACK 
  FEAT 16
  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, as 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 
  both companions 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.
  BEASTMASTER FOCUS SPELLS
  BEASTMASTER TRANCE 
  FOCUS 3
  ARCHETYPE
  CONCENTRATE
  DIVINATION
  MENTAL
  Cast � somatic, verbal
  Range 1 mile; Targets one of your animal companions you 
  can perceive
  Duration sustained up to 1 minute
  You enter a magical trance that allows you to perceive 
  through the senses of the target companion. You attempt 
  Perception checks using your own Perception, but you 
  have any special senses the target has, such as low-light 
  vision or darkvision. This spell grants no special method of 
  communication with the chosen animal, so it follows any 
  instructions you gave it before you entered the trance and, 
  failing that, it does as it wishes.
  For the duration of the trance, your own senses are 
  muted, though you can still communicate. This lack 
  of awareness makes you flat-footed. You can’t take 
  actions with the attack or move traits.
  Heightened (6th) Increase the range to 100 miles 
  and the duration to sustained up to 10 minutes. The 
  target can hear you through the spell, allowing you to 
  Command the Animal or use other actions that have the 
  auditory trait.
  Heightened (8th) Increase the range to planetary and the 
  duration to sustained up to 1 hour. You can communicate 
  telepathically with the target for the duration of the trance.
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  Blessed One
  Through luck or deed, heritage or heroics, you carry 
  the blessing of a deity. This blessing manifests as the 
  ability to heal wounds and remove harmful conditions, 
  and exists independent of worship. You might offer 
  thanks daily to the deity whose power you wield, or 
  you might carry these blessings reluctantly, seeking to 
  avoid responsibility or even acting to defy the deity’s 
  influence on you. You might wear the robes of the deity’s 
  order, or you might give little thought and even less 
  reverence to the source of your powers. However you 
  feel about these gifts, there can be no doubt that you 
  wield a special power. Good-aligned deities are most 
  likely to empower a blessed one. However, deities of any 
  alignment can grant such a blessing, as long as they are 
  capable of granting a positive divine font to their clerics. 
  This means such deities as Lamashtu might grant a foul 
  version of the blessed one’s powers. 
  Additional Feats: 6th Accelerating Touch (page 119), 
  Mercy (Core Rulebook 111); 8th Invigorating Mercy 
  (page 119); 10th Greater Mercy (Core Rulebook 112); 
  12th Elucidating Mercy (page 120), Resilient Touch 
  (page 120); 14th Affliction Mercy (Core Rulebook 113), 
  Amplifying Touch (page 120); 20th Rejuvenating Touch 
  (page 121)
  BLESSED ONE DEDICATION 
  FEAT 2
  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. It costs 1 Focus Point to cast a focus spell. 
  This feat grants a focus pool of 1 Focus Point that you can 
  recover using the Refocus activity (Core Rulebook 300). 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.
  Special You can’t select another dedication feat until you 
  have gained two other feats from the blessed one archetype.
  BLESSED SACRIFICE 
  FEAT 4
  ARCHETYPE
  Prerequisites Blessed One Dedication
  You gain the protector’s sacrifice domain spell as a 
  devotion spell. Increase the number of Focus Points 
  in your focus pool by 1.
  BLESSED SPELL � 
  FEAT 8
  ARCHETYPE
  CONCENTRATE
  METAMAGIC
  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 level. This effect 
  is in addition to the normal effects of your spell.
  BLESSED DENIAL � 
  FEAT 12
  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 takes more 
  than one condition at the same time, choose one to reduce. 
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  Bounty Hunter
  Whether for coin, glory, or justice, you know how to 
  track, defeat, and capture dangerous individuals. You’re 
  accustomed to perusing wanted posters, searching up on 
  leads, and pursuing villains to hell and back.
  Additional Feats: 14th Double Prey (Core Rulebook 175)
  BOUNTY HUNTER DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  Prerequisites trained in Survival
  When focused on finding your quarry, you’re relentless. You 
  gain the Hunt Prey action (Core Rulebook 168). You can use 
  Hunt Prey to designate only a creature that you’ve seen, 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 gain a +2 circumstance bonus to checks to 
  Gather Information regarding your prey.
  If you already have Hunt Prey, you become an expert in 
  Survival and gain the circumstance bonus to Gather Information 
  about your prey; you can still designate a creature you’re 
  tracking during exploration, in addition to the conditions above.
  Special You can’t select another dedication feat until you 
  have gained two other feats from the bounty hunter archetype.
  TOOLS OF THE TRADE 
  FEAT 4
  ARCHETYPE
  You’re well-versed in weapons that allow you to bring bounties 
  in alive. You are trained with the following weapons: bola 
  (page 248), sap, and whip. You gain access to bolas. Whenever 
  you gain a class feature that grants you expert or greater 
  proficiency in a given weapon or weapons, you also gain that 
  proficiency in the weapons listed.
  In addition, you take no penalty when making a nonlethal 
  attack with a weapon without the nonlethal trait.
  POSSE 
  FEAT 4
  ARCHETYPE
  EXPLORATION
  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.
  This benefit 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.
  KEEP PACE � 
  FEAT 6
  ARCHETYPE
  Trigger Your prey is within reach and attempts to move away 
  from you.
  Your prey 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.
  OPPORTUNISTIC GRAPPLE � 
  FEAT 8
  ARCHETYPE
  Requirements Your prey is within your reach, you have at 
  least one free hand, and your target is no more than one 
  size larger than you. 
  Trigger Your prey critically fails on a melee Strike’s attack roll 
  against you.
  You attempt an Athletics check to Grapple your prey.
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  Dedication feat becomes a mature animal companion, 
  granting it additional capabilities. During an encounter, 
  even if you don’t use the Command an Animal action, your 
  animal companion can still use 1 action on your turn to Stride 
  or Strike.
  QUICK MOUNT � 
  FEAT 4
  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.
  DEFEND MOUNT � 
  FEAT 6
  ARCHETYPE
  Prerequisites Cavalier Dedication
  Trigger An enemy makes an attack roll 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 
  AC against the triggering attack instead your mount’s AC. If 
  the triggering attack hits, you take the effects of the attack 
  instead of your mount.
  MOUNTED SHIELD  
  FEAT 6
  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 
  in response to your mount taking damage, as long as you’re 
  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 a 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.
  Cavalier
  You are a skilled and dedicated warrior of the battlefield 
  who specializes in fighting astride a powerful animal 
  companion that serves as your mount. You and your 
  mount are an unparalleled team, moving with shared 
  intent to become a powerful force on the battlefield. 
  You might wield a banner in the name of a greater 
  organization, a liege, or an ideal you uphold, or you 
  might fight solely to further enrich your own prestige, 
  reputation, and coffers. 
  CAVALIER DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  Prerequisites trained in Nature or Society 
  You gain a young animal companion (Core Rulebook 214) 
  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, 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 You cannot select another dedication feat until you 
  have gained two other feats from the cavalier archetype. This 
  restriction is waived if you have pledged to the organization 
  associated with the other dedication feat. For example, if you 
  are pledged to a Hellknight order, you could take Hellknight 
  dedication feats without needing to gain other feats from the 
  cavalier archetype first.
  CAVALIER’S BANNER 
  FEAT 4
  UNCOMMON
  ARCHETYPE
  EMOTION
  MENTAL
  VISUAL
  Prerequisites Cavalier Dedication
  Requirements You have pledged your service to a specific 
  organization or ideal (see Cavalier Pledges sidebar).
  You fly the banner of your pledge from your mount, raising 
  your allies’ spirits. You and all allies within 30 feet 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.
  CAVALIER’S CHARGE � 
  FEAT 4
  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.
  IMPRESSIVE MOUNT 
  FEAT 4
  ARCHETYPE
  Prerequisites Cavalier Dedication
  You’ve trained your mount to become a powerful force on 
  the battlefield. The mount you gained through the Cavalier 
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  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.
  INCREDIBLE MOUNT 
  FEAT 8
  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.
  TRAMPLING CHARGE � 
  FEAT 10
  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 forward, trampling 
  enemies in your path. You command 
  your mount to Stride up to 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 
  damage equal to the melee 
  Strike using its legs to each 
  creature whose space you 
  move through, subject to a 
  basic Reflex save against your 
  mount’s Athletics DC. On a critical 
  failure, the creature also becomes 
  flat-footed until the end of your next 
  turn. You can damage a given creature 
  only once during this movement.
  UNSEAT � 
  FEAT 10
  ARCHETYPE
  Prerequisites Cavalier Dedication
  Requirements You are riding your mount and wielding a 
  jousting weapon.
  You attempt to knock an opponent off their mount. 
  Make a melee Strike against a mounted opponent. 
  If your attack hits, attempt an Athletics check 
  against the opponent’s Fortitude DC. If you succeed, 
  the foe is knocked off its mount into a space of its 
  choice adjacent to its mount. If you critically succeed, 
  it lands prone.
  SPECIALIZED MOUNT 
  FEAT 14
  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. You mount can’t 
  have more than three specializations.
  LEGENDARY RIDER 
  FEAT 20
  ARCHETYPE
  Prerequisites Cavalier Dedication
  You and your mount move like one being, effortlessly reading 
  each other’s signals. Whenever you are riding your mount, you 
  are quickened; you can use the extra action only to command 
  your mount using the Command an Animal skill action.
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  & Index
  
  Celebrity
  You’re a special personality... and you know it. You’re not 
  merely comfortable in the spotlight, you crave it. While 
  the traditional celebrity is a musician or another type of 
  performer, you could be known for any occupation.
  CELEBRITY DEDICATION 
  FEAT 2
  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 A foe 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.
  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.
  Special You can’t select another dedication feat until you 
  have gained two other feats from the celebrity archetype.
  NEVER TIRE � 
  FEAT 4
  ARCHETYPE
  Prerequisites Celebrity Dedication
  Trigger You would gain the fatigued condition.
  Requirements You are observed by at least three creatures 
  who aren’t foes.
  As long as you have an audience, you can continue to perform. 
  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 the required creatures, 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.
  MESMERIZING GAZE � 
  FEAT 6
  ARCHETYPE
  EMOTION
  ENCHANTMENT
  MENTAL
  VISUAL
  Prerequisites Celebrity Dedication
  When you meet someone’s gaze, they are unable to look away. 
  Choose one target creature. That creature must succeed at a 
  Will save or be fascinated until the end of your next turn; the 
  DC for this save is equal to your class DC or spell DC, whichever 
  is higher. 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.
  When you select this feat, it gains either the arcane or 
  occult trait; once you make this choice, you can’t change it.
  COMMAND ATTENTION � 
  FEAT 10
  ARCHETYPE
  AUDITORY
  EMOTION
  ENCHANTMENT
  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. When creatures within 30 feet of you attempt saving 
  throws against other visual effects, they use the outcome for one 
  degree of success better than the result they rolled. An enemy 
  within the area attempting to use a visual effect that involves 
  focusing its attention on a particular creature (such as a medusa’s 
  Focus Gaze) 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 area can attempt to Hide even if they 
  don’t have cover, as you are continually providing a distraction. 
  Advanced Player's Guide
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  166
  
  Dandy
  You are a genteel master of style, culture, and decorum, 
  aware of even the subtlest rules of etiquette. Whether you 
  were born into status, acquired it later in life, or merely 
  pretend to possess it, you look and act your part to 
  manicured perfection.
  DANDY DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  Prerequisites trained in Diplomacy
  You are a consummate student of dignity, etiquette, and 
  fashion. You can use the Diplomacy skill to perform the 
  special downtime activity Influence Rumor, spending at 
  least one day of downtime to manipulate the course, 
  tone, or content of a rumor to your benefit. The 
  difficulty of Influencing a Rumor 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 
  starts with at least DC 15 for a small village and 
  increases to at least DC 20 for a town, at 
  least DC 30 for a city, and at least DC 40 
  for a metropolis.
  You become trained in Deception 
  and Society; if you were already 
  trained, you become an expert instead.
  Special You can’t select another 
  Dedication feat until you have gained two 
  other feats from the dandy archetype.
  DISTRACTING FLATTERY � FEAT 4
  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.
  GOSSIP LORE 
  FEAT 4
  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 
  (Core Rulebook 260).
  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.
  FABRICATED CONNECTIONS 
  FEAT 7
  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.
  PARTY CRASHER 
  FEAT 7
  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.
  Archetypes
  3
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  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  Dragon Disciple
  The rippling waves of fear, the rustling of thick scales, 
  and the beat of immense wings signal the arrival of 
  a great dragon. The awe-inspiring presence of these 
  creatures makes them worthy of reverence—or even 
  outright worship. Dragon disciples dedicate themselves 
  to becoming like these great beasts, with each disciple 
  striving to typify one variety of dragon. Sorcerers of 
  draconic blood, barbarians with the dragon instinct, 
  and many kobolds with close ties to their draconic 
  predecessors become dragon disciples, but anyone who 
  has encountered one of these terrifying creatures might 
  follow this path.
  As a dragon disciple, you study and learn from the 
  example of dragons, but that doesn’t necessarily mean 
  that you admire the dragons you emulate. While most 
  dragon disciples do indeed revere their chosen dragon, 
  countless tales are told of dragon disciples born of great 
  personal tragedy at the hands of boundless draconic fury. 
  These disciples have transformed themselves into what 
  they despise in order to gain the power to destroy their 
  draconic tormentor and at long last earn their revenge.
  DRAGON DISCIPLE DEDICATION 
  FEAT 2
  UNCOMMON
  ARCHETYPE
  DEDICATION
  Access You are a kobold with the dragonscaled or spellscaled 
  heritage, a dragon instinct barbarian, or a draconic 
  bloodline sorcerer.
  You choose to study or worship one type of dragon, and your 
  focus grants you a measure of its power. Choose one color of 
  dragon when you select this feat; if you are a sorcerer with 
  the draconic bloodline, this must be the same type as your 
  bloodline. You gain resistance equal to half your level against 
  one type of damage determined by the chosen dragon type. 
  The GM may allow you to choose a dragon type not listed 
  below, and will determine the damage type appropriate for 
  that dragon.
  • Black or Copper Acid
  • Blue or Bronze Electricity
  • Brass, Gold, or Red Fire
  • Green Poison
  • Silver or White Cold
  You also gain a +1 circumstance bonus to saving throws 
  against sleep effects and effects that would make you paralyzed.
  Special You can’t select another dedication feat until 
  you have gained two other feats from the dragon disciple 
  archetype. If you later take the sorcerer archetype, you must 
  choose the draconic bloodline.
  CLAWS OF THE DRAGON 
  FEAT 4
  ARCHETYPE
  Prerequisites Dragon Disciple Dedication
  Your fingernails grow into razor-sharp claws, and scales 
  speckle your fingers, hands, and wrists. Your claws are agile, 
  finesse unarmed attacks that deal 1d6 slashing damage and 
  are in the brawling weapon group.
  If you’re a draconic sorcerer, when you cast dragon claws, 
  increase the spell’s slashing damage die from d4 to d6 and 
  increase the resistance to 10 at 1st level, 15 at 5th level, and 
  20 at 9th level.
  DRACONIC SCENT 
  FEAT 4
  ARCHETYPE
  Prerequisites Dragon Disciple Dedication
  Your sense of smell is uncanny, much like a dragon’s. You 
  gain imprecise scent with a range of 30 feet. The GM might 
  double the range if you’re downwind from the creature or 
  halve the range if you’re upwind, at their discretion.
  DRAGON ARCANA 
  FEAT 4
  ARCHETYPE
  Prerequisites ability to cast spells from spell slots, Dragon 
  Disciple Dedication
  You’ve discovered how to add the magic of dragons to 
  your tradition. Add the draconic bloodline’s granted spells 
  to your spell list; you must still learn them or add them 
  to your repertoire as normal. These spells are shield, true 
  strike, resist energy, haste, spell immunity, chromatic 
  wall, dragon form, mask of terror, prismatic wall, and 
  overwhelming presence.
  INSTINCT OF THE WYRM
  The acquisition of draconic might can change the dragon 
  disciple’s body and give them magical abilities, as reflected 
  in the archetype’s feats, but the mind often changes as 
  well, potentially even overwhelming the disciple’s normal 
  personality. Any dragon disciple can find the attitudes of 
  dragonkind intruding into their thoughts. The foremost 
  emotion among all types of dragons is pride. Even the 
  influence of a benevolent metallic dragon can overwhelm 
  a dragon disciple with pride. When tempered, this feeling 
  levels out to a steady confidence, but when uncontrolled, 
  it can grow to an air of arrogance or superiority.
  Disciples of metallic dragons also feel the pangs of 
  compassion and benevolence. They grow to be more 
  focused on cooperation and might take on leadership 
  roles. Disciples of the vile chromatic dragons are plagued 
  by thoughts of cruelty and greed. They long to see fear in 
  the eyes of foe and friend alike. Those who succumb to 
  these thoughts become bullies or tyrants.
  Instinctual draconic feelings can be constant, yet 
  they seem to intensify when the disciple uses their 
  draconic powers. In the few seconds after using a breath 
  weapon or attacking with claws, or when the disciple 
  sprouts wings, they might have a moment of mental 
  transformation. This can bring on the full mindset of a 
  dragon, or even make the disciple temporarily believe 
  they truly are a dragon, and is often accompanied by a 
  draconic roar, cackle, or majestic display.
  Advanced Player's Guide
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  168
  
  SCALES OF THE DRAGON 
  FEAT 4
  ARCHETYPE
  Prerequisites Dragon Disciple Dedication
  Scales grow across your body, protecting you against physical 
  and magical threats. When you’re unarmored, the scales give 
  you a +2 status bonus to AC with a Dexterity cap of +2. Your 
  resistance from Dragon Disciple Dedication increases to 3 + 
  half your level.
  BREATH OF THE DRAGON 
  FEAT 8
  ARCHETYPE
  Prerequisites Dragon Disciple Dedication
  You can use a powerful breath weapon, much like the 
  dragon you emulate. You gain the dragon breath sorcerer 
  bloodline spell and a focus pool of 1 Focus Point. If you 
  already have a focus pool, increase your number of 
  Focus Points by 1.
  WINGS OF THE DRAGON 
  FEAT 12
  ARCHETYPE
  Prerequisites Dragon Disciple Dedication
  You can manifest draconic wings to 
  soar through the air at great speed. 
  You gain the dragon wings sorcerer 
  bloodline spell and a focus pool of 
  1 Focus Point. If you already have a 
  focus pool, increase your number of 
  Focus Points by 1.
  SHAPE OF THE DRAGON FEAT 14
  ARCHETYPE
  Prerequisites Dragon Disciple Dedication
  You’ve discovered how to transform 
  yourself into a dragon. Once per day, 
  you can cast 7th-level dragon form as 
  an innate arcane spell, transforming into 
  your chosen type of dragon. The spell 
  automatically heightens to 8th level if 
  you’re 16th level and 9th level if you’re 18th level. 
  Any time you score a critical hit with an unarmed Strike 
  gained from dragon form, you recharge the spell’s breath 
  weapon immediately.
  DISCIPLE’S BREATH � 
  FEAT 16
  ARCHETYPE
  Prerequisites Dragon Disciple Dedication, dragon breath 
  sorcerer bloodline spell
  You unleash your breath weapon without spending focus. This 
  has the effects of your dragon breath sorcerer bloodline spell, 
  though it deals 9d6 damage instead of its usual damage, and 
  you don’t have to cast it or spend a Focus Point. You can’t use 
  Disciple’s Breath again for 1d4 rounds.
  MIGHTY DRAGON SHAPE 
  FEAT 18
  ARCHETYPE
  Prerequisites Shape of the Dragon
  You’ve practiced and increased your draconic might, 
  allowing you to take your draconic form more often. You 
  can use Shape of the Dragon once per hour instead of once 
  per day.
  Archetypes
  3
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  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  Dual-Weapon Warrior
  You’re able to effortlessly fight with multiple weapons 
  simultaneously, weaving your weapons together into a 
  storm of quick attacks. To you, continual offense is the 
  best form of defense, and you leave little room for your 
  foes to avoid your whirlwind of weapons.
  Additional Feats: 6th Twin Parry (Core Rulebook 147); 
  12th Twin Riposte (Core Rulebook 151); 16th Improved 
  Twin Riposte (Core Rulebook 153), Two-Weapon Flurry 
  (Core Rulebook 153); 18th Twinned Defense (Core 
  Rulebook 153)
  DUAL-WEAPON WARRIOR DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  You’re exceptional in your use of two weapons. You gain the 
  Double Slice fighter feat (Core Rulebook 144). This serves as 
  Double Slice for the purpose of meeting prerequisites.
  Special You can’t select another dedication feat until you 
  gain two other feats from the dual-weapon warrior archetype.
  DUAL THROWER  
  FEAT 4
  ARCHETYPE
  Prerequisites Dual-Weapon Warrior Dedication
  You know how to throw two weapons as easily as strike with 
  them. Whenever a dual-weapon warrior feat 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. 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.
  DUAL-WEAPON RELOAD �  
  FEAT 4
  ARCHETYPE
  Prerequisites Dual-Weapon Warrior Dedication
  Requirements You are wielding two one-handed weapons, 
  each in a different hand, one of which is a ranged weapon.
  You carry your ammunition in a way that allows you to reload 
  while holding two weapons. You Interact to reload a one-handed 
  ranged weapon you’re holding. Unlike most Interact actions, you 
  don’t need a free hand to reload your ranged weapon in this way.
  FLENSING SLICE � 
  FEAT 8
  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). The 
  target becomes flat-footed, and its resistances to any 
  physical damage types are reduced by 5; these two 
  effects last until the beginning of your next turn.
  DUAL-WEAPON BLITZ � 
  FEAT 10
  ARCHETYPE
  Prerequisites Dual-Weapon Warrior Dedication
  Requirements You are wielding two one-handed melee 
  weapons, each in a different hand.
  You attack as you dash among foes. Stride up to your Speed. At 
  any point during this movement, you can Strike once with each 
  of the two required weapons. These Strikes can be against the 
  same or different targets, as you see fit.
  DUAL ONSLAUGHT 
  FEAT 14
  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.
  Advanced Player's Guide
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  170
  
  Duelist
  Across the world, students in martial academies practice 
  with their blades to master one-on-one combat. The 
  libraries of such schools hold deep troves of information 
  detailing hundreds of combat techniques, battle stances, 
  and honorable rules of engagement. Those who gain 
  admission to such schools might train in formalized 
  duels—and that’s certainly the more genteel route to 
  take. However, others assert that there’s no better place 
  to try out dueling techniques than in the life-and-death 
  struggles common to an adventurer’s life.
  Additional Feats: 4th Dueling Parry (Core Rulebook 
  146); 8th Disarming Stance (Core Rulebook 147); 10th 
  Dueling Riposte (Core Rulebook 149); 12th Disarming 
  Twist (Core Rulebook 150); 14th Dueling Dance (Core 
  Rulebook 151), Improved Dueling Riposte (Core Rulebook 
  151); 16th Guiding Riposte (Core Rulebook 151)
  DUELIST DEDICATION 
  FEAT 2
  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 ranger 
  feat (Core Rulebook 172), enabling you to both draw and 
  attack with a weapon as 1 action. This serves as Quick Draw 
  for the purpose of meeting prerequisites.
  Special You cannot select another dedication feat 
  until you have gained two other feats from the duelist 
  archetype.
  DUELIST’S CHALLENGE � 
  FEAT 4
  ARCHETYPE
  OPEN
  Prerequisites Duelist Dedication
  Select one foe that you can see and proclaim a challenge. That 
  foe is your dueling opponent until they are defeated, flee, 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.
  SELFLESS PARRY 
  FEAT 8
  ARCHETYPE
  Prerequisites Dueling Parry, Duelist Dedication
  You protect those near you with a flash of steel. 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.
  STUDENT OF THE DUELING ARTS 
  FEAT 12
  ARCHETYPE
  Prerequisites Duelist Dedication
  You have studied a great many combat techniques, which you 
  can review each day. 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 
  feat’s prerequisites.
  Archetypes
  3
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  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  are among their number. Bolstering your athletic and 
  martial abilities with mystical talents, you achieve 
  rare heights with the bow or crossbow—transforming 
  arrows or bolts into eldritch ammunition, sending 
  arrows zig-zagging nearly unerringly to their target, 
  and manifesting arrows that can deliver spells or even 
  instant death. 
  While having some spellcasting ability increases your 
  potential flexibility and power as an eldritch archer, 
  you might learn the secrets of these arts without being 
  independently skilled in spellcasting, instead learning 
  the magic of the bow for its own sake.
  Additional Feats: 20th Impossible Volley (Core 
  Rulebook 153)
  ELDRITCH ARCHER DEDICATION 
  FEAT 6
  ARCHETYPE
  DEDICATION
  MAGICAL
  Prerequisites expert in at least one type of bow
  You blend magic with your archery, leading to 
  powerful results. 
  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 spell list of your choice. You choose this cantrip from the 
  common spells on your chosen spell list or from other spells to 
  which you have access on that list. This cantrip must require 
  a spell attack roll. You’re trained in spell attack rolls and spell 
  DCs for that tradition. Your key spellcasting ability for these 
  spells is Charisma. 
  If you already cast spells from spell slots, you learn one 
  additional cantrip from that tradition. If you’re a prepared 
  caster, you can prepare this spell in addition to your usual 
  cantrips per day; if you’re a spontaneous caster, you add this 
  cantrip to your spell repertoire. 
  You also gain Eldritch Shot.
  Eldritch Shot � Requirements You are wielding a bow; 
  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. This counts 
  as two attacks for your multiple attack penalty, but you 
  don’t apply the penalty until after you’ve completed 
  both attacks.
  Special You can’t select another dedication feat until you have 
  gained two other feats from the eldritch archer archetype.
  BASIC ELDRITCH ARCHER SPELLCASTING 
  FEAT 8
  ARCHETYPE
  Prerequisites Eldritch Archer Dedication
  You gain the basic spellcasting benefits (page 150). Each time 
  you gain a spell slot of a new level from this archetype, add a 
  spell of the appropriate spell level to your repertoire, either a 
  common spell of your chosen tradition or another spell of that 
  tradition you have learned or discovered.
  Eldritch Archer
  While many archers see their craft as an art form as 
  much as a means of battle, a small number of archers 
  seek to perfect their skills through magic, and you 
  Advanced Player's Guide
  172
  172
  
  ENCHANTING ARROW � 
  FEAT 8
  ARCHETYPE
  EMOTION
  ENCHANTMENT
  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 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 bow 
  has a greater striking rune, or to 4d6 if your bow has a major 
  striking rune.
  MAGIC ARROW � 
  FEAT 8
  ARCHETYPE
  MAGICAL
  TRANSMUTATION
  Prerequisites Eldritch Archer Dedication
  Frequency once per round
  You imbue your ammunition with eldritch power. When 
  you select this feat, choose three types of common magical 
  ammunition of 4th level or lower from the Core Rulebook (page 
  559) or this book (pages 256–259). Your GM might allow you 
  to choose from other types of magical ammunition, such as 
  uncommon ammunition, or ammunition from other books.
  When using Magic Arrow, you transform a non-magical 
  arrow or bolt into a piece of ammunition of one type you 
  chose. 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. When you use 
  Magic Arrow, 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 ammunition as 
  described above.
  PRECIOUS ARROW � 
  FEAT 8
  ARCHETYPE
  MAGICAL
  TRANSMUTATION
  Prerequisites Eldritch Archer Dedication
  You enchant a piece of ammunition 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 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. 
  EXPERT ELDRITCH ARCHER SPELLCASTING 
  FEAT 12
  ARCHETYPE
  Prerequisites Basic Eldritch Archer Spellcasting
  You gain the expert spellcasting benefits (page 150).
  SEEKER ARROW � 
  FEAT 14
  ARCHETYPE
  DIVINATION
  MAGICAL
  Prerequisites Eldritch Archer Dedication
  Your shots zip around corners and fly at impossible angles 
  to reach your target. Make a bow Strike against a foe you 
  can see; the ammunition travels to your target, even around 
  corners. You ignore the target’s concealed condition and 
  all cover.
  PHASE ARROW � 
  FEAT 16
  ARCHETYPE
  CONJURATION
  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 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.
  ARROW OF DEATH � 
  FEAT 18
  ARCHETYPE
  MAGICAL
  NECROMANCY
  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 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 your 
  class DC or spell DC, whichever is higher, or be immediately 
  slain; this save has the death and incapacitation traits. 
  MASTER ELDRITCH ARCHER SPELLCASTING FEAT 18
  ARCHETYPE
  Prerequisites Expert Eldritch Archer Spellcasting
  You gain the master spellcasting benefits (page 150).
  ELVEN ARROWS
  The ability to infuse eldritch energy into bow shots 
  is often seen as a kind of elven magic. While it may 
  be true that elves first developed eldritch archery as 
  a martial art, and many eldritch archers are elves and 
  half-elves, other peoples have learned and developed 
  their own forms of eldritch archery.
  Some whisper that remote regions to the south 
  have their own dedications that rely on elemental 
  archery, while the strange and shadowy hunters 
  of the Uskwood use a form that relies on tenebrous 
  shadow magic. Disturbing rumors circulate claiming 
  that devils have developed a diabolical form of magical 
  archery that can trap the soul and bind it to Hell, albeit 
  for a short time. Like any form of magic, the discipline 
  of eldritch archery will continue to develop among its 
  practitioners across the multiverse.
  Archetypes
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  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  Familiar Master
  From the wise owl perched on the wizard’s shoulder to 
  the crafty gremlin that serves the witch for their own 
  reasons, the ghastly homunculus in the alchemist’s lab to 
  the clever monkey that picks the lock of the thief’s cell, 
  familiars have always served. Whether through rigorous 
  training or a preternatural connection, yours serves better 
  than most.
  Additional Feats: 4th Enhanced Familiar (Pathfinder 
  Core Rulebook 198)
  FAMILIAR MASTER DEDICATION 
  FEAT 2
  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 (Core Rulebook 198). If you 
  already have a familiar, you gain the Enhanced Familiar feat 
  (Core Rulebook 198).
  Special You can’t select another dedication feat until you 
  have gained two other feats from the familiar master archetype.
  FAMILIAR MASCOT 
  FEAT 4
  ARCHETYPE
  Prerequisites Familiar Master Dedication
  Your familiar is the heart and soul of your adventuring team. 
  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.
  FAMILIAR CONDUIT � 
  FEAT 4
  ARCHETYPE
  CONCENTRATE
  METAMAGIC
  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.
  IMPROVED FAMILIAR  
  FEAT 6
  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 (page 147) is two lower than normal.
  MUTABLE FAMILIAR 
  FEAT 8
  ARCHETYPE
  Prerequisites Familiar Master Dedication
  Your familiar’s supernatural spirit has outgrown its 
  corporeal body. You can conduct a special 10-minute 
  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 (page 
  146), 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 lab assistant).
  INCREDIBLE FAMILIAR  
  FEAT 10
  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.
  Advanced Player's Guide
  174
  174
  
  Gladiator
  The roar of the crowd and thrill of competitive combat 
  drive you to become the best—and the fame isn’t bad either.
  If there are sapient creatures observing a combat 
  encounter, and these onlookers are neither engaged in the 
  combat themselves nor allied or affiliated with either side, 
  the combatants have spectators. The GM is the final arbiter.
  GLADIATOR DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  Prerequisites Impressive Performance
  You know how to turn combat into a form of 
  entertainment. You become trained in Gladiatorial 
  Lore; if already trained in Gladiatorial Lore, you instead 
  become trained in another 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.
  Special You can’t select another dedication 
  feat until you have gained two other feats from 
  the gladiator archetype.
  FANCY MOVES 
  FEAT 4
  ARCHETYPE
  SKILL
  Prerequisites Gladiator Dedication, expert in Performance
  You show off your fighting style to discourage your foes. 
  You can use Performance to Demoralize.
  PLAY TO THE CROWD � 
  FEAT 4
  ARCHETYPE
  CONCENTRATE
  Prerequisites Gladiator Dedication
  Trigger You reduce an enemy to 0 Hit Points during a 
  non-trivial 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; 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.
  STAGE FIGHTING 
  FEAT 4
  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.
  PERFORMATIVE WEAPONS TRAINING 
  FEAT 6
  ARCHETYPE
  Prerequisites Gladiator Dedication
  You’re skilled with flashy weapons. You are trained with the 
  bo staff, dueling cape (page 249), spiked chain, sword cane 
  (page 248), and whip. Whenever you gain a class feature 
  that grants you expert or greater proficiency in a given 
  weapon or weapons, you also gain that proficiency in the 
  weapons listed.
  CALL YOUR SHOT 
  FEAT 8
  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:
  • Choose a creature within 30 feet 
  that can see you to become 
  frightened 1. This effect has the emotion, fear, 
  mental, and visual traits.
  Archetypes
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  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  Herbalist
  The plants around you can provide more remedies than the 
  finest hospital or temple, and you are skilled in their use.
  HERBALIST DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  Prerequisites trained in Nature, Natural Medicine
  You can create remedies and other herbal products. You gain 
  the basic alchemy benefits (page 150), though they apply only 
  for herbal items: alchemical items with the healing trait, plus 
  antidote and antiplague. You gain batches of infused reagents per 
  day equal to your level or half your level if you didn’t make your 
  daily preparations in the wilderness. Your advanced alchemy 
  level for creating these is 1 and doesn’t increase on its own.
  You become an expert in Nature and can use Nature instead 
  of Crafting to Craft herbal items. You don’t need to be trained in 
  Crafting or have the Alchemical Crafting feat to do so, and you 
  can use healer’s tools instead of alchemist’s tools. 
  Special You can’t select another dedication feat until you have 
  gained two other feats from the herbalist archetype.
  FRESH INGREDIENTS 
  FEAT 2
  ARCHETYPE
  SKILL
  Prerequisites Herbalist Dedication, expert in Nature
  When using Natural Medicine to Treat Wounds, you can spend 
  a batch of herbs to gain the +2 circumstance bonus from having 
  fresh ingredients, even if not in wilderness. If you spend a batch 
  of herbs in wilderness, you gain a +4 circumstance bonus instead.
  POULTICE PREPARATION 
  FEAT 4
  ARCHETYPE
  Prerequisites Herbalist Dedication
  When you create an herbal elixir, you can prepare it as a 
  poultice instead. A poultice gains the oil trait (but remains 
  alchemical, not magical) and loses the elixir and ingested 
  traits. 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.
  ENDEMIC HERBS 
  FEAT 6
  ARCHETYPE
  Prerequisites Herbalist Dedication, trained in Survival
  During your daily preparations, you find medicinal plants 
  endemic to your location. Until your next preparations, you can 
  spend an additional batch of herbs to add a benefit to an item 
  you create with your herbalism. The benefit of the special herbs 
  affects the creature that the item is applied to; if the benefit is 
  not immediate, it lasts for 1 minute unless otherwise stated. This 
  adjustment counts as an additive (Core Rulebook 75), so you 
  can’t include another additive without spoiling the item. 
  • 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.
  EXPERT HERBALISM 
  FEAT 6
  ARCHETYPE
  Prerequisites Herbalist Dedication, expert in Nature
  Your advanced alchemy level for herbalism increases to your 
  level – 3. You gain the formulas for elixirs of life as soon as your 
  advanced alchemy level is high enough to create them: lesser at 
  8th level, moderate at 12th level, greater at 16th level, and major 
  at 18th level.
  Advanced Player's Guide
  176
  176
  
  Horizon Walker
  Many long for the open road, but you prefer the trackless 
  wild. You can find safe passage through the most inhospitable 
  terrain in the world—icecaps, deserts, and similar environs 
  are where you’re comfortable. Your talents open untrod 
  paths for you and help guide others through the wilderness.
  Additional Feats: 10th Blind-Fight (Core Rulebook 
  173), Terrain Master (Core Rulebook 174); 12th Warden’s 
  Step (Core Rulebook 175).
  HORIZON WALKER DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  Prerequisites trained in Survival
  You’ve mastered travel within a specific type of terrain. You 
  gain the Favored Terrain feat (Core Rulebook 171). When in 
  your favored terrain, you gain a +10-foot circumstance bonus 
  to your travel Speed. When other creatures Follow the Expert 
  with you as a guide in your favored terrain, they gain both the 
  ability to ignore non-magical difficult terrain for the purpose 
  of their travel Speed and the bonus to travel Speed.
  Special You can’t select another dedication feat until you have 
  gained two other feats from the horizon walker archetype.
  ACCLIMATIZATION 
  FEAT 4
  ARCHETYPE
  Prerequisites Horizon 
  Walker Dedication
  Your time spent in the hostile parts of the world 
  has inured you to extreme climates. In your favored terrain, 
  you gain resistance equal to half your level to all environmental 
  damage and are affected by temperature effects as though 
  they were one step less severe (incredible heat or cold becomes 
  extreme, extreme heat or cold becomes severe, and so on). 
  When other creatures Follow the Expert with you as a guide in 
  your favored terrain, they too treat temperature effects as one 
  step less severe.
  SURE FOOT 
  FEAT 4
  ARCHETYPE
  SKILL
  Prerequisites Horizon Walker Dedication, expert in Acrobatics 
  and Athletics
  You know the secrets of moving in your favored terrain. You 
  gain a +2 circumstance bonus to skill checks to move within 
  your favored terrain, such as Acrobatics checks to Balance 
  on ice, Athletics checks to Swim in rough water, Acrobatics 
  checks to Fly in windy conditions, and so forth.
  PERPETUAL SCOUT 
  FEAT 6
  ARCHETYPE
  Prerequisites Horizon Walker Dedication
  You spot anything out of place in the areas you know 
  best. While in your favored terrain, you always gain 
  the benefits of the Scout exploration activity, 
  even if you are performing another exploration 
  activity. If you’re legendary in Survival, you 
  gain these benefits in any terrain.
  MAGICAL ADAPTATION 
  FEAT 10
  ARCHETYPE
  Prerequisites Horizon Walker Dedication
  When an obstacle bars your path, you pull a trick from your 
  sleeve to overcome it. You can cast darkvision, spider climb, 
  and 4th-level water breathing as innate primal spells, each 
  once per day. 
  WILD STRIDER 
  FEAT 12
  ARCHETYPE
  Prerequisites Horizon Walker Dedication
  Natural obstacles pose no obstacle to you. You gain the 
  ranger’s wild stride class feature. This allows you to ignore 
  the effects of all non-magical difficult terrain, treat greater 
  difficult terrain as merely difficult terrain, and gives you 
  an additional benefit from Favored Terrain based on 
  the terrain.
  Archetypes
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  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  Linguist 
  Whether you study to further your own ambitions or 
  simply out of fascination with the intricacies of language, 
  your way with words is unparalleled.
  LINGUIST DEDICATION 
  FEAT 2
  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.
  Special You can’t select another dedication feat until you 
  have gained two other feats from the linguist archetype.
  MULTILINGUAL CIPHER 
  FEAT 4
  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.
  PHONETIC TRAINING 
  FEAT 4
  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 sound you 
  can’t pronounce, you can 
  faithfully transcribe them. 
  Memorizing long sequences 
  of words remains just as 
  difficult as it is normally.
  SPOT TRANSLATE � 
  FEAT 4
  ARCHETYPE
  AUDITORY
  LINGUISTIC
  Prerequisites Linguist Dedication
  Trigger Another creature within 60 
  feet uses a linguistic effect in a 
  language you understand.
  You interpret a creature’s words, 
  repeating their message in a 
  different language that you know. If 
  the triggering effect’s targets speak 
  either the original language or the one 
  you translated into, they are affected.
  ANALYZE IDIOLECT 
  FEAT 6
  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, you can’t remember more than one idiolect at a time. 
  READ SHIBBOLETHS 
  FEAT 7
  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 must 
  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.
  CRUDE COMMUNICATION 
  FEAT 8
  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 
  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.
  Advanced Player's Guide
  178
  178
  
  Loremaster
  Knowledge is power, and you labor in pursuit of that 
  power. No matter the situation, you can usually procure 
  some tidbit of knowledge to inform your actions. You 
  specialize in secrets, both uncovering them and hiding 
  them away, and your command of the written word 
  borders on the supernatural. As you discover deeper secrets 
  of lore, you might develop a power over knowledge that 
  becomes outright magical, allowing you to understand 
  and disguise information even more effectively.
  Additional Feats: 4th Loremaster’s Etude (Core 
  Rulebook 100); 8th Assured Knowledge (page 113); 
  14th Enigma’s Knowledge (page 114); 16th True 
  Hypercognition (Core Rulebook 103)
  LOREMASTER DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  Prerequisites trained in at least one skill to Decipher Writing
  You’ve compiled a vast repository of information that touches 
  on nearly every subject. You are trained in Loremaster Lore, a 
  special Lore skill that can be used only to Recall Knowledge, 
  but on any topic. If you have legendary proficiency in a skill 
  used to Decipher Writing, you gain 
  expert proficiency in Loremaster 
  Lore, but you can’t increase your 
  proficiency rank in Loremaster Lore 
  by any other means. You can take 
  feats in the loremaster’s additional 
  feats entry even if you don’t meet 
  the enigma muse prerequisite. 
  If you have the Bardic Lore class feat 
  (Core Rulebook 99), you gain a +1 circumstance 
  bonus to skill checks with Bardic Lore.
  Special You can’t select another dedication 
  feat until you have gained two other feats from the 
  loremaster archetype.
  MAGICAL EDIFICATION 
  FEAT 4
  ARCHETYPE
  Prerequisites Loremaster Dedication
  You’ve learned those tidbits of magic that are most 
  conducive to furthering your acquisition and transmission of 
  knowledge. You gain guidance, message, and sigil as innate 
  occult cantrips.
  ORTHOGRAPHIC MASTERY 
  FEAT 4
  ARCHETYPE
  SKILL
  Prerequisites Loremaster Dedication 
  You understand the principles that underlie all written 
  words, allowing you to read nearly any text. You can attempt 
  to Decipher Writing using Loremaster Lore in place of the 
  required skill. 
  QUICK STUDY 
  FEAT 4
  ARCHETYPE
  Prerequisites Loremaster Dedication
  During your daily preparations, you can study a particular 
  subject to gain the trained proficiency rank in one Lore skill 
  of your choice. You must have interacted with that subject 
  in some way on the previous day, whether by reading 
  about it, talking to someone knowledgeable on the topic, 
  or experiencing it yourself. Alternatively, you can reference 
  your notes to instead choose a Lore skill you’ve prepared 
  before with Quick Study. 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.
  GREATER MAGICAL EDIFICATION 
  FEAT 10
  ARCHETYPE
  Prerequisites Magical Edification
  You’ve continued to expand your compendium of tools to 
  compile knowledge. You can cast comprehend language, 
  mindlink, and secret page as innate occult spells, each once 
  per day. When you cast secret page, it is automatically 
  heightened to the same spell level as your cantrips from 
  Magical Edification. 
  Archetypes
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  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  Marshal
  Marshals are leaders, first and foremost. Marshals 
  can come from any class or background, though they 
  all share a willingness to sacrifice their own glory for 
  the greater good of the team. Some marshals lead from 
  the front, sword and shield raised, while others may 
  call instructions and encouragements from the rear 
  while providing allied spellcasters with skilled support. 
  Regardless of their preferred method of combat, 
  marshals’ ability to bring the best out in every ally is a 
  valuable addition to any group.
  Additional Feats: 8th Attack of Opportunity (Core 
  Rulebook 90)
  MARSHAL DEDICATION 
  FEAT 2
  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, you’re surrounded by a marshal’s aura in a 
  10-foot emanation. Your aura has the emotion, mental, and 
  visual traits and grants you and allies within the aura a +1 
  status bonus to saving throws against fear.
  Special You can’t select another dedication feat until you 
  have gained two other feats from the marshal archetype.
  DREAD MARSHAL STANCE �  
  FEAT 4
  ARCHETYPE
  OPEN
  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 a standard-difficulty 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.
  Critical Success Your marshal’s aura increases to a 20-foot 
  emanation, and it grants you and allies a status bonus to 
  damage rolls equal to the number of weapon damage dice 
  of the unarmed attack or weapon you are wielding that 
  has the most weapon damage dice. When you or an ally in 
  the aura critically hits an enemy with a Strike, that enemy 
  is frightened 1.
  Success As critical success, but your aura’s size doesn’t 
  increase.
  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.
  INSPIRING MARSHAL STANCE � 
  FEAT 4
  ARCHETYPE
  OPEN
  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 a standard-difficulty 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.
  Critical Success Your marshal’s aura increases to a 20-foot 
  emanation and grants you and allies a +1 status bonus to 
  attack rolls and saves against mental effects.
  Success As critical success, but your aura’s size doesn’t 
  increase.
  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.
  SNAP OUT OF IT! � 
  FEAT 4
  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 within 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. 
  STEEL YOURSELF! � 
  FEAT 4
  ARCHETYPE
  AUDITORY
  EMOTION
  MENTAL
  Prerequisites Marshal Dedication
  You encourage an ally to toughen up, giving them a fighting 
  chance. Choose one ally within 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.
  CADENCE CALL � 
  FEAT 6
  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 within your marshal’s aura 
  is quickened until the end of their next turn, and they can 
  use the extra action only to Stride. At the end of each ally’s 
  turn, if they used the extra action, they then become slowed 
  1 until the end of their following turn. 
  RALLYING CHARGE � 
  FEAT 6
  ARCHETYPE
  OPEN
  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.
  Advanced Player's Guide
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  180
  
  BACK TO BACK 
  FEAT 8
  ARCHETYPE
  Prerequisites Marshal Dedication
  You excel at watching your allies’ backs and helping them 
  watch yours. As long as you and an ally are adjacent to each 
  other, neither of you can become flat-footed due to flanking 
  unless both of you are flanked. If you’re adjacent to more than 
  one ally, all eligible allies can benefit at a given time. The benefit 
  is negated for everyone if at least you and any one eligible ally 
  are flanked, but not if your allies are flanked and you aren’t.
  TO BATTLE! � OR � 
  FEAT 8
  ARCHETYPE
  AUDITORY
  FLOURISH
  Prerequisites Marshal Dedication
  With a resounding cry, you rally your ally to the offensive. 
  Choose one ally within 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.
  TOPPLE FOE �  
  FEAT 10
  ARCHETYPE
  Prerequisites Marshal Dedication, trained in 
  Athletics
  Trigger An ally succeeds at a melee Strike against an 
  opponent 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.
  COORDINATED CHARGE � 
  FEAT 12
  ARCHETYPE
  OPEN
  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.
  TACTICAL CADENCE 
  FEAT 14
  ARCHETYPE
  Prerequisites Cadence Call
  Your remarkable breath control and concise instructions 
  allow you to coordinate your allies more effectively. 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.
  TARGET OF OPPORTUNITY � 
  FEAT 14
  ARCHETYPE
  MANIPULATE
  Prerequisites Marshal Dedication
  Trigger An ally succeeds at a ranged Strike against an 
  opponent within your weapon’s first range increment.
  Requirements You have a ranged or thrown weapon in hand.
  You capitalize on your ally’s attack to create a coordinated 
  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.
  Archetypes
  3
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  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  Martial Artist
  You have trained in the martial arts, making your unarmed 
  strikes lethal. You seek neither mysticism nor enlightenment, 
  and you don’t view this training as some greater path to 
  wisdom. Yours is the way of the fist striking flesh, the hand 
  turning aside the blade, and the devastating kick taking 
  your enemy down. Your training is focused and practical, 
  and since you have turned every part of your body into a 
  weapon, you never find yourself without one. While you 
  might have learned your techniques in a dojo or school 
  focused on training the body, you might just as easily have 
  learned them in street brawls and bar fights, combining 
  instincts with intense athleticism for a deadly combination.
  Additional Feats: 4th Brawling Focus (Core Rulebook 
  160), Crane Stance (Core Rulebook 158), Dragon 
  Stance (Core Rulebook 158), Gorilla Stance (page 128), 
  Mountain Stance (Core Rulebook 159), Stumbling Stance 
  (page 128), Tiger Stance (Core Rulebook 159), Wolf Stance 
  (Core Rulebook 159); 8th Crane Flutter (Core Rulebook 
  161), Dragon Roar (Core Rulebook 161), Gorilla Pound 
  (page 129), Mountain Stronghold (Core Rulebook 161), 
  Stumbling Feint (page 129), Tiger Slash (Core Rulebook 
  161), Wolf Drag (Core Rulebook 162); 16th Mountain 
  Quake (Core Rulebook 164)
  MARTIAL ARTIST DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  You have trained to use your fists as deadly weapons. 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. 
  Whenever you gain a class feature that grants you expert 
  or greater proficiency in certain weapons, you also gain that 
  proficiency rank in all unarmed attacks.
  Special You can’t select another dedication feat until you 
  have gained two other feats from the martial artist archetype.
  FOLLOW-UP STRIKE � 
  FEAT 6
  ARCHETYPE
  FLOURISH
  Prerequisites Martial Artist Dedication
  Requirements Your last action was a missed Strike with a 
  melee unarmed attack.
  You have trained 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 for the missed Strike, if any.
  GRIEVOUS BLOW � 
  FEAT 8
  ARCHETYPE
  FLOURISH
  Prerequisites Martial Artist Dedication
  You know how to deliver focused, powerful blows that bypass 
  your enemies’ resistances. Make an unarmed melee Strike. 
  This counts as two attacks when calculating your multiple 
  attack penalty. If this Strike hits, you deal two extra weapon 
  damage dice. If you are at least 18th level, increase this to 
  three extra weapon damage dice.
  This attack also ignores an amount of resistance to 
  physical damage, or to a specific physical damage 
  type, equal to your level.
  PATH OF IRON � 
  FEAT 14
  ARCHETYPE
  FLOURISH
  Prerequisites Martial Artist Dedication
  Frequency once per minute
  With a burst of effort, you weave a path through 
  your enemies, striking each in turn as you move 
  past them. You Stride; this movement doesn’t 
  trigger reactions. You can 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.
  Advanced Player's Guide
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  182
  
  Mauler
  You shove your way through legions of foes, knock 
  enemies on all sides to the ground, and deal massive blows 
  to anyone or anything that comes near.
  Additional Feats: 4th Knockdown (Core Rulebook 
  146), Power Attack (Core Rulebook 144); 12th Improved 
  Knockdown (Core Rulebook 151); 14th Brutal Finish 
  (Core Rulebook 151), Unbalancing Sweep (page 111)
  MAULER DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  Prerequisites Strength 14
  You specialize in weapons that require two hands. You become 
  trained in all simple and martial melee weapons that require two 
  hands to wield or have the two-hand trait. Whenever you gain 
  a class feature that grants you expert or greater proficiency in 
  weapons, you also gain that proficiency rank in these weapons. 
  If you are at least an expert in such a weapon, you gain access 
  to the critical specialization effect with that weapon.
  Special You can’t select another dedication feat until you 
  have gained two other feats from the mauler archetype.
  CLEAR THE WAY � 
  FEAT 6
  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. Then Stride up to half your Speed. This 
  movement doesn’t trigger reactions from any of the 
  creatures you successfully Shoved.
  SHOVING SWEEP � 
  FEAT 8
  ARCHETYPE
  Prerequisites Mauler Dedication, expert in Athletics
  Trigger A creature 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. The creature continues 
  its movement after the Shove.
  HAMMER QUAKE � 
  FEAT 14
  ARCHETYPE
  FLOURISH
  OPEN
  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 a foe in 
  the chosen square, Strike that foe with the required weapon. 
  Then attempt to Trip every foe in the chosen square plus each 
  square adjacent to that square, ignoring Trip’s requirement that 
  you have a hand free. This 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.
  AVALANCHE STRIKE �  
  FEAT 16
  ARCHETYPE
  FLOURISH
  OPEN
  Prerequisites Mauler Dedication
  Requirements You are wielding a melee weapon in 
  two hands.
  You attack all nearby adversaries. Make a melee 
  Strike with the required weapon 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.
  Archetypes
  3
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  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  Medic
  You’ve studied countless techniques for providing medical 
  aid, making you a peerless doctor and healer.
  MEDIC DEDICATION 
  FEAT 2
  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 regains 5 additional 
  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. If you’re a master in 
  Medicine, you can do so once per hour.
  Special You can’t select another dedication 
  feat until you gain two other feats from the 
  medic archetype.
  DOCTOR’S VISITATION � OR � 
  FEAT 4
  ARCHETYPE
  FLOURISH
  Prerequisites Medic Dedication
  You move to provide immediate care to those who need it. Stride, 
  then use one of the following: Battle Medicine or Treat Poison. You 
  can spend a second action to instead Stride and then Administer 
  First Aid or Treat a Condition (if you have it; see below).
  TREAT CONDITION � 
  FEAT 4
  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 
  good character gains from carrying an unholy weapon) 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.
  HOLISTIC CARE 
  FEAT 6
  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.
  RESUSCITATE � 
  FEAT 16
  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. Also, the target’s body 
  is mostly intact.
  You can use Medicine to resuscitate the 
  dead. Attempt a DC 40 Medicine check to 
  revive a dead creature that has been dead for 
  no more than 3 rounds. 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.
  Advanced Player's Guide
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  184
  
  Pirate
  You live a life of freedom, taking by force and intimidation 
  all that you desire. You may be a privateer, raiding and 
  plundering on behalf of a particular nation or another 
  authority, or you may answer to no one but your own 
  capricious whims. Either way, you rely on intimidation, 
  wits, and combat prowess to take what you want from 
  those you deem less deserving.
  Pirates have much in common with swashbucklers, 
  and many pirates have the swashbuckler class (page 82) 
  or archetype (page 153). Much like a swashbuckler’s 
  daring deeds, classic pirate maneuvers are often 
  showy feats intended to impress, intimidate, and gain 
  panache. For example, if you have the panache class 
  feature and your Acrobatics check for a Boarding 
  Assault exceeds the very hard DC for your level, you 
  would gain panache.
  PIRATE DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  Prerequisites trained in Intimidation 
  As a pirate, you sail the seas in search of enemy ships to 
  plunder. You become trained in Sailing Lore, or become 
  an expert in it if you were already trained. You ignore the 
  effects of difficult terrain or uneven ground caused by 
  a ship’s movement. 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 on a rope up to twice 
  your Speed. If you boarded or disembarked from a boat 
  or similar vehicle during this movement, you can make a 
  melee Strike that deals one additional weapon damage die.
  Special You can’t select another dedication feat until you 
  have gained two other feats from the pirate archetype.
  PIRATE WEAPON TRAINING 
  FEAT 4
  ARCHETYPE
  Prerequisites Pirate Dedication
  You’re particularly skilled at wielding traditional pirate 
  weapons. You become trained with the following weapons: 
  hatchet, rapier, scimitar, and whip. Whenever you gain a class 
  feature that grants you expert or greater proficiency with 
  a given weapon or weapons, you also gain that proficiency 
  rank for these weapons.
  ROPE RUNNER 
  FEAT 4
  ARCHETYPE
  SKILL
  Prerequisites trained in Acrobatics and Athletics, Pirate 
  Dedication
  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 
  on ship’s rigging or similar ropes. Whenever you succeed at 
  an Athletics check to Climb a rope or an Acrobatics check 
  to Balance on a rope, you get a critical success instead. You 
  aren’t flat-footed while Climbing or Balancing on a rope.
  WALK THE PLANK � 
  FEAT 8
  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; this check gains the incapacitation 
  trait. On a success, in addition to the normal effects, you can 
  also force the target to Stride up to its Speed. You choose the 
  path the target takes, and it does so as part of your Walk the 
  Plank action. You can’t force the target to move into a harmful 
  space (one where it will take damage, fall, provoke reactions, 
  or similar) unless the result of your check to Demoralize was a 
  critical success. The target then becomes temporarily immune 
  to Walk the Plank for 24 hours.
  Archetypes
  3
  185
  185
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  Poisoner
  People are so delightfully fragile when exposed to the 
  glories of nature. The bite of a certain serpent makes 
  the blood congeal to jelly. A particular stone, suitably 
  powdered, causes hallucinations and delirium. The sap 
  of a tree inflicts such pain that death seems preferable. 
  You are a student of such dark wonders, making you a 
  dangerous foe indeed.
  Additional Feats: 4th Poison Resistance (Core 
  Rulebook 77), Subtle Delivery (page 106); 6th Poison 
  Weapon (Core Rulebook 185), Tenacious Toxins (page 
  107); 8th Sticky Poison (page 107); 10th Improved Poison 
  Weapon (Core Rulebook 187), Pinpoint Poisoner (page 
  107); 12th Improved Poison Weapon (Core Rulebook 
  187); 18th Chemical Contagion (page 107)
  POISONER DEDICATION 
  FEAT 2
  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 basic alchemy benefits (page 150), 
  though they can be used only for alchemical poisons. You 
  gain batches of infused reagents per day equal to your level. 
  Your advanced alchemy level for creating these is 1 and 
  doesn’t increase on its own.
  Special You can’t select another dedication feat until you have 
  gained at least two other feats from the poisoner archetype.
  POISONER’S TWIST � 
  FEAT 4
  ARCHETYPE
  Prerequisites Poisoner Dedication, trained in Medicine
  Requirements Your last action was a successful melee Strike 
  that dealt damage against a target that is 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.
  EXPERT POISONER 
  FEAT 6
  ARCHETYPE
  Prerequisites Poisoner Dedication, expert in Crafting
  Your advanced alchemy level for poison increases to your 
  level – 3.
  POISON COAT � 
  FEAT 6
  ARCHETYPE
  Prerequisites Poisoner Dedication
  Trigger A creature adjacent to you hits you with a melee 
  unarmed Strike.
  Requirements You have prepared your clothing to poison 
  attackers (see below).
  In nature, certain animals are covered in venomous spines, 
  such that even touching them is deadly. To use this reaction, 
  you must have brushed poison onto your clothing or woven 
  sharp poisoned needles into the garment’s fabric. This takes 
  10 minutes and uses one dose of contact or injury poison. You 
  can have only one such poison suffused into your clothing at 
  a time.
  When you use this reaction, the triggering creature is 
  exposed to the suffused poison.
  ACQUIRED TOLERANCE � 
  FEAT 8
  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 a 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 nettleweed residue, lich dust, or 
  another poison.
  Advanced Player's Guide
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  186
  
  Ritualist
  While some learn the art of ritual casting through rigorous 
  study, other gifted individuals may find that a combination 
  of natural talent and luck gives them surprising skill at 
  performing rituals, whether they want that power or not.
  RITUALIST DEDICATION 
  FEAT 4
  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 primary checks to 
  perform a ritual. You learn two uncommon rituals with a level 
  no higher than half your level; you must meet all prerequisites 
  for casting the ritual to choose it. At 8th level and every 4 
  levels thereafter, you learn another uncommon ritual with a 
  level no higher than half your level and for which you meet 
  the prerequisites. You can cast these as the primary caster, 
  but you can’t teach them to anyone else or allow someone else 
  to serve as primary caster unless they know the ritual as well.
  Special You can’t select another dedication feat until you’ve 
  gained two other feats from the ritualist archetype. If you retrain 
  out of this feat, you lose the rituals learned from it.
  FLEXIBLE RITUALIST 
  FEAT 6
  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).
  RESOURCEFUL RITUALIST 
  FEAT 6
  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.
  EFFICIENT RITUALS 
  FEAT 8
  ARCHETYPE
  Prerequisites Ritualist Dedication
  You can perform some 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.
  ASSURED RITUALIST 
  FEAT 10
  ARCHETYPE
  Prerequisites Flexible Ritualist
  You can cover for a secondary caster’s error. If 
  you are the primary caster, after rolling all the 
  secondary checks, choose one check on which the 
  secondary caster rolled a failure or critical failure, and treat the 
  result as one degree of success better. 
  SPEEDY RITUALS 
  FEAT 14
  ARCHETYPE
  Prerequisites Efficient Rituals
  You can perform rituals in only a fraction of the usual time. 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.
  Archetypes
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  187
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  Scout
  You’re an expert in espionage and reconnaissance, 
  able to skulk silently through the wilderness to gather 
  intelligence, sneak through enemy lines to report to 
  your comrades, or suddenly and decisively strike your 
  foes. Your skills ease the difficulty of travel for you 
  and your companions and keep you all on guard when 
  you’re approaching danger.
  Additional Feats: 12th Camouflage (Core Rulebook 174)
  SCOUT DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  Prerequisites trained in Stealth and Survival
  You are a highly skilled scout, capable of providing your 
  allies a timely warning of any danger. You gain the Scout’s 
  Warning ranger feat (Core Rulebook 172). When you’re 
  using the Scout exploration activity, you grant your allies a 
  +2 circumstance bonus to their initiative rolls instead of a 
  +1 circumstance bonus.
  Special You can’t select another dedication feat until you 
  have gained two other feats from the scout archetype.
  SCOUT’S CHARGE � 
  FEAT 4
  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 
  that foe. For your Feint, you can attempt a Stealth check 
  instead of the Deception check that’s usually required, 
  because you use the terrain around you to catch your 
  foe off-guard.
  TERRAIN SCOUT 
  FEAT 4
  ARCHETYPE
  Prerequisites Scout Dedication
  You gain the Terrain Stalker skill feat (Core Rulebook 267) 
  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.
  FLEETING SHADOW � 
  FEAT 6
  ARCHETYPE
  FLOURISH
  Prerequisites Scout Dedication
  You’re able to quickly disappear and then move about 
  stealthily. You Hide, then Sneak twice. 
  SCOUT’S SPEED 
  FEAT 6
  ARCHETYPE
  Prerequisites Scout Dedication
  You move faster, especially when traveling, allowing you to 
  scout 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.
  SCOUT’S POUNCE � 
  FEAT 10
  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 your foes. Stride 
  up to your Speed, then Strike twice. If you were hidden 
  or unnoticed by the target of these Strikes, your foe is 
  flat-footed against both attacks. Your multiple attack 
  penalty applies normally for both attacks.
  Advanced Player's Guide
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  188
  
  Scroll Trickster
  Magic has long been written down, and in myriad 
  forms. From the classic rolled parchment to strings tied 
  with a hundred intricate knots, from baked clay tablets 
  covered with incisions to bound collections of bamboo 
  slips, magic is everywhere. You just need to know how 
  to read it.
  SCROLL TRICKSTER DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  Prerequisites trained in Arcana, Nature, Occultism, or 
  Religion
  You’ve studied scrolls in depth. This might have been a 
  comprehensive education in 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 (Core Rulebook 268), 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.
  Special You can’t select another dedication feat 
  until you have gained two other feats from the scroll 
  trickster archetype.
  BASIC SCROLL CACHE 
  FEAT 6
  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-level spell. The spell 
  must be a common spell from the Core Rulebook, or another 
  spell you learned via Learn a Spell, and it must come from a 
  tradition in which you have the corresponding skill trained. 
  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. It can’t be used to Learn the Spell.
  At 8th level, add a second temporary scroll containing a 
  2nd-level spell.
  SKIM SCROLL � 
  FEAT 8
  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 forth a 
  scroll, then use Trick Magic Item on the scroll.
  EXPERT SCROLL CACHE 
  FEAT 12
  ARCHETYPE
  Prerequisites Basic Scroll Cache
  Your scroll collection is more powerful. In addition to your 
  daily scrolls from Basic Scroll Cache, add a scroll with a 
  3rd-level spell. At 14th level, add a scroll with a 4th-level 
  spell. At 16th level, add a scroll with a 5th-level spell.
  MASTER SCROLL CACHE 
  FEAT 18
  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-level 
  spell. At 20th level, add a 
  scroll with a 7th-level spell.
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  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  Scrounger
  You have spent countless hours disassembling and 
  rebuilding complex items to learn how they work, 
  giving you the skill to create just about anything from 
  the most unlikely materials. While your improvised 
  items don’t last long, they tend to be just what you need 
  in a pinch, and your enemies find that while they might 
  be able to disarm you, the real challenge is keeping you 
  that way. Locked rooms, diabolical traps, and desperate 
  situations are each their own sort of puzzle to you, and 
  the mundane objects around you are the pieces you use 
  to improvise your own solution.
  SCROUNGER DEDICATION 
  FEAT 2
  UNCOMMON
  ARCHETYPE
  DEDICATION
  Prerequisites trained in Crafting
  You can Craft items even without appropriate tools or a 
  workshop, though you take a –2 item penalty to your 
  Crafting check. 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 can Craft temporary items 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 common, non-magical, 1st level or 
  lower, and must be a weapon, armor, or a nonconsumable 
  piece of adventuring gear (nonconsumable adventuring gear 
  appears on Table 6–9 on page 288 of the Core Rulebook). 
  Instead of a single item, you can create 10 pieces of a single 
  type of ammunition. This is a shoddy item, but you don’t take 
  the normal penalty when using shoddy items you made using 
  this feat. Your temporary item lasts for 1d4 hours before 
  falling apart into its raw components; the GM rolls the number 
  of hours secretly. You can create only the physical item, not 
  any information or magic, so for example, while you could 
  create a blank journal or one of random pages, you couldn’t 
  use it as a scholarly journal or a religious text.
  You can incorporate any materials or items that you have 
  on hand, even if they’re not the type of materials that would 
  ordinarily be used to Craft a given item, though you must have 
  enough volume of material to make the item you want. Unless 
  all the materials you used were an appropriate type to make 
  the item, you take a –5 penalty to the Crafting check (or a –10 
  penalty if the materials you used were particularly unsuitable, 
  as determined by the GM). 
  Special You can’t select another dedication feat until you 
  have gained two other feats from the scrounger archetype.
  REVERSE ENGINEERING 
  FEAT 4
  ARCHETYPE
  SKILL
  Prerequisites expert in Crafting, Scrounger Dedication
  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. 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.
  HIGH-QUALITY SCROUNGER 
  FEAT 6
  ARCHETYPE
  Prerequisites Scrounger Dedication
  When you Craft a temporary item using Scrounger Dedication, 
  it can be an item of up to 3rd level (though the item must still 
  be a weapon, armor, or a nonconsumable piece of adventuring 
  gear). You can instead Craft it for someone else’s use, allowing 
  them to avoid taking the penalty for using a shoddy item 
  when using it, but causing you to take the penalty if you 
  use it.
  EXPERT DISASSEMBLY 
  FEAT 7
  ARCHETYPE
  SKILL
  Prerequisites master in Crafting, Scrounger Dedication
  You can apply the same techniques you use to reverse engineer 
  objects to disable them. You can use Crafting instead of 
  Thievery to Disable a Device or Pick a Lock. 
  Advanced Player's Guide
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  Sentinel
  Armor offers solid, reassuring protection in combat, and 
  as someone who faces danger on a regular basis, you 
  have made it your business to get the most out of your 
  defenses. You stand solid on any battlefield, encased in 
  the sturdiest armor you can find. When danger threatens, 
  your solid defenses will safely get you, and possibly 
  your companions, home again. As a sentinel, you might 
  be a member of an order of knights or bodyguards that 
  trained you how best to take advantage of heavy armor. 
  On the other hand, you might just be an adventurer who 
  took one too many scrapes and decided that enough was 
  enough, so you trained yourself to wear the heaviest plate 
  you could get your hands on. Some witches or sorcerers 
  have chosen to follow the path of the sentinel to increase 
  their survivability. 
  Additional Feats: 10th Sacrifice Armor (page 120); 
  16th Greater Interpose (page 121) 
  SENTINEL DEDICATION 
  FEAT 2
  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 are at least 13th level and 
  you have a class feature that grants you expert proficiency in 
  unarmored defense, you also become an expert in the armor 
  types granted to you by this feat.
  Special You can’t select another dedication feat until you 
  have gained two other feats from the sentinel archetype.
  STEEL SKIN 
  FEAT 4
  ARCHETYPE
  SKILL
  Prerequisites trained in Survival, Sentinel Dedication
  You wear your armor like a second skin. You can 
  rest normally while wearing medium armor. If you 
  are a master in heavy armor, you can also rest normally 
  while wearing heavy armor.
  ARMOR SPECIALIST 
  FEAT 6
  ARCHETYPE
  SKILL
  Prerequisites Sentinel Dedication
  You have trained hard to optimize your armor’s protective 
  qualities. You gain the armor specialization effects of medium 
  and heavy armor.
  ARMORED REBUFF � 
  FEAT 8
  ARCHETYPE
  Prerequisites Sentinel Dedication
  Trigger An adjacent foe 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 foe, 
  even if you don’t have a hand free. If you succeed, you can’t 
  Stride to follow the foe, as you’re knocking the foe back with 
  the rebounded attack, not by physically moving towards them. 
  MIGHTY BULWARK 
  FEAT 10
  ARCHETYPE
  Prerequisites Sentinel Dedication
  Thanks to your incredible connection to your armor, you can 
  use it to shrug off an incredible 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.
  Archetypes
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  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  ADDITIONAL SHADOW MAGIC 
  FEAT 12
  ARCHETYPE
  Prerequisites Shadow Magic
  Choose an additional shadowdancer focus spell you haven’t 
  already selected from Shadow Magic. Increase the number of 
  Focus Points in your pool by 1.
  SHADOW ILLUSION 
  FEAT 12
  ARCHETYPE
  Prerequisites Shadow Magic
  With an artful eye, you shape shadows into illusory forms. 
  You gain the shadow illusion (page 191) focus spell. Increase 
  the number of Focus Points in your pool by 1. You become an 
  expert in occult spell attack rolls and DCs.
  SHADOW POWER 
  FEAT 14
  ARCHETYPE
  Prerequisites Shadow Magic
  You can focus the shadows into a powerful blast. You can cast 
  shadow blast (Core Rulebook 367) as an innate occult spell 
  once per day. Its level is always 1 level lower than the level 
  of your shadowdancer focus spells. You become an expert in 
  occult spell attack rolls and DCs.
  SHADOW MASTER 
  FEAT 18
  ARCHETYPE
  Prerequisites Shadowdancer Dedication
  The shadows protect you better than any armor can, and they 
  give you power to plunge others into darkness. Whenever you 
  are in an area of dim light or darkness, you gain resistance 5 
  to all damage except force and damage from Strikes with the 
  Shadowdancer
  Shadow has always been the cousin of fear. Within the 
  darkness, monsters dwell, plans are hatched, and enemies 
  strike with fang and dagger and dark magic. But some 
  embrace the shadow, gain power from it, and dance 
  within its shifting dark.
  A true shadowdancer is a creature who flits on the edge 
  of light and darkness. Moving amid the inky blackness, 
  shadowdancers are spies, assassins, infiltrators, and 
  emissaries. Some shadowdancers use their relationship 
  with the dark for good, while others embrace the 
  primordial night, its terror, and its betrayal.
  Regardless of the reason why someone embraces the 
  shadows, the shadows embrace that person in turn, 
  gradually transforming them into something inky, 
  nebulous, and mysterious.
  Additional Feats: 10th Uncanny Dodge (Core Rulebook 
  229); 14th Spring from the Shadows (Core Rulebook 
  188); 16th Sense the Unseen (Core Rulebook 188); 18th 
  Cognitive Loophole (Core Rulebook 188)
  SHADOWDANCER DEDICATION 
  FEAT 8
  ARCHETYPE
  DEDICATION
  Prerequisites master in Stealth, expert in Performance
  You dedicate yourself to the shadows. Your coloring becomes 
  gray and gloomy, your senses adjust to the darkness, and 
  you can sneak through darkness with ease. You gain greater 
  darkvision. You also gain a +2 circumstance bonus to Stealth 
  checks when you are within dim light or darkness.
  Special You can’t select another dedication feat until you 
  have gained two other feats from the shadowdancer archetype.
  SHADOW SNEAK ATTACK 
  FEAT 10
  ARCHETYPE
  Prerequisites Shadowdancer Dedication
  You gain the sneak attack class feature (Core Rulebook 181), 
  except you deal 1d6 precision damage regardless of your level. 
  Sneak attack from multiple sources isn’t cumulative. If you 
  have sneak attack from more than one source, use only the 
  highest number of dice when you sneak attack rather than 
  adding the amounts together.
  SHADOW MAGIC 
  FEAT 10
  ARCHETYPE
  Prerequisites Shadowdancer Dedication
  You gain the ability to fuse and play with shadows by 
  using focus spells specific to shadowdancers. You learn a 
  shadowdancer focus spell of your choice: dance of darkness 
  (page 191) or shadow jump (page 191). If you don’t already 
  have one, you gain a focus pool of 1 Focus Point, which you 
  can Refocus by meditating within an area of dim light or 
  darkness. The rules for focus spells appear on page 300 of 
  the Core Rulebook.
  Shadowdancer focus spells are occult spells. You become 
  trained in occult spell attack rolls and spell DCs, and your 
  spellcasting ability for these spells is Charisma.
  CALL OF SHADOWS
  The shadows call out to a potential shadowdancer in a 
  myriad of ways. Often it starts with fear—fear of the dark, 
  fear of enemies, or an underlying uncontrolled anxiety 
  and the desire to gain power over the darkness. Many 
  potential shadowdancers hear the shadows whisper in 
  their heads. First dismissed as some perverse trick of the 
  mind, the whispers can seem to ebb and wane, but a true 
  calling becomes more lucid and more compelling.
  In some shadow-infused lands in the Pathfinder 
  setting, particularly Nidal, Ustalav, and even Cheliax, 
  organizations search for and recruit those called by 
  the shadows, eager to transform them into spies 
  and assassins. But the call can come to any creature 
  anywhere. It’s just a question of whether the creature 
  heeds the call and forms a pact with the shadows.
  Though it is hard to convince many folks otherwise, 
  given the fearsome reputations of shadowdancers working 
  for dark powers and cabals, there is nothing intrinsically 
  evil about embracing the shadows. Darkness is amoral but 
  not without its champions for good and even law, though it 
  is true that such shadowdancers are few and far between.
  Advanced Player's Guide
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  ghost touch property rune. When you attempt a Reflex saving 
  throw in an area of dim light or darkness, you can roll twice 
  and take the higher result; this is a fortune effect.
  SHADOWDANCER FOCUS SPELLS
  DANCE OF DARKNESS 
  FOCUS 5
  DARKNESS
  EVOCATION
  Cast � somatic, verbal
  Duration varies
  You dance, Striding up to half your Speed. At either the start or 
  end of your Stride, you create an area of magical darkness in a 
  10-foot burst centered on your location. This area is filled with 
  magical darkness that works the same way as that created 
  by a darkness spell of the same level. When you create the 
  darkness, attempt a Performance check to 
  dance, with a standard DC for your level, to 
  determine the duration of the darkness.
  Critical Success 1 minute
  Success 2 rounds
  Failure 1 round
  SHADOW ILLUSION 
  FOCUS 6
  AUDITORY
  ILLUSION
  SHADOW
  VISUAL
  Cast � somatic, verbal
  Range 500 feet
  Duration sustained
  You create a shadowy illusion of a 
  creature or a stationary object, but the 
  illusion can exist only in an area of dim light 
  or darkness. The spell ends if the illusion is 
  ever out of an area of dim light or darkness. If the 
  illusion is an object, it must fit within a 20-foot burst, 
  and the creature can be of any size up to Gargantuan, 
  filling a 20-foot-by-20-foot space.
  The object or creature appears to animate 
  naturally; it even generates the appropriate 
  sounds and smells, and feels believable to the 
  touch, though its coloring is always muted.
  If the illusion is a creature, shadow 
  illusion has the effects of an illusory 
  creature spell of the same level, 
  except it deals 2d8 damage plus 
  your spellcasting ability modifier, 
  instead of the amount listed in 
  illusory creature.
  Heighten (+2) The area that an illusory 
  object can fit in increases by 10 feet. 
  The damage of the illusory creature’s 
  Strike increases by 1d8.
  SHADOW JUMP 
  FOCUS 5
  CONJURATION
  SHADOW
  TELEPORTATION
  Cast � somatic, verbal; Requirements You are 
  in dim light or darkness.
  Range 120 feet
  You instantly transport yourself from one shadow to another. 
  Teleport yourself and any items you’re wearing and holding 
  from your current space to a clear space you can see that’s in 
  dim light or darkness and within range. You can transport your 
  familiar with this spell, but if shadow jump would bring any 
  other creature with you—even if you’re carrying the creature in 
  an extradimensional container—the spell is disrupted.
  Heightened (8th) When you arrive at your destination, you can 
  become invisible until the end of your next turn or until you are 
  no longer in an area of dim light or darkness, whichever comes 
  first. The invisibility is an illusion effect.
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  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  Snarecrafter
  You’re able to take ordinary materials and use them to 
  create deadly snares, special traps that you can rig up 
  quickly when the situation demands. While traps might 
  grant you less brute force to apply in a fair fight than 
  weapons would, you rarely allow your fights to be fair. 
  Instead, when a battle takes place at a location of your 
  choice, you have a major advantage thanks to your 
  well-placed snares. Once your foes come to realize that 
  you may have trapped any location on the battlefield, their 
  fear of walking into another trap can help you corral them 
  toward the waiting blades of your allies, or even make 
  them too paranoid to move at all, locking them in place.
  Additional Feats: 8th Quick Snares (Core Rulebook 
  173); 10th Powerful Snares (Core Rulebook 174); 14th 
  Lightning Snares (Core Rulebook 175) 
  SNARECRAFTER DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  Prerequisites trained in Crafting, Snare Crafting
  You’ve learned to create a limited number of snares at 
  no cost. Each day during your daily preparations, you can 
  prepare four snares from your formula book for quick 
  deployment; if they normally take 1 minute to Craft, you can 
  Craft them with 3 Interact actions. The number of snares 
  increases to six 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. 
  Special The feat counts as Snare Specialist for the purpose 
  of feat prerequisites. If you also have the Snare Specialist 
  ranger feat, the quick snares from both feats are cumulative. 
  You can’t select another dedication feat until you have 
  gained two other feats from the snarecrafter archetype.
  SURPRISE SNARE � 
  FEAT 4
  ARCHETYPE
  MANIPULATION
  Prerequisites Snarecrafter Dedication
  You install one of your snares prepared for quick deployment 
  in a space that’s occupied by an opponent. It must be a 
  snare that normally takes 1 minute or less to Craft. The 
  snare automatically triggers, but it takes a –2 circumstance 
  penalty to any applicable save DC, as well as any attack rolls 
  or other checks the snare attempts.
  REMOTE TRIGGER 
  FEAT 6
  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.
  GIANT SNARE 
  FEAT 10
  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.
  PLENTIFUL SNARES FEAT 12
  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.
  Advanced Player's Guide
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  Talisman Dabbler
  The classic idea of magic is that of a hoary wizard, poring 
  over a crumbling book of spells. But magic is so much 
  more than that—it is thought, will, and action, and with 
  the right talismans, you can make even the cut of a sword 
  a deeply magical act. This all hinges on the small magical 
  talismans you affix to your gear. You know how to make 
  and use the perfect talismans for any job.
  TALISMAN DABBLER DEDICATION 
  FEAT 2
  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 agglomeration of folk magic picked up 
  over time. You can craft talismans and know the formulas for 
  all common talismans in the Core Rulebook of your level or 
  lower. You remember talisman formulas and 
  don’t need a formula book for them. 
  Additionally, you carry a 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.
  Finally, when you Affix a Talisman, you can 
  (in any combination) affix or remove up to four 
  talismans in the 10-minute span.
  Special You can’t select another dedication feat until 
  you have gained two other feats from the talisman 
  dabbler archetype.
  QUICK FIX  
  FEAT 4
  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 
  (page 208), 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.
  DEEPER DABBLER  
  FEAT 8
  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 if you are 
  14th level or higher.
  TALISMANIC SAGE 
  FEAT 14
  ARCHETYPE
  Prerequisites Talisman Dabbler Dedication
  You have forgotten more about talismans than lesser warriors 
  have ever known. 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.
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  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  Vigilante
  As a vigilante, you have two faces: a public persona, and 
  a secret identity that lets you hide your extralegal actions 
  from polite society. Your secret identity lets you adventure 
  and carry out clandestine missions while keeping the 
  civilians you care about safe. Whatever your purpose—
  fighting crime, inciting rebellion, sowing chaos—your 
  vigilante identity makes you both hard to pin down and 
  a mysterious, intriguing subject of gossip.
  Additional Feats: 4th Quick Draw (Pathfinder Core 
  Rulebook 172)
  VIGILANTE DEDICATION 
  FEAT 2
  UNCOMMON
  ARCHETYPE
  DEDICATION
  Prerequisites trained in Deception
  You have two identities, each with its own name, alignment, 
  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, and as such, your two identities can 
  be at most one alignment step from each other (for instance, 
  you could be neutral in one identity and neutral evil in the 
  other, but not chaotic evil in the other). 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. You have 
  your current identity’s alignment for effects that rely on 
  alignment, though you are eligible for abilities that require 
  a certain alignment (such as a cleric’s deity) only if both of 
  your identities qualify. 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, such as the detect alignment spell, 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 one of two traits: social or vigilante. 
  You can use social feats only while in your social identity. 
  Your class feats and vigilante feats are associated with your 
  vigilante identity, and using them while in your social identity 
  risks exposing you as a vigilante. This means that if you were 
  particularly meek or inconspicuous before you took this feat, 
  your identity could be at greater risk of exposure. If your 
  identity is exposed to the public, you lose the benefits of 
  Vigilante Dedication to disguising yourself, but you can 
  otherwise use both social and vigilante abilities in either 
  identity unless they rely on your identity being a secret. You 
  can use feats that don’t have either trait regardless of your 
  current identity.
  Special You can’t select another dedication feat until you 
  have gained two other feats from the vigilante archetype. 
  HIDDEN MAGIC 
  FEAT 4
  ARCHETYPE
  SKILL
  Prerequisites expert in Arcana, Nature, Occultism, or Religion; 
  Vigilante Dedication
  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. 
  MINION GUISE 
  FEAT 4
  ARCHETYPE
  SKILL
  SOCIAL
  Prerequisites animal companion or familiar, expert in 
  Deception, Vigilante Dedication
  When you are in your social identity, you can also grant a 
  social identity to an animal companion, familiar, or other 
  minion you gained from a class feature. 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.
  SAFE HOUSE 
  FEAT 4
  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 a 10-foot cube. 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 nondetection, using your 
  Deception modifier for the counteract DC and half your level 
  rounded up for the counteract level. 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.
  SOCIAL PURVIEW 
  FEAT 4
  ARCHETYPE
  Prerequisites Vigilante Dedication
  Advanced Player's Guide
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  196
  
  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 and 
  gain the social trait—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.
  STARTLING APPEARANCE � 
  FEAT 6
  ARCHETYPE
  EMOTION
  FEAR
  MENTAL
  VIGILANTE
  Prerequisites Vigilante Dedication
  Requirements You are completely unnoticed by the target 
  creature.
  You can startle foes who are unaware of your presence. 
  Make a Strike against your target. That creature is flat-footed 
  against this Strike, as normal. If your Strike hits, the target 
  remains flat-footed for the rest of your turn and is frightened 
  1 (frightened 2 on a critical hit).
  QUICK CHANGE 
  FEAT 7
  ARCHETYPE
  Prerequisites master in Deception, Vigilante Dedication
  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 
  1-action activity.
  SUBJECTIVE TRUTH 
  FEAT 7
  ARCHETYPE
  SKILL
  Prerequisites master in Deception, Vigilante 
  Dedication
  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 say it even under 
  effects like zone of truth that force you to speak the truth.
  MANY GUISES 
  FEAT 8
  ARCHETYPE
  Prerequisites master in Deception, Vigilante Dedication
  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, with a neutral alignment and 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 your Deception DC. 
  You can’t use either social abilities or vigilante abilities while 
  in this identity.
  FRIGHTENING APPEARANCE 
  FEAT 12
  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 opponent within 10 feet to whom you were 
  unnoticed before your Strike. 
  STUNNING APPEARANCE 
  FEAT 16
  ARCHETYPE
  VIGILANTE
  Prerequisites Startling Appearance
  Your sudden appearance leaves your foe unable to respond. 
  When you use Startling Appearance, if your foe’s level is equal 
  to or lower than yours, they are also stunned 1 on a hit, or 
  stunned 2 on a critical hit.
  Archetypes
  3
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  197
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  Viking
  To go “a-viking” is to raid by sea, and thus vikings have 
  spread far and wide. Some have even settled in the very 
  communities they once raided. Vikings traditionally travel 
  in longboats; a score of these warriors might live aboard 
  their ship for days at a time, sailing the seas (or, as they call 
  it, the “whale-road”) to ambush coastal communities. Once 
  they arrive at a settlement, they charge ashore, plundering 
  all they can find and slaying anyone foolish enough to get in 
  their way. The ferocity of viking raids is legendary.
  Additional Feats: 4th Reactive Shield (Core Rulebook 
  145); 6th Shielded Stride (Core Rulebook 146); 10th Quick 
  Shield Block (Core Rulebook 149)
  VIKING DEDICATION 
  FEAT 2
  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’re trained in Sailing Lore. 
  When moving through water using your land Speed, you 
  ignore difficult terrain resulting from shallow water, such as in 
  bogs or on beaches. In addition, if you roll a success for your 
  Athletics check to Swim, you get a critical success instead.
  Special You can’t select another dedication feat until you 
  have gained two other feats from the viking archetype.
  HURLING CHARGE � 
  FEAT 4
  ARCHETYPE
  Prerequisites Viking Dedication
  You make a ranged Strike with a thrown weapon you already 
  have in your hand, Stride, and then Interact to draw another 
  weapon. If you are raging, you can add the additional damage 
  with melee weapons you receive from raging to your damage 
  with the thrown weapon.
  VIKING WEAPON FAMILIARITY 
  FEAT 4
  ARCHETYPE
  Prerequisites Viking Dedication
  From childhood, you have been exposed to traditional 
  viking weapons, and you soon learned to handle them in 
  battle. Now, you can raid proudly alongside your fellows. 
  You are trained with the battle axe, hatchet, longsword, and 
  shortsword. In addition, you gain the Shield Block reaction.
  VIKING WEAPON SPECIALIST 
  FEAT 6
  ARCHETYPE
  Prerequisites Viking Weapon Familiarity
  You are even more skilled in the weapons of your 
  people. You gain the critical specialization effects of 
  the battle axe, hatchet, longsword, and shortsword. 
  Whenever you gain a class feature that grants you 
  expert or greater proficiency in certain weapons, 
  you also gain that proficiency rank in the above 
  four weapons.
  SECOND SHIELD � 
  FEAT 6
  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 can 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.
  Advanced Player's Guide
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  Weapon Improviser
  As far as you’re concerned, the best weapon to wield 
  is the one that your opponents never see coming. By 
  knowing how to fight effectively with whatever’s at hand, 
  you ensure that you’re never caught unarmed, and you 
  often get the drop on opponents who mistakenly think 
  they’ve caught you off guard. 
  Whether you’re smashing someone over the head with 
  a bar stool, tossing a mug of ale in their face to blind 
  them, or stabbing your foes with a broken 
  bottle, you can find weapons anywhere 
  and employ them creatively whenever 
  a fight breaks out. Because you 
  fight with disposable weapons, 
  you don’t need to be as careful 
  with your weapons as other 
  warriors do, and you can 
  break them when needed to 
  win a fight without feeling 
  any regrets later.
  WEAPON IMPROVISER 
  DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  Prerequisites trained in all martial 
  weapons
  You don’t take the normal –2 penalty to attack 
  rolls with improvised weapons. Additionally, 
  whenever you gain a class feature that grants 
  you expert or greater proficiency with any 
  weapon, you also gain that proficiency with 
  improvised weapons.
  Special You can’t select another dedication feat 
  until you have gained two other feats from the 
  weapon improviser archetype.
  IMPROVISED PUMMEL � 
  FEAT 4
  ARCHETYPE
  Prerequisites Weapon Improviser Dedication
  Requirements 
  You 
  are 
  wielding 
  an 
  improvised weapon.
  You make a Strike with your wielded 
  improvised weapon. You gain a +1 item 
  bonus to the attack roll, and the Strike deals 
  two weapon damage dice if it would have dealt 
  fewer. If the attack is a critical hit, in addition to 
  the effect of the critical hit, the improvised weapon 
  breaks. 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, 
  the item doesn’t break and the attack is a hit 
  instead of a critical hit.
  At 12th level, your item bonus to the attack roll increases 
  to +2 instead of +1, and at 16th level, the Strike deals three 
  weapon damage dice if it would have dealt fewer, instead 
  of two.
  SURPRISE STRIKE  
  FEAT 6
  ARCHETYPE
  Prerequisites Weapon Improviser Dedication
  Whenever you make a Strike with an improvised weapon 
  against a creature that hasn’t seen you make a Strike using 
  an improvised weapon or that is otherwise ignorant of your 
  skill with improvised weapons, the creature is flat-footed 
  against you for that Strike.
  IMPROVISED CRITICAL 
  FEAT 8
  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. 
  MAKESHIFT STRIKE � 
  FEAT 8
  ARCHETYPE
  Prerequisites
  Improviser
  Weapon
  Dedication
  You quickly snatch up whatever’s 
  nearby and then attack with it as 
  an improvised weapon. You Interact 
  to pick up a nearby object you could use as an 
  improvised weapon. It must be located at around 
  your chest level, such as a mug on a table, rather 
  than an object on the floor. You then either 
  Strike or make an Improvised Pummel 
  with the improvised weapon. 
  SHATTERING STRIKE � 
  FEAT 10
  ARCHETYPE
  Prerequisites Improvised Pummel
  Trigger An improvised weapon 
  that 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.
  IMPROVISED WEAPON IDEAS
  Cavern: broken stalagmites, large 
  mushrooms, old bones
  Docks: barrel, crate, hook
  Forest: branch, needles or thorns
  Market: box, fruit, scale, sign 
  Noble Court: gavel, goblet, quill, lectern 
  Tavern: bottle, mug, serving tray, stool
  Archetypes
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  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  Advanced Player's Guide
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  200
  
  CHAPTER 4: FEATS
  Some talents can be acquired by any character, regardless of their ancestry or class, 
  through dedication or specialized training. This chapter presents new general feats, 
  including many new skill feats. For the full rules on general feats and skill feats, see 
  page 255 of the Core Rulebook.
  TABLE 4–1: GENERAL FEATS
  Non-Skill Feats 
  Level 
  Prerequisites 
  Benefits
  Hireling Manager 
  3 
  Charisma 14 
  Hirelings gain +2 to skill checks
  Improvised Repair  
  3 
   
  Quickly patch a broken item
  Keen Follower 
  3 
   
  Improve bonuses when you Follow the Expert
  Pick Up the Pace 
  3 
  Constitution 14 
  Your group can Hustle for up to 20 minutes longer
  Prescient Planner 
  3 
   
  Procure a piece of adventuring gear
  Skitter 
  3 
  Dexterity 16, Fleet 
  Crawl up to half your Speed
  Thorough Search 
  3 
  Expert in Perception 
  +2 to Perception when you spend twice as long Searching
  Prescient Consumable 
  7 
  Prescient Planner 
  Procure consumable items with Prescient Planner
  Supertaster 
  7 
  Master in Perception 
  Gain secret checks to detect poison by taste
  A Home in Every Port 
  11 
  Charisma 16 
  Spend downtime to gain free lodging for a night
  Caravan Leader 
  11 
  Con 18, Pick Up the Pace 
  Your group can Hustle for much longer
  Incredible Scout 
  11 
  Master in Perception 
  Grant allies +2 to initiative rolls when Scouting
  True Perception 
  19 
  Legendary in Perception 
  Gain constant effects of true seeing
  TABLE 4–2: SKILL FEATS
  Varying Skill Feats 
  Level 
  Prerequisites 
  Benefits
  Armor Assist 
  1 
  Trained in Athletics or 
  Don armor more quickly 
   
   
  Warfare Lore
  Seasoned 
  1 
  Trained in Alcohol Lore,  
  +1 to Craft food and drink, including potions 
   
   
  Cooking Lore, or Crafting
  Assured Identification 
  2 
  Expert in Arcana, Nature,  Avoid misidentifying magic
   
   
  Occultism, or Religion
  Discreet Inquiry 
  2 
  Expert in Deception or 
  Gather Information without revealing your motive 
   
   
  Diplomacy
  Consult the Spirits 
  7 
  Master in Nature,  
  Learn about your environment from resident spirits 
   
   
  Occultism, or Religion
  Acrobatics Skill Feats 
  Level 
  Prerequisites 
  Benefits
  Acrobatic Performer 
  1 
  Trained in Acrobatics 
  Use Acrobatics to Perform
  Aerobatics Mastery 
  7 
  Master in Acrobatics 
  Improve your ability to Maneuver in Flight
  Athletics Skill Feats 
  Level 
  Prerequisites 
  Benefits
  Lead Climber 
  2 
  Expert in Athletics 
  Make Climbing safer for allies who Follow the Expert
  Water Sprint  
  7 
  Master in Athletics 
  Stride across the surface of a body of water
  Crafting Skill Feats 
  Level 
  Prerequisites 
  Benefits
  Crafter’s Appraisal 
  1 
  Trained in Crafting 
  Use Crafting to identify magic items
  Improvise Tool 
  1 
  Trained in Crafting 
  Craft basic tools without a basic crafter’s book
  Rapid Affixture 
  7 
  Master in Crafting 
  Affix a Talisman in less time
  Deception Skill Feats 
  Level 
  Prerequisites 
  Benefits
  Doublespeak 
  7 
  Master at Deception 
  Pass a secret message to allies in your conversation
  Diplomacy Skill Feats 
  Level 
  Prerequisites 
  Benefits
  Bon Mot  
  1 
  Trained in Diplomacy 
  Distract a foe with a witty quip
  No Cause for Alarm  
  1 
  Trained in Diplomacy 
  Reduce creatures’ frightened condition values
  Intimidation Skill Feats 
  Level 
  Prerequisites 
  Benefits
  Terrifying Resistance 
  2 
  Expert in Intimidation 
  +1 to spell saves from a creature you’ve Demoralized
  Lore Skill Feats 
  Level 
  Prerequisites 
  Benefits
  Battle Planner 
  2 
  Expert in Warfare Lore 
  Make a battle plan and roll Warfare Lore for initiative
  Feats
  4
  201
  201
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  A HOME IN EVERY PORT 
  FEAT 11
  DOWNTIME
  GENERAL
  Prerequisites Charisma 16
  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. 
  ACROBATIC PERFORMER 
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Acrobatics
  You’re an incredible acrobat, evoking wonder and enrapturing 
  audiences with your prowess. It’s almost a performance! You can 
  roll an Acrobatics check instead of a Performance check when 
  using the Perform action.
  ADVANCED FIRST AID 
  FEAT 7
  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. 
  AEROBATICS MASTERY 
  FEAT 7
  GENERAL
  SKILL
  Prerequisites master in Acrobatics
  Medicine Skill Feats 
  Level 
  Prerequisites 
  Benefits
  Forensic Acumen 
  1 
  Trained in Medicine 
  Rapidly examine a body and Recall Knowledge about it
  Inoculation 
  1 
  Trained in Medicine 
  Grant patients +2 to saves against getting a disease again
  Risky Surgery 
  1 
  Trained in Medicine 
  Deal damage to a patient to gain +2 to Treat Wounds
  Advanced First Aid 
  7 
  Master in Medicine 
  Use First Aid to reduce frightened and sickened condition values
  Nature Skill Feats 
  Level 
  Prerequisites 
  Benefits
  Express Rider 
  1 
  Trained in Nature 
  Increase your mount’s travel speed
  Influence Nature 
  7 
  Master in Nature 
  Influence the behavior of certain animals in the area
  Occultism Skill Feats 
  Level 
  Prerequisites 
  Benefits
  Deceptive Worship 
  1 
  Trained in Occultism 
  Pass yourself off as a member of a religion
  Root Magic 
  1 
  Trained in Occultism 
  Create a token that grants a bonus against a spell or haunt
  Schooled in Secrets 
  1 
  Trained in Occultism 
  Gather Information about secret societies and mystery cults
  Disturbing Knowledge  
  7 
  Master in Occultism 
  Frighten foes with occult secrets
  Performance Skill Feats 
  Level 
  Prerequisites 
  Benefits
  Distracting Performance 
  2 
  Expert in Performance 
  Create a Diversion for an ally
  Religion Skill Feats 
  Level 
  Prerequisites 
  Benefits
  Pilgrim’s Token 
  1 
  Trained in Religion 
  A religious token lets you act first on a tie for initiative
  Exhort the Faithful 
  2 
  Expert in Religion, follower +2 to Request something of or Coerce members of your 
   
   
  of a specific religion  
  own faith
  Society Skill Feats 
  Level 
  Prerequisites 
  Benefits
  Eye for Numbers  
  1 
  Trained in Society 
  +2 to Decipher Writing about math and count items quickly
  Glean Contents 
  1 
  Trained in Society 
  Decipher Writing even when you can’t see the document well
  Criminal 
  2 
  Expert in Society,  
  Leverage your underworld connections for favors
  Connections 
   
  Streetwise 
  from criminals
  Quick Contacts 
  2 
  Expert in Society;  
  Spend only 1 day to use Connections or Underworld 
   
   
  Connections or  
  Connections 
   
   
  Underworld Connections
  Underground Network 
  2 
  Expert in Society,  
  Gather Information without drawing attention and gain a bonus  
   
   
  Streetwise 
  to Recall Knowledge about that subject
  Biographical Eye  
  7 
  Master in Society 
  Intuit details about someone’s profession and residence.
  Stealth Skill Feats 
  Level 
  Prerequisites 
  Benefits
  Armored Stealth 
  2 
  Expert in Stealth 
  Reduce the Stealth penalty of your armor
  Shadow Mark 
  2 
  Expert in Stealth 
  Targets you’re following take a penalty to notice you
  Survival Skill Feats 
  Level 
  Prerequisites 
  Benefits
  Legendary Guide 
  15 
  Legendary in Survival 
  Increase your party’s travel speed through wilderness terrain
  Thievery Skill Feats 
  Level 
  Prerequisites 
  Benefits
  Concealing Legerdemain 
  1 
  Trained in Thievery 
  Conceal an Object using Stealth instead of Thievery
  Advanced Player's Guide
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  202
  
  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. 
  ARMOR ASSIST 
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Athletics or Warfare Lore
  After your service aiding armored combatants, 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 (but usually 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.
  ARMORED STEALTH 
  FEAT 2
  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.
  ASSURED IDENTIFICATION 
  FEAT 2
  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 
  (Gamemastery Guide 90), you simply can’t identify it instead. 
  BATTLE PLANNER 
  FEAT 2
  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.
  BIOGRAPHICAL EYE  
  FEAT 7 
  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, 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. 
  BON MOT � 
  FEAT 1
  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 
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  penalty an enemy would take had you succeeded. This ends 
  after 1 minute or if you issue another Bon Mot and succeed.
  CARAVAN LEADER 
  FEAT 11
  GENERAL
  Prerequisites Constitution 18, Pick Up the Pace
  You know how to get the most effort out of your allies on 
  the road. 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, plus an additional 20 minutes 
  beyond that.
  CONCEALING LEGERDEMAIN 
  FEAT 1
  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.
  CONSULT THE SPIRITS 
  FEAT 7
  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 positive or negative energy, 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). 
  CRAFTER’S APPRAISAL 
  FEAT 1
  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.
  CRIMINAL CONNECTIONS 
  FEAT 2
  UNCOMMON
  GENERAL
  SKILL
  Prerequisites expert in Society, Streetwise
  You have dealings with a variety of unsavory characters, 
  which you can leverage to trade favors or meet powerful 
  people. When you’re in an area where you have connections 
  (typically a settlement where you’ve spent downtime building 
  connections or possibly another area in the same nation), you 
  can attempt a Society check to arrange a meeting with an 
  important criminal, such as a thieves’ guild leader, or ask for 
  a favor in exchange for a later favor of your contact’s choice. 
  The GM decides the DC based on the difficulty of the favor and 
  the figure’s prominence.
  DECEPTIVE WORSHIP 
  FEAT 1
  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.
  DISCREET INQUIRY 
  FEAT 2
  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 
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  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.
  DISTRACTING PERFORMANCE 
  FEAT 2
  GENERAL
  SKILL
  Prerequisites expert in Performance
  Your performances are especially distracting, allowing your 
  allies to Sneak away with ease. When you Aid an ally who is 
  trying to Create a Diversion, instead of the usual effects of 
  Aid, you can roll a Performance check and use that result to 
  determine the outcome of the diversion, instead of the ally 
  rolling a Deception check.
  DISTURBING KNOWLEDGE �  
  FEAT 7
  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.
  DOUBLESPEAK 
  FEAT 7
  GENERAL
  SKILL
  Prerequisites master at Deception
  You are skilled at saying one thing while 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. 
  EXHORT THE FAITHFUL 
  FEAT 2
  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 
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  failed attempt to make a Request, the target’s attitude 
  toward you doesn’t worsen. 
  EXPRESS RIDER 
  FEAT 1
  EXPLORATION
  GENERAL
  MOVE
  SKILL
  Prerequisites trained in Nature
  You know how to encourage your mount to cover ground 
  quickly. When calculating your travel speed (Core Rulebook 
  479) 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. 
  EYE FOR NUMBERS � 
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Society
  You’ve learned to subitize, quickly estimating 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 (such as coins, books, or people), 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. 
  In addition, when you attempt to Decipher Writing 
  that is primarily numerical or mathematical, you gain a +2 
  circumstance bonus to your check.
  FORENSIC ACUMEN  
  FEAT 1 
  GENERAL
  SKILL
  Prerequisites trained in Medicine
  You understand the 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 it would take (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 that was 
  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 were 
  examining, 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. 
  GLEAN CONTENTS 
  FEAT 1
  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, or even sealed. However, on 
  a critical failure, the recipient is made aware of your efforts 
  (for instance, you damage the seal or disturb the papers in 
  some way). When using this feat to decipher sealed letters, 
  your attempt to Decipher Writing gains the manipulate trait. 
  This feat doesn’t prevent witnesses from noticing your efforts, 
  particularly with sealed letters which you must manipulate 
  directly in order to read; you might need to attempt Deception 
  or Stealth checks to avoid being noticed.
  HIRELING MANAGER 
  FEAT 3
  GENERAL
  Prerequisites Charisma 14
  You are able to find and secure better labor than most. 
  When securing a hireling for a service, that hireling gains a 
  +2 circumstance bonus to all skill checks. This circumstance 
  bonus applies to both trained and untrained hirelings and has 
  no effect on the cost of the service or labor provided.
  IMPROVISE TOOL 
  FEAT 1
  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 kit. 
  If you have the raw materials available, 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 without consulting 
  a basic crafter’s book.
  IMPROVISED REPAIR � 
  FEAT 3
  GENERAL
  You are skilled at making quick fixes to damaged equipment, 
  but your fixes aren’t meant to last forever. You make a quick 
  repair to a broken non-magical item in your possession. Until 
  the item takes damage again, you can still use it as a shoddy 
  item of its type. This repair 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.
  INCREDIBLE SCOUT 
  FEAT 11
  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. 
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  INFLUENCE NATURE 
  FEAT 7
  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.
  INOCULATION 
  FEAT 1
  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.
  KEEN FOLLOWER 
  FEAT 3
  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. 
  LEAD CLIMBER 
  FEAT 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 fails instead of critically 
  failing. If you also critically fail, you both experience the 
  consequences of the critical failure.
  LEGENDARY GUIDE 
  FEAT 15
  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. 
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  This doesn’t increase your party’s Speed during an encounter or 
  allow your party to ignore difficult terrain during an encounter.
  NO CAUSE FOR ALARM � 
  FEAT 1
  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.
  PICK UP THE PACE 
  FEAT 3
  GENERAL
  Prerequisites Constitution 14
  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 up to 20 additional 
  minutes, to a maximum of the amount of time the character 
  with the highest Constitution modifier could Hustle alone. 
  PILGRIM’S TOKEN 
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Religion
  You carry a small token of protection from a site holy to your 
  faith, or you touched your religious symbol to a relic or altar at 
  such a site. So long as this token is in your possession, when 
  you tie an adversary’s initiative roll, you go first.
  Special If you select this feat at 1st level, you receive your 
  pilgrim’s token for free. Alternately, if you have a religious 
  symbol, it is already attuned, as described above.
  If you select this feat at a later level, or if you lose your 
  pilgrim’s token, you must purchase or Craft a replacement and 
  attune it at a holy site. Such a token usually costs at least 2 sp, 
  and the attunement takes 10 minutes of prayer and requires 
  a successful DC 20 Religion check. Your GM might adjust the 
  price and DC depending on the token’s material and quality 
  and the religious significance of the site; the more significant 
  the location, the easier the attunement.
  PRESCIENT CONSUMABLE 
  FEAT 7
  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.
  PRESCIENT PLANNER 
  FEAT 3
  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 (from the table on page 
  288 of the Core Rulebook or other sources 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. 
  QUICK CONTACTS 
  FEAT 2
  GENERAL
  SKILL
  Prerequisites expert in Society; Connections or Underworld 
  Connections
  You know where to go, who to talk to, and how to make 
  new connections, fast. Upon entering a new settlement, 
  spending 1 day of downtime allows you to build enough 
  connections to make use of the Connections or Underworld 
  Connections feats. If you’re legendary in Society, you can 
  form the required connections within 1 hour of entering a 
  new settlement.
  RAPID AFFIXTURE 
  FEAT 7
  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.
  RISKY SURGERY 
  FEAT 1
  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. 
  ROOT MAGIC 
  FEAT 1
  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 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.
  SCHOOLED IN SECRETS 
  FEAT 1
  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 
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  to fellow members. You can use Occultism in place of 
  Diplomacy to Gather Information about such 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.
  SEASONED 
  FEAT 1
  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 potions. If you are a master in one of 
  the prerequisite skills, this bonus increases to +2. 
  SHADOW MARK 
  FEAT 2
  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.
  SKITTER 
  FEAT 3
  GENERAL
  Prerequisites Dexterity 16, Fleet
  You can scoot swiftly across the ground. You can Crawl up to 
  half your Speed. 
  SUPERTASTER 
  FEAT 7
  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 using the 
  poison’s level to determine the DC; on a success, you learn that 
  the food or drink was poisoned, but not the specific poison used.
  If you lick or taste something while Investigating or 
  attempting to Recall Knowledge to identify something, if the 
  taste would provide relevant additional information (at the GM’s 
  discretion), you gain a +2 circumstance bonus to your check.
  TERRIFYING RESISTANCE 
  FEAT 2
  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.
  THOROUGH SEARCH 
  FEAT 3
  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 it. If you do, you gain a +2 circumstance bonus 
  to your Perception checks to Seek. 
  TRUE PERCEPTION 
  FEAT 19
  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 transmutations. You 
  are constantly under the effects of a 6th-level true seeing 
  spell, using your Perception modifier for the counteract check.
  UNDERGROUND NETWORK  
  FEAT 2 
  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. 
  WATER SPRINT  
  FEAT 7
  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.
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  The rules regarding how to cast spells and use spell slots, as well as other spell 
  information, can be found on pages 297–306 of the Core Rulebook. You can 
  reference individual spell lists and descriptions in the following locations.
  Spell Lists 
  Core Rulebook 
  Advanced Player’s Guide 
  Arcane 
  Pages 307–309 
  Pages 212 
  Divine  
  Pages 309–311 
  Pages 212 
  Occult  
  Pages 311–314 
  Pages 212–213 
  Primal  
  Pages 314–315 
  Pages 213 
  Spells 
  Core Rulebook 
  Advanced Player’s Guide 
  Standard spells 
  Pages 316–385 
  Pages 214–227 
  Focus spells  
  Pages 386–407 
  Pages 228–239 
  Rituals 
  Pages 408–415 
  Pages 240–245 
  Your Spellcasting Style
  If you’re playing a spellcaster, it can be fun to consider your personal 
  spellcasting style. Casters of different traditions have the biggest gulf in how 
  they cast spells, but there’s also differentiation between—and within—classes! 
  PREPARING YOUR SPELLS
  If you prepare spells, consider what it looks like as you do so. Typically, arcane 
  spellcasters consult their books, self-reflect, or otherwise study; divine casters 
  pray to fill their heart with spells that will serve their deity; occult casters 
  attempt to decipher cryptic messages, often while referencing occult texts; and 
  primal casters might seek natural places to contemplate their magic, such as a 
  grove or underground cavern.
  Spontaneous spellcasters, not needing to prepare, tend to wake up with their 
  magical reserves restored. This might be a refreshed or vivacious feeling, a 
  teeming thrum throughout the body, or even a sense of impending dread or awe.
  CASTING YOUR SPELLS
  For one spellcaster, casting a spell is a stressful, painful process. For another, 
  it’s a moment of triumph as they outsmart their enemy with just the right trick. 
  The Spell Components sidebar describes how spell components might impact 
  the way you cast spells. Think about what they might mean for you. Do your 
  verbal components use your own voice? Resonate out with a different timbre 
  due to the magic in your words? Resemble the voice of your deity? For somatic 
  components, what gestures do you make? They could be abstract, like forming 
  quick sigils that look like hand signals. Or maybe they’re direct: pointing your 
  finger or raising a fist. The particulars of material components are abstracted, so 
  you can customize those you like best for your spells.
  REFOCUSING
  Your class briefly describes what you need to do to Refocus, such as communing 
  with a familiar for the witch or meditating for the monk. Start out with some 
  idea of what this looks like for you, and refine it during play. What you need to 
  do to Refocus is broadly defined to allow a variety of methods that make sense 
  in the story. One witch might share a treat to commune with their familiar, while 
  another might endure a lecture from their familiar on their patron’s virtues.
  CHAPTER 5: SPELLS
  Here you’ll find spells beyond those listed in the Core Rulebook, including ones that 
  dispense horrid curses, make you immune to nearly all types of harm, and manifest 
  mischievous monkey spirits to vex your foes! The following pages contain new magical 
  powers for casters of every tradition.
  SPELL COMPONENTS
  The rules about how spell components 
  work when casting are located on page 
  303 of the Core Rulebook. But it can 
  also help to understand what these 
  components might mean to spellcasters.
  Shouting out verbal components 
  forces magic out into the world via a 
  word laden with magical power. Spells 
  that require only a verbal component 
  tend to be direct and forceful, such as 
  power word kill or power word stun. 
  Verbal components are especially 
  unsubtle, so spells that benefit from 
  stealth, such as invisibility, might not 
  have any verbal components in favor of 
  having somatic components, material 
  components, or both.
  Somatic components, such as 
  twisting your hand in a complex 
  gesture, shape magical energy 
  into directed forms. While verbal 
  components bring forward powerful 
  forces, somatic components compel 
  those forces to obey the spellcaster’s 
  wishes. Spells that have only somatic 
  components typically have a physical 
  effect or require touching a creature.
  Material components aren’t 
  ubiquitous like somatic and verbal 
  components. They’re used primarily for 
  spells with physical effects, especially 
  ones with a longer duration or that alter 
  or control a large area, such as walls or 
  zones of dangerous terrain. A material 
  component pouch typically contains 
  everything you need. This doesn’t mean 
  the materials are interchangeable, 
  though—one spell might need powdered 
  iron and another a particular gemstone.
  Certain spells have focus components, 
  objects of concentrated power that 
  don’t get used up in the same way that 
  material components do. Essential for 
  shaping and attuning the magic of the 
  spell, these might be intriguing and 
  elegant items in their own right.
  Spells
  5
  211
  211
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  ARCANE SPELLS
  ArcAne 1st-LeveL speLLs 
  Animate Dead H (nec): Animate an undead 
  creature to fight on your behalf.
  Animate Rope H (tra): Command a rope to 
  move and tie as you wish.
  Chilling Spray H (evo): Icy shards fly out 
  from you in a cone.
  Déjà Vu (enc): Make a creature do the same 
  thing again.
  Invisible Item H (ill): Make an item 
  disappear from view.
  Noxious Vapors H (evo): Form a toxic cloud 
  that poisons and sickens.
  Pet Cache (con): Hide a familiar or animal 
  companion in a pocket dimension.
  Pummeling Rubble H (evo): Hurl a cone of 
  rocks to batter creatures.
  Thoughtful Gift H (con): Teleport an item to 
  an ally’s grasp.
  ArcAne 2nd-LeveL speLLs 
  Animated Assault H (evo): Temporarily 
  animate 
  small 
  objects 
  to 
  attack 
  creatures in an area. 
  Blood Vendetta H (nec): Cause a creature 
  that attacks you to start bleeding.
  Charitable Urge (enc): Make a creature 
  give away an object in its possession.
  Dismantle H (tra): Temporarily disassemble 
  an object into its components.
  Final Sacrifice H (evo): Channel energy to 
  blow up your minion.
  Heat Metal H (evo): Make metal red hot.
  Phantasmal Treasure (ill): Tempt a creature 
  with an illusory reward.
  Vomit Swarm H (evo): Vermin erupt in 
  a cone from your mouth, biting and 
  stinging creatures.
  ArcAne 3rd-LeveL speLLs 
  Agonizing Despair H (enc): 
  Mentally 
  damage and frighten a creature.
  Aqueous Orb (con): Roll a ball of water to 
  put out fires and engulf creatures.
  Cozy Cabin (con): Conjure a temporary 
  cabin sheltered from the elements.
  Crashing Wave H (evo): Smash a cone of 
  water against foes.
  Curse of Lost Time H (tra): Artificially erode 
  or age a target.
  Familiar’s Face (div): Implant your senses 
  in your animal companion or familiar.
  Safe Passage H (abj): Make an area safe to 
  move through.
  Spell Lists
  These lists contain the spells for each tradition, including 
  cantrips. (Focus spells appear on pages 228–239.) A 
  superscript “H” indicates a spell has extra effects when 
  heightened, and a spell whose rarity is greater than 
  common has a superscript with the first letter of that rarity. 
  The abbreviation in parentheses indicates a spell’s school.
  ArcAne 4th-LeveL speLLs 
  Bestial Curse (tra): Make a humanoid take 
  on features of a beast.
  Countless Eyes (div): Cause magical eyes 
  to appear all over a creature’s body.
  Dull Ambition (enc): Curse a creature with 
  an unfortunate lack of ambition.
  Enervation H (nec): Drain a creature’s vigor.
  Ice Storm H (evo): Call a storm cloud that 
  pelts creatures with hail.
  Seal Fate H (nec): Curse a creature to be 
  harmed by a certain type of damage.
  Vampiric Maiden H (nec): A ghostly iron 
  maiden harms a creature and transfers 
  its vitality to you.
  ArcAne 5th-LeveL speLLs 
  Blister H (nec): Grow large blisters on a 
  creature and pop them to spray acid.
  Grisly Growths H (tra): A creature grows 
  excess limbs and organs, sickening 
  those who witness the transformation. 
  Impaling Spike H (con): Skewer a creature 
  with a cold iron spike.
  Secret Chest (con): Hide a container on the 
  Ethereal Plane.
  Transmute Rock and Mud H (tra): Turn an 
  area of rock into mud or vice versa.
  ArcAne 7th-LeveL speLLs 
  Force Cage (evo): Form a prison of pure 
  magical force.
  ArcAne 10th-LeveL speLLs 
  Indestructibility (abj): Become briefly 
  immune to everything.
  DIVINE SPELLS
  divine cAntrips 
  Summon Instrument H (con): Conjure a 
  musical instrument.
  divine 1st-LeveL speLLs 
  Animate Dead H (nec): Animate an undead 
  to fight on your behalf.
  Magic Stone (nec): Make ordinary stones 
  into magical sling bullets that are 
  especially dangerous to undead.
  Pet Cache (con): Hide a familiar or animal 
  companion in a pocket dimension.
  Thoughtful Gift H (con): Teleport an item to 
  an ally’s grasp.
  divine 2nd-LeveL speLLs 
  Blood Vendetta H (nec): Cause a creature 
  that attacks you to start bleeding.
  Charitable Urge (enc): Make a creature 
  give away an object in its possession.
  Final Sacrifice H (evo): Channel energy to 
  blow up your minion.
  Reaper’s Lantern (nec): A ghostly lantern 
  diminishes healing for the living and 
  weakens undead.
  Spirit Sense H (div): Find spirits and haunts.
  Sudden Blight H (nec): 
  Decay 
  living 
  creatures and plants.
  divine 3rd-LeveL speLLs 
  Agonizing Despair H (enc): 
  Mentally 
  damage and frighten a creature..
  Familiar’s Face (div): Implant your senses 
  in your animal companion or familiar.
  Safe Passage H (abj): Make an area safe to 
  move through.
  divine 4th-LeveL speLLs 
  Dull Ambition (enc): Curse a creature with 
  an unfortunate lack of ambition.
  Enervation H (nec): Drain a creature’s vigor.
  Ghostly Tragedy U (div): Have spirits 
  reenact a violent event.
  Seal Fate H (nec): Curse a creature to be 
  harmed by a certain type of damage.
  Vampiric Maiden H (nec): A ghostly iron 
  maiden harms a creature and transfers 
  its vitality to you.
  divine 5th-LeveL speLLs 
  Wall of Flesh (nec): Spawn a wall of living 
  flesh.
  divine 6th-LeveL speLLs 
  Blinding Fury (enc): Curse a creature that 
  attacks you, making its victims become 
  invisible to it.
  Scintillating Safeguard H (abj): Reactively 
  protect multiple creatures from harm 
  with a magic barrier.
  divine 10th-LeveL speLLs 
  Indestructibility (abj): Become briefly 
  immune to everything.
  OCCULT SPELLS
  OccuLt cAntrips 
  Summon Instrument H (con): Conjure a 
  musical instrument.
  OccuLt 1st-LeveL speLLs 
  Animate Dead H (nec): Animate an undead 
  to fight on your behalf.
  Animate Rope H (tra): Command a rope to 
  move and tie as you wish.
  Déjà Vu (enc): Make a creature do the same 
  thing again.
  Ill Omen (div): Curse a creature with 
  misfortune.
  Advanced Player's Guide
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  212
  
  Imprint Message (div): Put a false psychic 
  imprint on an object.
  Invisible Item H (ill): Make an item 
  disappear from view.
  Object Reading H (div): 
  Get 
  psychic 
  impressions from an object.
  Pet Cache (con): Hide a familiar or animal 
  companion in a pocket dimension.
  Thoughtful Gift H (con): Teleport an item to 
  an ally’s grasp.
  OccuLt 2nd-LeveL speLLs 
  Animated Assault H (evo): Temporarily 
  animate 
  small 
  objects 
  to 
  attack 
  creatures in an area. 
  Blistering Invective H (enc): Light a creature 
  on fire with the sheer viciousness of 
  your words.
  Blood Vendetta H (nec): Cause a creature 
  that attacks you to start bleeding.
  Charitable Urge (enc): Make a creature 
  give away an object in its possession.
  Final Sacrifice H (evo): Channel energy to 
  blow up your minion.
  Phantasmal Treasure (ill): Tempt a creature 
  with an illusory reward.
  Reaper’s Lantern (nec): A ghostly lantern 
  diminishes healing for the living and 
  weakens undead.
  Spirit Sense H (div): Find spirits and haunts.
  Vomit Swarm H (evo): Vermin erupt in 
  a cone from your mouth, biting and 
  stinging creatures.
  OccuLt 3rd-LeveL speLLs 
  Agonizing Despair H (enc): 
  Mentally 
  damage and frighten a creature.
  Cozy Cabin (con): Conjure a temporary 
  cabin sheltered from the elements.
  Curse of Lost Time H (tra): Artificially erode 
  or age a target.
  Familiar’s Face (div): Implant your senses 
  in your animal companion or familiar.
  Sculpt Sound H (ill): Quiet or alter the sound 
  from a creature or object.
  Threefold Aspect (tra): Switch between 
  versions of yourself at different ages.
  OccuLt 4th-LeveL speLLs 
  Bestial Curse (tra): Make a humanoid take 
  on features of a beast.
  Chroma Leach (nec): Sap the color and 
  vitality from a living creature.
  Countless Eyes (div): Cause magical eyes 
  to appear all over a creature’s body.
  Dull Ambition (enc): Curse a creature with 
  an unfortunate lack of ambition.
  Enervation H (nec): Drain a creature’s vigor.
  Ghostly Tragedy U (div): Have spirits 
  reenact a violent event.
  Seal Fate H (nec): Curse a creature to be 
  harmed by a certain type of damage.
  Vampiric Maiden H (nec): A ghostly iron 
  maiden harms a creature and transfers 
  its vitality to you.
  OccuLt 5th-LeveL speLLs 
  Blister H (nec): Grow large blisters on a 
  creature and pop them to spray acid.
  Secret Chest (con): Hide a container on 
  the Ethereal Plane.
  Strange Geometry (ill): Confoundingly 
  warp 
  spatial 
  geometry, 
  making 
  passage difficult and destinations 
  unpredictable.
  Wall of Flesh (nec): Spawn a wall of living 
  flesh.
  OccuLt 6th-LeveL speLLs 
  Blanket of Stars (ill): A cloak of darkness 
  hides you in the dark and dazzles those 
  who get too close.
  Blinding Fury (enc): Curse a creature that 
  attacks you, making its victims become 
  invisible to it.
  Scintillating Safeguard H (abj): Reactively 
  protect multiple creatures from harm 
  with a magic barrier.
  OccuLt 7th-LeveL speLLs 
  Force Cage (evo): Form a prison of pure 
  magical force.
  OccuLt 10th-LeveL speLLs 
  Indestructibility (abj): Become briefly 
  immune to everything.
  PRIMAL SPELLS
  primAL 1st-LeveL speLLs 
  Chilling Spray H (evo): Icy shards fly out 
  from you in a cone.
  Magic Stone (nec): Make ordinary stones 
  into magical sling bullets that are 
  especially dangerous to undead.
  Noxious Vapors H (evo): Form a toxic cloud 
  that poisons and sickens.
  Pet Cache (con): Hide a familiar or animal 
  companion in a pocket dimension.
  Pummeling Rubble H (evo): Hurl a cone of 
  rocks to batter creatures.
  primAL 2nd-LeveL speLLs 
  Dismantle H (tra): Temporarily disassemble 
  an object into its components.
  Final Sacrifice H (evo): Channel energy to 
  blow up your minion.
  Fungal Infestation H (con): Plant poisonous 
  fungal growths in a creature.
  Heat Metal H (evo): Make metal red hot.
  Quench H (abj): Put out fires and hurt fire 
  creatures.
  Reaper’s Lantern (nec): A ghostly lantern 
  diminishes healing for the living and 
  weakens undead.
  Sudden Blight H (nec): Decay living 
  creatures and plants.
  Vomit Swarm H (evo): Vermin erupt in a 
  cone from your mouth, biting and 
  stinging creatures.
  primAL 3rd-LeveL speLLs 
  Aqueous Orb (con): Roll a ball of water 
  to put out fires and engulf creatures.
  Crashing Wave H (evo): Smash a cone of 
  water against foes.
  Curse of Lost Time H (tra): Artificially 
  erode or age a target.
  Familiar’s Face (div): Implant your 
  senses in your animal companion or 
  familiar.
  Mad Monkeys (con): Monkey spirits 
  make mischief.
  Safe Passage H (abj): Make an area safe to 
  move through.
  Threefold Aspect (tra): Switch between 
  versions of yourself at different ages.
  primAL 4th-LeveL speLLs 
  Bestial Curse (tra): Make a humanoid 
  take on features of a beast.
  Countless Eyes (div): Cause magical eyes 
  to appear all over a creature’s body.
  Ice Storm H (evo): Call a storm cloud that 
  pelts creatures with hail.
  Rusting Grasp H (tra): Rapidly rust metal.
  Spike Stones H (con): Grow sharp spikes 
  out of the ground.
  primAL 5th-LeveL speLLs 
  Blister H (nec): Grow large blisters on a 
  creature and pop them to spray acid.
  Chameleon Coat H (ill): 
  Camouflage 
  creatures to match their environment.
  Grisly Growths H (tra): A creature grows 
  excess limbs and organs, sickening 
  those who witness the transformation.
  Impaling Spike H (con): Skewer a creature 
  with a cold iron spike.
  Lightning Storm H (evo): Create clouds 
  and repeatedly call down lightning 
  bolts.
  Transmute Rock and Mud H (tra): Turn an 
  area of rock into mud or vice versa.
  Wall of Flesh (nec): Spawn a wall of 
  living flesh.
  primAL 6th-LeveL speLLs 
  Blanket of Stars (ill): A cloak of darkness 
  hides you in the dark and dazzles 
  those who get too close.
  Blinding Fury (enc): Curse a creature 
  that attacks you, making its victims 
  become invisible to it.
  Scintillating Safeguard H (abj): Reactively 
  protect multiple creatures from harm 
  with a magic barrier.
  primAL 10th-LeveL speLLs 
  Indestructibility (abj): Become briefly 
  immune to everything.
  Spells
  5
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  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  Spell Descriptions
  AGONIZING DESPAIR 
  SPELL 3
  EMOTION
  ENCHANTMENT
  FEAR
  MENTAL
  Traditions arcane, divine, occult
  Cast � verbal, somatic
  Range 60 feet; Targets 1 creature
  Saving Throw Will
  Your target’s mind tumbles down a deep well of dread, 
  dwelling so intently on deep-seated fears that it’s painful. The 
  target takes 4d6 mental damage with a Will saving throw.
  Critical Success The target is unaffected.
  Success The target takes half damage and becomes frightened 1.
  Failure The target takes full damage and becomes frightened 2.
  Critical Failure The target takes double damage and becomes 
  frightened 3.
  Heightened (+1) Increase the damage by 2d6.
  ANIMATE DEAD 
  SPELL 1
  NECROMANCY
  Traditions arcane, divine, occult
  Cast � material, somatic, verbal
  Range 30 feet 
  Duration sustained up to 1 minute
  Your magic dredges up a corpse or skeleton and fills it with 
  necromantic life, and you force the dead to fight at your 
  command. You summon a common creature that has the 
  undead trait and whose level is –1; this creature gains the 
  summoned trait. Heightening the spell increases the maximum 
  level of creature you can summon.
  Heightened (2nd) Level 1.
  Heightened (3rd) Level 2.
  Heightened (4th) Level 3.
  Heightened (5th) Level 5.
  Heightened (6th) Level 7.
  Heightened (7th) Level 9.
  Heightened (8th) Level 11.
  Heightened (9th) Level 13.
  Heightened (10th) Level 15.
  ANIMATE ROPE 
  SPELL 1
  TRANSMUTATION
   Traditions arcane, occult
  Cast � somatic, verbal
  Range 100 feet; Targets up to 50 feet of rope or a nonliving 
  rope-like object
  Duration sustained up to 1 minute
  You cause a length or section of rope or a rope-like object to 
  animate and follow simple commands. You can give it two 
  commands when you Cast the Spell, and one command each 
  time you Sustain the Spell.
  • Bind (attack) The rope attempts to partially bind a 
  creature. Attempt a spell attack roll against the target’s 
  Reflex DC. If you succeed, the target takes a –10-foot 
  circumstance penalty to its Speed (–20-foot on a critical 
  success). This ends if the target Escapes against your 
  spell DC or breaks the rope. (A standard adventuring rope 
  has Hardness 2, HP 8, and a Broken Threshold of 4.)
  • Coil The rope forms a tidy, coiled stack.
  • Crawl The rope inches along the ground like a snake, 
  moving one of its ends 10 feet. The rope must move along 
  a surface, but that surface doesn’t need to be horizontal.
  • Knot The rope ties a sturdy knot in itself.
  • Loop The rope forms a simple loop at one or both ends, or 
  straightens itself back out.
  • Tie The rope ties itself around a willing creature or an 
  object that’s unattended or attended by a willing creature.
  • Undo The rope undoes one of its knots, ties, or bindings.
  Heightened (+2) The range increases by 50 feet, and you can 
  animate 50 more feet of rope.
  ANIMATED ASSAULT 
  SPELL 2
  EVOCATION
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 120 feet; Area 10-foot burst
  Saving Throw basic Reflex; Duration sustained up to 1 minute
  You use your mind to manipulate unattended objects in the 
  area, temporarily animating them to attack. The objects hover 
  in the air, then hurl themselves at nearby creatures in a chaotic 
  flurry of debris. This assault deals 2d10 bludgeoning damage 
  (basic Reflex save) to each creature in the area. On subsequent 
  rounds, you can Sustain this Spell, dealing 1d10 bludgeoning 
  damage (basic Reflex save) to each creature in the area.
  Heightened (+2) The initial damage increases by 2d10 and the 
  subsequent damage increases by 1d10.
  AQUEOUS ORB 
  SPELL 3
  CONJURATION
  WATER
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 60 feet
  Duration sustained up to 1 minute
  A sphere of water 10 feet in diameter forms in an unoccupied 
  space in range, either on the ground or on the surface of a 
  liquid. When you Cast the Spell and each time you Sustain the 
  Spell, you can roll the orb, moving it up to 10 feet along the 
  ground or the surface of a liquid. Unlike most spells, you can 
  gain this effect multiple times in the same round by Sustaining 
  the Spell multiple times. The orb can move through the spaces 
  of any creatures or obstacles that wouldn’t stop the flow of 
  water. It extinguishes non-magical fires it moves through of its 
  size or smaller, and it attempts to counteract any magical fires 
  it moves through. If it fails to counteract a given fire, it can’t 
  counteract that fire for the duration of the spell.
  The orb can also collect creatures it moves through. Any Large 
  or smaller creature whose space the orb tries to move through 
  can attempt a Reflex save against your spell DC to avoid being 
  engulfed. If a creature succeeds at this save, it can either let the 
  orb pass (remaining in its space or moving out of the orb’s path 
  into a space of the creature’s choice) or allow itself to be pushed 
  in front of the orb to the end of the orb’s movement. The orb can 
  Advanced Player's Guide
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  214
  
  try to Engulf the same creature only once per turn, even if you 
  roll it onto a creature’s space more than once.
  A creature that fails its save is pulled into the orb. It 
  becomes grabbed, moves along with the orb, and must hold 
  its breath or begin suffocating (unless it can breathe in water). 
  An engulfed Medium or smaller creature and anyone trying to 
  affect that creature follow the normal rules for aquatic battles 
  (Core Rulebook 478). An engulfed Large creature is usually 
  big enough that parts of it stick out from the water, and it 
  can reach out of the water. An engulfed creature can get free 
  either by Swimming with a successful DC 10 Athletics check 
  or by Escaping against your spell DC. A creature that critically 
  failed its Reflex save is further stuck and must attempt to 
  Escape instead of Swim. A freed creature exits the orb’s space 
  and can immediately breathe. The orb can contain as many 
  creatures as can fit in its space. 
  When the spell ends, all creatures the orb has engulfed are 
  automatically released.
  BESTIAL CURSE 
  SPELL 4
  CURSE
  POLYMORPH
  TRANSMUTATION
  Traditions arcane, occult, primal
  Cast � somatic, verbal
  Range touch; Targets 1 living humanoid
  Saving Throw Fortitude; Duration varies
  You tap into the target’s inner being and curse it to become a 
  bestial version of itself. The effect is based on its Fortitude save.
  Critical Success The target is unaffected.
  Success The target’s body gains minor bestial features. Its 
  insides churn as they partially transform, causing it to be 
  clumsy 1 for 1 round. When it recovers from the clumsy 
  condition, its features revert to normal and the spell ends.
  Failure The target transforms into a bestial form for 1 hour. 
  The target becomes clumsy 1 and gains weakness 1 to silver. 
  It gains a claw, hoof, horn, or jaws Strike (your choice) that 
  uses the target’s unarmed Strike statistics except that the 
  damage type changes to bludgeoning, piercing, or slashing, 
  as appropriate. Whenever the target attempts to use any 
  manipulate action, it must succeed at a DC 5 flat check or 
  the action is lost.
  Critical Failure As failure, but the duration is unlimited.
  BLANKET OF STARS 
  SPELL 6
  ILLUSION
  Traditions occult, primal
  Cast � somatic, verbal
  Saving Throw Will; Duration 10 minutes
  A flowing cloak of utter darkness drapes over you, filled with 
  pinpricks of light like distant stars. It imparts the stillness of 
  the cosmos to you, granting you a +2 status bonus to Stealth 
  checks to Hide and Sneak. While outside under a starry night 
  sky, you’re also invisible as long as you remain still. When 
  moving under a starry night sky, you are concealed instead.
  Gazing too closely into the stars is disorienting. Any creature 
  Spells
  5
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  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  that ends its turn adjacent to you must attempt a Will save; this 
  is a mental, visual effect.
  Success The creature is unaffected.
  Failure The creature is dazzled until the end of its next turn.
  Critical Failure The creature is confused and dazzled until the 
  end of its next turn.
  BLINDING FURY 
  SPELL 6
  CURSE
  EMOTION
  ENCHANTMENT
  INCAPACITATION
  MENTAL
  Traditions divine, occult, primal
  Cast � verbal; Trigger A creature damages you.
  Range 60 feet; Targets the triggering creature
  Saving Throw Will; Duration varies
  You curse the target with your outrage at being attacked. The 
  effect is determined by the target’s Will save. 
  Critical Success The target is unaffected.
  Success The target can’t observe you until the end of its turn, 
  and if you’re currently observed by it, you become hidden to it. 
  Failure As success, and for 1 minute, every time the target 
  damages you, it can’t observe you until the end of its turn.
  Critical Failure As success, and for an unlimited duration, the 
  first time each round the target damages a creature, it can’t 
  observe that creature until the end of its turn. If it damages 
  several creatures at once, the creature it can’t perceive is 
  chosen randomly among those creatures.
  BLISTER 
  SPELL 5
  NECROMANCY
  Traditions arcane, occult, primal
  Cast � somatic, verbal
  Range 60 feet; Targets 1 creature
  Saving Throw Fortitude; Duration 1 minute
  You point at a target in range, and its skin grows searing 
  blisters filled with caustic fluid. The target must attempt a 
  Fortitude save. 
  Critical Success The target is unaffected.
  Success The target grows one blister. You can spend a single 
  action, which has the concentrate trait, to pop a blister. The 
  target and each creature in a 15-foot cone originating from 
  the target takes 7d6 acid damage (basic Fortitude save). 
  You choose the direction of the cone, which can’t include 
  the target. When no blisters are left, the spell ends.
  Failure As success, but the target grows two blisters. 
  Critical Failure As success, but the target grows four blisters.
  Heightened (+1) The damage of a popped blister increases by 1d6.
  BLISTERING INVECTIVE 
  SPELL 2
  AUDITORY
  EMOTION
  ENCHANTMENT
  FEAR
  MENTAL
  Traditions occult
  Cast � verbal, somatic
  Range 30 feet; Targets 1 creature
  Saving Throw Will
  A heap of insults and invectives spew from your mouth—
  words so devastating your foes burn from the intensity of 
  your diatribe. Your words deal 2d6 persistent fire damage, 
  and the target must attempt a Will save. If the target doesn’t 
  understand the language or you’re not speaking a language, it 
  gains a +4 circumstance bonus to its save.
  Critical Success The target is unaffected.
  Success The target takes half the persistent fire damage.
  Failure The target becomes frightened 1 and takes the full 
  persistent fire damage.
  Critical Failure The target becomes frightened 2 and takes 
  double the persistent fire damage.
  Heightened (+2) You can target two additional creatures, and 
  the persistent damage increases by 2d6.
  BLOOD VENDETTA 
  SPELL 2
  CURSE
  NECROMANCY
  Traditions arcane, divine, occult
  Cast � verbal; Trigger A creature deals piercing, slashing, or 
  persistent bleed damage to you; Requirements You can bleed.
  Range 30 feet; Targets the triggering creature
  Saving Throw Will; Duration varies
  You curse the target, punishing it for having the audacity to 
  spill your blood. The target takes 2d6 persistent bleed damage 
  and must attempt a Will save.
  Critical Success The target is unaffected.
  Success The target takes half the persistent bleed damage. 
  Failure The target takes the full persistent bleed damage. Until 
  the bleeding stops, the target has weakness 1 to piercing 
  and slashing damage.
  Critical Failure As failure, but the target takes double the 
  persistent bleed damage.
  Heightened (+2) The persistent bleed damage increases by 2d6.
  CHAMELEON COAT 
  SPELL 5
  ILLUSION
  Traditions primal
  Cast � material, somatic, verbal
  Range 15 feet; Targets up to 8 creatures
  Duration 10 minutes
  You shift the colors of the targets’ outermost layer of clothing 
  and gear to be closer to their environment when they remain 
  still. Creatures affected by the spell gain a +3 status bonus to 
  Stealth checks to Hide. The changed color granted by the spell 
  always shifts to match the environment, even if there are drastic 
  changes. If any piece of gear or clothing affected by the spell is 
  removed from a creature, the spell ends for that creature.
  Heightened (6th) If a creature affected by this spell rolls a 
  critical failure on its Stealth check to Sneak within 30 feet 
  of a creature that would spot it, it instead only fails its 
  check, as the spell mildly hypnotizes the spotter.
  Heightened (8th) As 6th level, and the status bonus is +4.
  CHARITABLE URGE 
  SPELL 2
  ENCHANTMENT
  INCAPACITATION
  MENTAL
  Traditions arcane, divine, occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Will; Duration varies
  You speak on the virtue of charity, compelling the target to 
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  give away its possessions. The target must attempt a Will 
  save. If the target has no items on its person, the spell fails.
  Critical Success The target is unaffected.
  Success The target is stunned 1 as it wrestles with the urge.
  Failure On its next turn, before it does anything else, the 
  target must present the nearest creature with an item in 
  its possession; the target chooses which item to give, and if 
  the only item it has is one that it's currently using to defend 
  itself, such as a weapon during a combat encounter, it can 
  choose to be stunned for 1 round instead of giving up the 
  item. This might require the target to Interact to retrieve an 
  item or move to reach the nearest creature, and handing the 
  item to the target always requires an Interact action. 
  Critical Failure As failure, except the duration is 4 rounds, 
  and the target must repeat the effects of failure on each 
  of its turns. At the end of each of its turns, the target can 
  attempt a new Will save to reduce the remaining duration 
  by 1 round, ending it entirely on a critical success.
  CHILLING SPRAY 
  SPELL 1
  COLD
  EVOCATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Area 15-foot cone
  Saving Throw Reflex
  A cone of icy shards bursts from your spread hands and coats 
  the targets in a layer of frost. You deal 2d4 cold damage to 
  creatures in the area; they must each attempt a Reflex save.
  Critical Success The creature is unaffected.
  Success The creature takes half damage.
  Failure The creature takes full damage and takes a –5-foot 
  status penalty to its Speeds for 2 rounds.
  Critical Failure The creature takes double damage and takes a 
  –10-foot status penalty to its Speeds for 2 rounds.
  Heightened (+1) The damage increases by 2d4.
  CHROMA LEACH 
  SPELL 4
  NECROMANCY
  Traditions occult
  Cast � somatic, verbal
  Range touch; Targets 1 living creature
  Saving Throw Fortitude
  Your hand glows with impossible colors from beyond the stars, 
  and your touch saps both color and vitality from the living. 
  The target must attempt a Fortitude save; creatures with the 
  gnome trait take a –2 circumstance penalty to this save.
  Critical Success The target is unaffected.
  Success The target is enfeebled 2 for 1 round.
  Failure The target is enfeebled 2 for 1 minute and drained 
  1. The target is also filled with listlessness and ennui. For 
  1 round, if the target tries to use a move action, it must 
  succeed at a Will save against your spell DC or the action is 
  lost; this effect has the mental and emotion traits.
  Critical Failure As failure, but the creature is permanently 
  enfeebled 2 and drained 2 (although magic such as 
  restoration can reduce or remove these conditions).
  COUNTLESS EYES 
  SPELL 4 
  DIVINATION
  Traditions arcane, occult, primal 
  Cast � somatic, verbal 
  Range touch; Targets 1 creature
  Duration 1 minute
  Eyes form across the touched creature’s body, allowing it to 
  see in all directions at once. The subject can’t be flanked for 
  the spell’s duration. In addition, when the subject Seeks, it can 
  Seek in a 30-foot burst centered on itself or up to four 15-foot 
  bursts within line of sight. 
  COZY CABIN 
  SPELL 3
  CONJURATION
  Traditions arcane, occult
  Cast 1 minute (material, somatic, verbal)
  Range 30 feet
  Duration 12 hours
  You shape a cabin 20 feet on each side and 10 feet high. This 
  cabin has the structure trait and the same restrictions as 
  magic items that create structures. The walls of the hut are 
  simple and wooden, with small, square glass windows, and it 
  has one wooden door. It doesn’t include its own lock, but it has 
  a fastener to which a lock can be applied.
  The interior contains three cots, one chamber pot, and a 
  small fireplace holding a magical fire. The interior is lit with a 
  small magical light that you can light or extinguish at will using 
  a single action, which has the concentrate trait. The climate 
  inside the hut is comfortable and allows creatures inside it 
  to withstand most hostile weather conditions, but incredible 
  heat or cold, powerful storms, and winds of hurricane force or 
  greater destroy the hut. Other creatures can freely enter and 
  exit the hut without damaging it, but if you exit the hut, the 
  spell ends. You can Dismiss the spell.
  CRASHING WAVE 
  SPELL 3
  EVOCATION
  WATER
  Traditions arcane, primal
  Cast � somatic, verbal
  Area 30-foot cone
  Saving Throw basic Reflex
  You summon a crashing wave that sweeps away from you. You 
  deal 6d6 bludgeoning damage to creatures in the area. The 
  water also extinguishes non-magical fires in the area.
  Heightened (+1) The damage increases by 2d6.
  CURSE OF LOST TIME 
  SPELL 3
  CURSE
  NEGATIVE
  TRANSMUTATION
  Traditions arcane, occult, primal
  Cast � somatic, verbal
  Range touch; Targets 1 Large or smaller object, construct, or 
  living creature
  Saving Throw Fortitude; Duration varies
  You mimic the process of aging or erosion on the target. 
  The effect depends on whether the target is an object, a 
  construct, or a living creature. Artifacts and objects and 
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  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  constructs made of precious materials, as determined by 
  the GM, are immune. 
  • Object If the object is attended, its bearer can attempt 
  a Fortitude save. If the bearer fails or the object is 
  unattended, the object immediately takes 4d6 damage 
  (applying Hardness normally) and the item is cursed with 
  an unlimited duration. Until the curse ends, the item 
  becomes shoddy and can’t be Repaired, and the curse 
  attempts to counteract any spell that would restore 
  the object’s Hit Points. Remove curse can target an item 
  affected by this spell.
  • Construct The construct takes 4d6 damage (basic 
  Fortitude save). On a failure, for 1 hour the construct 
  is clumsy 1, is enfeebled 1, and can’t be Repaired, and 
  the curse attempts to counteract any spell that would 
  restore the construct’s Hit Points. On a critical failure, 
  these effects have an unlimited duration.
  • Living Creature The living creature must attempt a 
  Fortitude save. Ageless creatures are immune.
  Critical Success The living creature is unaffected.
  Success The living creature briefly ages, becoming 
  clumsy 1 and enfeebled 1 for 1 round.
  Failure As success, with a duration of 1 hour.
  Critical Failure As success, with an unlimited duration.
  Heightened (+1) The damage increases by 1d6.
  DÉJÀ VU 
  SPELL 1
  ENCHANTMENT
  INCAPACITATION
  MENTAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 100 feet; Targets 1 creature
  Saving Throw Will; Duration 2 rounds
  You loop a thought process in the target’s mind, forcing it to 
  repeat the same actions over again. The target must attempt 
  a Will save. If the target fails, whatever actions the target 
  uses on its next turn, it must repeat on its following turn. The 
  actions must be repeated in the same order and as close to the 
  same specifics as possible. For example, if the target makes 
  an attack, it must repeat the attack against the same creature, 
  if possible, and if the target moves, it must move the same 
  distance and direction, if possible, on its next turn.
  If the target can’t repeat an action, such as Casting a Spell 
  that has been exhausted or needing to target a creature that 
  has died, it can act as it chooses for that action but becomes 
  stupefied 1 until the end of its turn.
  DISMANTLE 
  SPELL 2
  TRANSMUTATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Range touch; Targets 1 non-magical object in your possession 
  of 1 Bulk or less
  Duration 1 minute
  You touch an object, and it immediately disassembles itself into 
  its component pieces. The spell fails if the target lacks component 
  pieces (such as a statue carved from one block of stone), and 
  using it on a dangerous object like a snare or trap typically 
  triggers it. The object gains the broken condition, and the 
  component pieces become small enough to be hidden under 
  normal clothing and armor. You can Dismiss the spell. 
  When the spell ends, the object reassembles itself into 
  its original form, appearing in your hand or hands if you have 
  them free, or on the ground in front of you otherwise. Once 
  reassembled, the object loses the broken condition and its Hit 
  Points return to the value the object had when you Cast the Spell.
  Heightened (4th) The spell lasts for 10 minutes.
  Heightened (6th) The spell lasts until your next daily preparations.
  DULL AMBITION 
  SPELL 4
  CURSE
  ENCHANTMENT
  MENTAL
  MISFORTUNE
  Traditions arcane, divine, occult
  Cast � somatic, verbal
  Range 120 feet; Targets 1 creature
  Saving Throw Will; Duration varies
  You curse the target to fail in all avenues of its life that require 
  drive and ambition, as it inadvertently undermines its own 
  goals at every turn. The effect is based on the target’s Will save.
  Critical Success The target is unaffected.
  Success For 1 hour, the target rolls twice and uses the lower 
  result on initiative rolls.
  Failure For 1 day, the target rolls twice and uses the lower 
  result on initiative rolls and any check to determine the 
  success of a downtime activity.
  Critical Failure As failure, but the duration is unlimited.
  ENERVATION 
  SPELL 4
  NECROMANCY
  NEGATIVE
  Traditions arcane, divine, occult
  Cast � somatic, verbal
  Area 30-foot line
  Saving Throw Fortitude
  Extending a finger, you fire a beam of negative energy that 
  weakens the life force of any creature it touches. Each living 
  creature in the line must attempt a Fortitude save.
  Critical Success The creature is unaffected.
  Success The creature takes 2d8 persistent negative damage.
  Failure The creature takes 4d8 persistent negative damage 
  and becomes drained 1.
  Critical Failure The creature takes 4d8 persistent negative 
  damage and becomes drained 2 and doomed 1.
  Heightened (+2) The persistent negative damage increases by 
  1d8 on a success, or by 2d8 on a failure or critical failure.
  FAMILIAR’S FACE 
  SPELL 3
  DIVINATION
  SCRYING
  Traditions arcane, divine, occult, primal
  Cast � somatic, material
  Range 1 mile; Targets 1 willing creature that is your animal 
  companion or familiar
  Duration sustained
  The target becomes a scrying sensor, allowing you to see through 
  its eyes, smell what it smells, and similarly use its other senses. 
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  If you can cast a spell with the revelation trait that affects your 
  senses, such as see invisibility, while this spell is active, you gain 
  the benefit of the spell through the target’s senses instead of your 
  own. You can also speak through the target, with a voice much 
  like yours, though it takes on some of the timbre and character of 
  the target’s growls or squawks. You can use Command an Animal 
  on the target as part of Sustaining this Spell. You don’t need line 
  of sight or line of effect to your target when you Cast this Spell.
  FINAL SACRIFICE 
  SPELL 2
  EVOCATION
  FIRE
  Traditions arcane, divine, occult, primal
  Cast � somatic, verbal
  Range 120 feet; Targets 1 creature with the minion trait that 
  you summoned or permanently control
  You channel disruptive energies through the bond between 
  you and your minion, causing it to violently explode. The 
  target is immediately slain, and creatures within 20 feet of it 
  take 6d6 fire damage (basic Reflex save). 
  If the target has the cold or water trait, the spell instead 
  deals cold damage and gains the cold trait in place of the fire 
  trait. If used on a creature that isn’t mindless, this spell has 
  the evil trait. Attempting to cast this spell targeting a creature 
  that you temporarily seized control of, such as an undead 
  commanded by command undead, automatically fails and 
  breaks the controlling effect.
  Heightened (+1) The damage increases by 2d6.
  FORCE CAGE 
  SPELL 7
  EVOCATION
  FORCE
  Traditions arcane, occult
  Cast � material, somatic, verbal
  Range 30 feet; Area 1 cube 20 feet on each side
  Saving Throw Reflex; Duration sustained up to 1 minute
  You create an immobile, invisible prison of sheer force. The 
  cage is a 20-foot cube made of bands of force, each a half 
  inch thick and a half inch apart, that extend to the Ethereal 
  Plane. Each creature in the area where you create the cage 
  must attempt a Reflex save. If such a creature fails, it becomes 
  trapped inside the cage. If it succeeds, it’s pushed outside the 
  cage into a space of its choice. If a creature in the area is too 
  big to fit inside the prison, the spell automatically fails. 
  The cage has AC 10, Hardness 20, and 40 Hit Points, and 
  it’s immune to critical hits and precision damage. A creature 
  capable of passing through the space between the bars 
  (typically a Tiny creature) can leave; all others are confined 
  within. Attacks with a weapon too large to fit between 
  the bars can’t pass through the cage, and the bars provide 
  standard cover even against attacks that can pass through 
  the gaps. Spells and breath weapons can pass through the 
  cage uninhibited.
  Force cage is immune to counteracting effects of its level 
  or lower, but it is automatically destroyed by a disintegrate 
  spell of any level, or by contact with a rod of cancellation (page 
  262) or sphere of annihilation (Gamemastery Guide 113).
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  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & index
  
  FUNGAL INFESTATION 
  SPELL 2
  CONJURATION
  Traditions primal
  Cast � somatic, verbal
  Range touch; Area 15-foot cone
  Saving Throw Fortitude
  Toxic spores swarm over creatures in the area, causing them 
  to erupt in grotesque fungal growths. These noxious growths 
  deal 2d6 persistent poison damage, and each creature must 
  attempt a Fortitude save.
  Critical Success The creature is unaffected.
  Success The target takes half the persistent poison damage.
  Failure The target takes the full persistent poison damage. 
  While it is taking this persistent poison damage, it has 
  weakness 1 to fire and weakness 1 to slashing.
  Critical Failure As failure, but double the persistent poison 
  damage. While it is taking this persistent poison damage, it 
  has weakness 2 to fire and weakness 2 to slashing.
  Heightened (+2) The persistent damage increases by 2d6, and 
  the weakness increases by 1, or by 2 on a critical failure.
  GHOSTLY TRAGEDY 
  SPELL 4
  UNCOMMON
  DIVINATION
  Traditions divine, occult
  Cast (1 minute) material, somatic, verbal 
  Area 60-foot emanation
  Duration 10 minutes
  This spell compels local spirits to reenact a violent event of 
  the recent past that you’re aware of and name as you Cast the 
  Spell. You take the role of the primary victim. The reenactment 
  plays out the final 9 minutes leading up to the death or injury 
  of the victim and the minute after their death or injury. The 
  spirits don’t change form, so this doesn’t help determine 
  perpetrators by their look. Spiritual forms of missing creatures 
  necessary for the event manifest as needed, and missing items 
  appear as shadowy outlines.
  Once the scene ends, you take 2d6 negative damage 
  for each ghostly apparition that participated in the scene 
  (typically equal to the number of creatures involved other 
  than the victim). Any creature that observed the ghostly 
  recreation, including you, can attempt checks to investigate 
  the event to discover new clues and information.
  GRISLY GROWTHS 
  SPELL 5 
  TRANSMUTATION
  Traditions arcane, primal 
  Cast � somatic, verbal 
  Range 60 feet; Targets 1 corporeal creature
  Saving Throw basic Fortitude
  This gruesome spell causes the target to grow excess limbs 
  and organs, whether it be fingers multiplying until hands 
  resemble bushes, eyes popping open in bizarre places, legs 
  sprouting from the side of the body, or some other result. 
  The target takes 10d6 piercing damage (basic Fortitude 
  save) as the new features erupt. This spell has no effect on 
  a target with a mutable anatomy or no limbs, such as an 
  ooze or a protean. The growths rot rapidly and fall away 
  after 1 round.
  In addition, unless the initial target critically succeeds, 
  creatures within 30 feet of the target, including the target, 
  must attempt Will saves, after which they are temporarily 
  immune to this secondary effect of grisly growths for 1 hour. 
  This additional effect is a mental and visual effect.
  Success The creature is unaffected.
  Failure The creature is sickened 1.
  Critical Failure The character is sickened 2.
  Heightened (+1) The damage increases by 2d6.
  HEAT METAL 
  SPELL 2
  EVOCATION
  FIRE
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 30 feet; Targets 1 metal item or metal creature
  This spell heats the targeted metal to become red-hot for a 
  moment. This is usually harmless to an unattended metal item, 
  which doesn’t get a saving throw, though the GM might rule 
  that flammable materials connected to the object catch fire 
  or melt. If you target an item worn or carried by a creature, 
  or you target a creature made primarily of metal, the heat 
  deals 4d6 fire damage and 2d4 persistent fire damage to the 
  creature, which must attempt a Reflex saving throw.
  If you target an item held by the creature, the creature 
  can Release the item to improve their degree of success by 
  one step from the result of their saving throw. The persistent 
  damage is associated with the object and damages whichever 
  creature is holding or wearing it. It has no effect if no one is 
  holding the item, but you continue to attempt flat checks to 
  end the persistent damage as normal, since the item remains 
  hot and can sear someone who picks it up.
  Critical Success The creature is unaffected.
  Success The creature takes half damage and the object deals 
  no persistent fire damage.
  Failure The creature takes full damage and the object deals 
  full persistent damage. 
  Critical Failure As failure, but the creature takes double 
  damage and the object deals double persistent damage.
  Heightened (+1) The initial damage increases by 2d6 and the 
  persistent damage increases by 1d4.
  ICE STORM 
  SPELL 4
  COLD
  EVOCATION
  Traditions arcane, primal
  Cast � material, somatic, verbal
  Range 120 feet; Area 5-foot burst
  Saving Throw basic Reflex; Duration 1 minute
  You create a gray storm cloud that pelts creatures with an 
  icy deluge. When you Cast the Spell, a burst of magical hail 
  deals 2d8 bludgeoning damage and 2d8 cold damage to each 
  creature in the area below the cloud (basic Reflex save). Snow 
  and sleet continue to rain down in the area for the remainder 
  of the spell’s duration, making the area difficult terrain, 
  causing creatures in the storm to be concealed, and making 
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  creatures outside the storm concealed from those inside the 
  storm. Any creature that ends its turn in the storm takes 4 
  cold damage. If you Cast this Spell outdoors, you can create 
  two non-overlapping clouds instead of one. 
  Heightened (+2) The initial bludgeoning damage and cold 
  damage increase by 1d8 each, and the cold damage 
  creatures take at the end of their turns increases by 2.
  ILL OMEN 
  SPELL 1
  CURSE
  DIVINATION
  MISFORTUNE
  Traditions occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Duration 1 round
  The target is struck with misfortune, which throws it off 
  balance. The target must attempt a Will save.
  Success The target is unaffected.
  Failure The first time during the duration that the target 
  attempts an attack roll or skill check, it must roll twice and 
  use the worse result.
  Critical Failure Every time during the duration that the target 
  attempts an attack roll or skill check, it must roll twice and 
  use the worse result.
  IMPALING SPIKE 
  SPELL 5
  CONJURATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Reflex; Duration 1 minute
  You conjure a spike that thrusts up from the earth beneath 
  a target creature, potentially impaling it. The spike is made 
  of cold iron and deals 8d6 piercing damage. The target must 
  attempt a Reflex save.
  Critical Success The target dodges the spike and is unaffected.
  Success The target is struck by the spike and takes half damage.
  Failure The target is impaled through a leg or another 
  non-vital body part. The creature takes full damage and, 
  if it’s standing on solid ground, becomes immobilized. It 
  can attempt to Escape (the DC is your spell DC). While it 
  remains impaled, it takes damage from any weakness to 
  cold iron it has at the end of each of its turns.
  Critical Failure As failure, but the creature is impaled through 
  a vital organ or its center of mass, taking double damage, 
  and it is flat-footed as long as it’s impaled.
  Heightened (+1) The damage increases by 2d6.
  IMPRINT MESSAGE 
  SPELL 1
  DIVINATION
  Traditions occult
  Cast � somatic, verbal
  Range touch; Targets 1 object
  You project psychic vibrations onto the target object, 
  imprinting it with a short message or emotional theme of your 
  design. This imprinted sensation is revealed to a creature who 
  casts object reading (page 222) on the target object, replacing 
  any emotional events the item was present for. If the object is 
  in the area of a retrocognition spell, the imprinted messages 
  appear as major events in the timeline, but they don’t interfere 
  with any other visions.
  If the object is targeted with read aura of a higher spell 
  level than imprint message, the caster learns that the object 
  has been magically modified. When you Cast this Spell, any 
  prior vibrations placed on an object by previous castings of 
  imprint message fade.
  INDESTRUCTIBILITY 
  SPELL 10
  ABJURATION
  Traditions arcane, divine, occult, primal
  Cast � somatic, verbal
  Duration until the start of your next turn
  You can’t be affected by anything unless you choose to be. 
  For the duration of the spell, you are immune to any effect 
  or damage that would harm you, excluding effects caused by 
  artifacts, deific power, and similarly powerful sources. You can 
  still be affected by anything you’re willing to have affect you.
  INVISIBLE ITEM 
  SPELL 1
  ILLUSION
  Traditions arcane, occult
  Cast � material, somatic
  Range touch; Targets 1 object
  Duration 1 hour
  You make the object invisible. This makes it undetected to 
  all creatures, though the creatures can attempt to find the 
  target, making it hidden to them instead if they succeed. If 
  the item is used as part of a hostile action, the spell ends after 
  that hostile action is completed. Making a weapon invisible 
  typically doesn’t give any advantage to the attack, except 
  that an invisible thrown weapon or piece of ammunition can 
  be used for an attack without necessarily giving information 
  about the attacker’s hiding place unless the weapon returns 
  to the attacker.
  Heightened (3rd) The duration is until the next time you make 
  your daily preparations.
  Heightened (7th) The duration is unlimited.
  LIGHTNING STORM 
  SPELL 5
  ELECTRICITY
  EVOCATION
  Traditions primal
  Cast � material, somatic, verbal
  Range 120 feet; Area 5-foot burst
  Saving Throw basic Reflex; Duration sustained up to 1 minute
  You create a black, rumbling storm cloud and call down 
  one lightning bolt. The bolt is a vertical line from the storm 
  cloud to the ground below, dealing 4d12 electricity damage 
  to creatures in the spell’s area (basic Reflex save). The first 
  time you Sustain the Spell each round, you can call another 
  lightning bolt within the area. If you Cast this Spell outdoors, 
  you can create two non-overlapping clouds instead of one, 
  though you can still call down only one bolt per turn. 
  Heightened (+1) The damage of each bolt increases by 1d12.
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  Ancestries & 
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  glossary 
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  MAD MONKEYS 
  SPELL 3
  CONJURATION
  Traditions primal
  Cast � somatic, verbal
  Range 30 feet; Area 5-foot burst
  Duration sustained up to 1 minute
  Magical monkey spirits fill the area as they pile and climb on top 
  of one another. Because the monkeys are magical spirits, they 
  can’t be attacked or hurt. Casting calm emotions or a similar 
  effect over the monkeys makes them docile, causing them to 
  cease making mischief for the duration of mad monkeys.
  Choose the kind of mischief your monkeys make when you 
  Cast the Spell. They produce the effect listed for that mischief 
  when you Cast the Spell and each round when you Sustain the 
  Spell. When you Sustain the Spell, you can move the area of 
  the monkeys by 5 feet. 
  • Flagrant Burglary The monkeys try to Steal any one item 
  from one creature in the area. Use your spell DC – 10 
  as the monkeys’ Thievery modifier. Their attempt relies 
  more on distraction than subtlety, so the victim knows 
  what item the monkeys were trying to take and whether 
  it was taken. Getting a stolen item from the monkeys—
  even for the caster—requires Stealing it from them or 
  Disarming them, using your spell DC. When the spell 
  ends, any stolen items fall to the ground in any square of 
  the spell’s area you choose.
  • Raucous Din The monkeys screech loudly, potentially 
  deafening creatures in the spell’s area. Each creature in 
  the spell’s area must attempt a Fortitude save.
  Critical Success The creature is unaffected and is 
  temporarily immune for 10 minutes.
  Success The creature is unaffected.
  Failure The creature is deafened for 1 round.
  Critical Failure The creature is deafened for 1 minute.
  • Tumultuous Gymnastics The monkeys jump and climb 
  all over creatures in the spell’s area, interfering with 
  complex movements. Each creature in the spell’s area 
  must attempt a Reflex save.
  Critical Success The creature is unaffected and is 
  temporarily immune for 10 minutes.
  Success The creature is unaffected.
  Failure For 1 round, the creature must succeed at a DC 5 
  flat check whenever it attempts a manipulate action. If 
  it fails this check, the creature loses that action.
  Critical Failure As failure, but the monkeys cling to the 
  creature tenaciously, and the effect lasts until the spell 
  ends, even if the creature leaves the spell’s area.
  MAGIC STONE 
  SPELL 1
  NECROMANCY
  POSITIVE
  Traditions divine, primal
  Cast � to � (verbal, somatic)
  Range touch; Targets 1 to 3 non-magical stones or sling bullets
  Duration 1 minute
  You pour positive energy into ordinary stones, granting them 
  temporary magical properties. You can target 1 non-magical 
  stone or sling bullet for every action you use Casting this Spell. 
  The stones must be unattended or carried by you or a willing 
  ally. The stones become +1 striking disrupting sling bullets. Each 
  stone can be used only once, after which it crumbles to dust.
  NOXIOUS VAPORS 
  SPELL 1
  EVOCATION
  POISON
  Traditions arcane, primal
  Cast � somatic, verbal
  Area 10-foot emanation
  Saving Throw basic Fortitude; Duration 1 round
  You emit a cloud of toxic smoke that temporarily obscures you 
  from sight. Each creature except you in the area when you 
  Cast the Spell takes 1d6 poison damage (basic Fortitude save). 
  A creature that critically fails the saving throw also becomes 
  sickened 1. All creatures in the area become concealed, and all 
  creatures outside the smoke become concealed to creatures 
  within it. This smoke can be dispersed by a strong wind.
  Heightened (+1) The damage increases by 1d6. 
  OBJECT READING 
  SPELL 1
  DIVINATION
  Traditions occult
  Cast � somatic, verbal
  Range touch; Targets 1 object
  You place a hand on an object to learn a piece of information 
  about an emotional event that occurred involving the object 
  within the past week, determined by the GM. If you cast 
  object reading on the same item multiple times, you can either 
  concentrate on a single event to gain additional pieces of 
  information about that event, or gain a piece of information 
  about another emotional event in the applicable time frame.
  Heightened (2nd) You can learn about an event that occurred 
  within the last month.
  Heightened (4th) You can learn about an event that occurred 
  within the last year.
  Heightened (6th) You can learn about an event that occurred 
  within the last decade.
  Heightened (8th) You can learn about an event that occurred 
  within the last century.
  Heightened (9th) You can learn about an event that occurred 
  within the entirety of the object’s history.
  PET CACHE 
  SPELL 1
  CONJURATION
  EXTRADIMENSIONAL
  Traditions arcane, divine, occult, primal
  Cast � somatic
  Range touch; Targets 1 willing creature that is your animal 
  companion or familiar
  Duration 8 hours
  You open your cloak or create a gap with your hands, drawing 
  the target into a pocket dimension just large enough for its basic 
  comfort. No other creature can enter this extradimensional 
  space, and the target can bring along objects only if they were 
  designed to be worn by a creature of its kind. The space has 
  enough air, food, and water to sustain the target for the duration.
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  You can Dismiss the spell. The spell also ends if you die 
  or enter an extradimensional space. When the spell ends, the 
  target reappears in the nearest unoccupied space (outside of 
  any extradimensional space you may have entered). 
  PHANTASMAL TREASURE 
  SPELL 2
  EMOTION
  ILLUSION
  MENTAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 60 feet; Targets 1 living creature
  Saving Throw Will; Duration varies
  A phantasmal image of the most precious thing imaginable 
  to the target appears in a location of your choice within the 
  spell’s range. Only the spell’s target can see the treasure, 
  though you can see the vague shape of the treasure—be it a 
  pile of items, a deific avatar, or a cherished loved one or hero. 
  The target’s response to the treasure is based on the outcome 
  of the target’s Will save.
  Critical Success The target is unaffected.
  Success The target becomes fascinated with the treasure, and 
  the duration is until the end of its turn. The target can also try 
  to disbelieve the illusion if it touches the treasure, Seeks to 
  examine it, or speaks to it if the illusion appears to be a person 
  or the like. If the target disbelieves the illusion, the spell ends.
  Failure As success, but the duration is 1 minute.
  Critical Failure As success, but the duration is 1 minute. The 
  target finds the treasure so appealing that until the spell 
  ends, it must spend each action focused on it. This can 
  include moving toward the treasure if the target isn’t next 
  to it, and Interacting with the treasure if the target is next 
  to it. (If the illusion appears to be a person or the like, the 
  target can also Interact to converse with it.)
  PUMMELING RUBBLE 
  SPELL 1
  EARTH
  EVOCATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Area 15-foot cone
  Saving Throw Reflex
  A spray of heavy rocks flies through the air in front of you. The 
  rubble deals 2d4 bludgeoning damage to each creature in the 
  area. Each creature must attempt a Reflex save.
  Critical Success The creature is unaffected.
  Success The creature takes half damage.
  Failure The creature takes full damage and is pushed 5 feet 
  away from you.
  Critical Failure The creature takes double damage and is 
  pushed 10 feet away from you.
  Heightened (+1) Increase the damage by 2d4.
  QUENCH 
  SPELL 2
  ABJURATION
  WATER
  Traditions primal
  Cast � somatic, verbal
  Range 120 feet; Area 20-foot burst
  Duration sustained
  You cause the air in the area to become supersaturated 
  with water vapor. Non-magical fires within the area are 
  automatically extinguished. Fire creatures within the area 
  take 4d8 damage (basic Fortitude save). Choose one magical 
  fire, fire spell, or fire item in the area and attempt to counteract 
  it. If you succeed against an item, the item loses its fire 
  properties for 10 minutes (for instance, a +1 flaming longsword 
  would become a +1 longsword). If the target is an artifact or 
  similarly powerful item, you automatically fail to counteract it.
  When you Sustain this Spell, you can move the area of 
  vapor anywhere within range, but the only effect when you 
  do so is to automatically extinguish non-magical fires.
  If you have the Counterspell reaction, you can use quench 
  to counter any spell with the fire trait instead of needing to 
  have the triggering fire spell prepared or in your repertoire.
  Heightened (+1) Increase the damage to fire creatures by 2d8.
  REAPER’S LANTERN 
  SPELL 2
  DEATH
  LIGHT
  NECROMANCY
  Traditions divine, occult, primal
  Cast � somatic, verbal
  Area 5-foot emanation
  Saving Throw Fortitude; Duration 1 minute
  You call forth a ghostly lantern that guides the living toward 
  death and the undead toward true death. It sheds bright light 
  in the spell’s area, and dim light to twice that area. Though the 
  lantern is insubstantial, you must keep a hand free to hold 
  it or the spell ends (though using the hand for somatic spell 
  components doesn’t end the spell). Living creatures and undead 
  in the area when you Cast the Spell, or that enter the area later, 
  must attempt Fortitude saves. Living creatures that fail their 
  Fortitude saves gain only half the normal benefit from healing 
  effects while within the area. Undead targets that fail their 
  Fortitude saves become enfeebled 1 while within the area. Once 
  a creature attempts a save against reaper’s lantern, it uses the 
  same outcome if it leaves the area and enters it again.
  Once per turn, starting on the turn after you cast reaper’s 
  lantern, you can use a single action, which has the concentrate 
  trait, to increase the emanation’s radius by 5 feet. When 
  you do so, you force creatures in the area that haven’t yet 
  attempted a save against reaper’s lantern to attempt one.
  RUSTING GRASP 
  SPELL 4
  TRANSMUTATION
  Tradition primal
  Cast � somatic, verbal
  Range touch; Targets 1 metal creature, 1 non-magical metal 
  hazard, or 1 non-magical metal item of up to 1 Bulk
  You cause the target to rapidly rust. This magical rust can 
  affect nonferrous materials, but the target must be all or 
  mostly metal. Skymetals such as adamantine and orichalcum 
  are immune to this rust, and the GM might determine other 
  precious materials are similarly resilient. Ultimately, the GM 
  decides if an object or creature can be targeted with this spell. 
  All damage from this spell ignores Hardness. If the spell 
  causes persistent damage from rust, a creature can attempt 
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  to scrape off the rust to assist the target in recovering from 
  the persistent damage (reducing the DC of the flat check to 
  end persistent damage to 10 and granting an immediate flat 
  check). The effect of the spell depends on its target.
  • Creature or Hazard A creature or hazard must be made 
  of all or mostly metal to be affected (this includes many 
  mechanical traps). It takes 8d6 damage (basic Fortitude 
  save), plus 2d6 persistent damage on a failed save. 
  Touching a hazard to affect it with this spell might trigger 
  the hazard, as determined by the GM.
  • Item The rust deals 2d6 damage, subject to a basic Reflex 
  save by the creature wearing or holding the item; if the 
  item is unattended, it automatically gets a critical failure. 
  On a failed save, the item also takes 1d6 persistent 
  damage. For an attended item, this persistent damage 
  occurs at the end of the attending creature’s turns; if 
  the item was unattended when you Cast the Spell, the 
  damage happens at the end of your turns. 
  When targeting armor someone is wearing, its Bulk is 1 
  higher than the listed value, since carrying armor is more 
  cumbersome than wearing it. Thin iron or steel items, 
  such as weapons, have 20 HP and a Broken Threshold of 
  10, and thicker iron or steel items, such as most suits of 
  armor, have 36 HP and a Broken Threshold of 18. Other 
  materials’ statistics can be found on pages 577–579 of 
  the Core Rulebook.
  Heightened (+1) Increase the initial damage to creatures or 
  hazards by 2d6, and increase the maximum Bulk of an item 
  you can target by 1.
  SAFE PASSAGE 
  SPELL 3
  ABJURATION
  Traditions arcane, divine, primal
  Cast � material, somatic, verbal
  Range touch; Area 10-foot-wide, 10-foot-tall, 60-foot-long 
  section of terrain
  Duration sustained up to 1 minute
  You repel dangers from all around you, making passage 
  through the chosen area safe for a brief amount of time. 
  Anyone passing through the area gains the following benefits 
  against harmful effects of the terrain and environment, 
  including environmental damage, hazardous terrain, and 
  hazards in the area. The spell grants a +2 status bonus to AC 
  and saves against such effects, and resistance 5 to all damage 
  from such effects. Furthermore, the spell prevents anything in 
  the area that’s prone to collapse, such as a rickety bridge or an 
  unstable ceiling, from collapsing, except under extreme strain 
  that would collapse a normal structure of its type.
  Safe passage protects only against harm, not inconvenience, 
  and it doesn’t reduce difficult terrain, remove the concealed 
  condition caused by precipitation, or the like, nor does it 
  protect against creatures within the spell’s area.
  Heightened (5th) The granted resistance increases to 10, and 
  the area can be 120 feet long.
  Heightened (8th) The granted resistance increases to 15, and 
  the area can be 500 feet long.
  SCINTILLATING SAFEGUARD 
  SPELL 6
  ABJURATION
  Traditions divine, occult, primal
  Cast � somatic; Trigger An effect would deal physical or 
  energy damage to you or a creature in range.
  Range 30 feet; Targets up to 5 willing creatures who would be 
  harmed by the triggering effect
  A sparkling magical barrier envelops each target, shielding 
  them against the triggering effect. Choose one type of 
  physical or energy damage the triggering effect deals. Each 
  target gains resistance 10 against that damage type for the 
  triggering effect. The resistance applies only against the initial 
  damage, not against any persistent damage or other lingering 
  effects of the effect.
  Heightened (+1) The resistance increases by 1.
  SCULPT SOUND 
  SPELL 3
  ILLUSION
  Traditions occult
  Cast � somatic, material
  Range touch; Targets 1 creature or object
  Duration 10 minutes
  You change the sounds made by a creature or object. Choose 
  how you’re altering the sounds when you Cast the Spell; you 
  can’t alter it later. You can cause something that didn’t create a 
  sound to make sound, alter the voice of a creature, amplify or 
  deaden a sound, or transform one sound into another. A creature 
  who succeeds at a Perception check against your spell DC can 
  determine that the sound was altered by an illusion, including 
  hearing faint sounds if you deadened the sound, but they can’t 
  determine the true sound unless they critically succeed at the 
  Perception check. You can Dismiss the spell.
  Because this spell obscures sound instead of preventing it, 
  using the spell to quiet a creature doesn’t prevent that creature 
  from using verbal spell components, though it does prevent 
  most auditory effects that rely on another creature hearing 
  them accurately. An unwilling target can attempt a Will save. 
  Success The affected sound from the creature isn’t altered.
  Failure The affected sound from the creature is altered in the 
  way you determine.
  Critical Failure The affected sound from the creature is altered 
  and the target becomes stupefied 2 for 1 minute as it 
  struggles with the disorienting effects of its altered sound.
  Heightened (5th) You can target up to 6 creatures or 6 objects, 
  altering the sounds of all affected creatures or objects in 
  the same way.
  SEAL FATE 
  SPELL 4
  CURSE
  DEATH
  NECROMANCY
  Traditions arcane, divine, occult
  Cast � somatic, verbal
  Range touch; Targets 1 living creature
  Saving Throw Fortitude
  You utter a curse that a creature will meet a certain end—a death 
  by freezing, stabbing, or another means you devise. Choose one 
  type of damage from the following list: acid, bludgeoning, cold, 
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  electricity, fire, negative, piercing, slashing, or sonic. The effect 
  is based on the target’s Fortitude save.
  Critical Success The target is unaffected.
  Success The target gains weakness 2 to the chosen damage 
  type until the end of your next turn.
  Failure As success, but the duration is 1 minute. If the creature 
  is reduced to 0 HP by the chosen damage and its level is 7 
  or less, it dies.
  Critical Failure As failure, but the duration is unlimited.
  Heightened (+2) The weakness increases by 1, and the 
  maximum level of creature that can be automatically killed 
  increases by 4.
  SECRET CHEST 
  SPELL 5
  CONJURATION
  Traditions arcane, occult
  Cast 1 minute (material, somatic, verbal)
  Range touch; Targets 1 container and its contents, totaling 10 
  Bulk or less
  Duration until the next time you make your daily preparations
  You banish a container and its contents to the Ethereal Plane, 
  where you can retrieve it from later. The container’s physical 
  properties—the material from which it is made, any locks, or 
  other features—are irrelevant to the casting of this spell, but the 
  container can’t contain any creatures. When you Cast this Spell, 
  the container and all its contents are transported to a random 
  location deep in the Ethereal Plane. Time passes normally for 
  the container and its contents, and the environmental effects 
  of the Ethereal Plane apply to it. Though very unlikely, it’s 
  possible for a creature on the Ethereal Plane to stumble upon 
  the chest.
  You can Dismiss the spell to return the chest to your current 
  location. If the spell ends by any other means, the container is 
  lost on the Ethereal Plane and you can no longer recall it with 
  this spell, though you could search for it in other ways.
  SPIKE STONES 
  SPELL 4
  CONJURATION
  EARTH
  Traditions primal
  Cast � material, somatic, verbal
  Range 60 feet; Area 20-foot burst
  Duration 1 hour
  Long, sharp spikes of solid rock thrust up from the ground in the 
  area. The area becomes difficult terrain and hazardous terrain. 
  A creature that moves on the ground through the area takes 
  3 piercing damage for every square of that area it moves into.
  Heightened (+1) Increase the damage by 1.
  SPIRIT SENSE 
  SPELL 2
  DETECTION
  DIVINATION
  MENTAL
  Traditions divine, occult
  Cast � somatic, verbal
  Area 30-foot emanation
  Duration 10 minutes
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  You open your mind to the metaphysical, enabling you to sense 
  nearby spirits. Even if you aren’t Searching, you get a check to 
  find haunts and spirits in the area. You gain a +1 status bonus 
  to the following checks regarding haunts or spirits: Perception 
  checks to Seek, attempts to Recall Knowledge, skill checks to 
  determine the reason for their existence, and skill checks to 
  disable a haunt. You also gain a +1 status bonus to AC and 
  saving throws against haunts and spirits.
  Heightened (6th) The spell’s duration lasts until the next time 
  you make your daily preparations.
  STRANGE GEOMETRY 
  SPELL 5
  ILLUSION
  Traditions occult
  Cast � material, somatic, verbal
  Range 60 feet; Area 4 cubes, each 10 feet on a side
  Saving Throw Will; Duration 1 minute
  You cause the areas to appear to swell, bend, and break, 
  twisting together in a bizarre spatial geometry. The cubes of 
  the spell’s area can’t be adjacent to one another. A creature 
  must attempt a Will save if it’s in one of the cubes when you 
  Cast the Spell, or if it later enters one of the areas, with the 
  following effects. A creature interacting with the illusion can 
  also attempt a Will save to disbelieve the illusion, as normal.
  Success The creature disbelieves the illusion.
  Failure All terrain in the cubes is difficult terrain for the creature, 
  including the air if the creature is flying, walls if it’s climbing, 
  and so on. When the creature would exit one of the cubes, 
  it exits from one randomly determined by the GM. This is a 
  teleportation effect. It can exit from any edge of that cube it 
  chooses. When selecting a random cube, the GM excludes 
  any that don’t match the creature’s terrain; for instance, if 
  the creature were exiting along the ground, the GM would 
  exclude any cube that didn’t have an exit on the ground.
  SUDDEN BLIGHT 
  SPELL 2
  NECROMANCY
  NEGATIVE
  Traditions divine, primal
  Cast � somatic, verbal
  Range 120 feet; Area 20-foot burst
  Saving Throw basic Fortitude
  You accelerate the processes of decay in the area. Each living 
  creature in the area takes 2d10 negative damage (basic 
  Fortitude save). A creature afflicted by a disease takes a –2 
  circumstance penalty to this save.
  You can also direct the blight to rot all Small and Tiny 
  non-creature plants in the area, eliminating non-magical 
  undergrowth and any resulting difficult terrain, cover, and 
  concealment. Sudden blight attempts to counteract any 
  magical effect on the plants before withering them.
  Heightened (+1) The damage increases by 1d10.
  SUMMON INSTRUMENT 
  CANTRIP 1
  CANTRIP
  CONJURATION
  Traditions divine, occult
  Cast � material, somatic, verbal
  Duration 1 hour
  You materialize a handheld musical instrument in your grasp. 
  The instrument is typical for its type, but it plays only for 
  you. The instrument vanishes when the spell ends. If you cast 
  summon instrument again, any instrument you previously 
  summoned disappears.
  Heightened (5th) The instrument is instead a virtuoso 
  handheld instrument.
  THOUGHTFUL GIFT 
  SPELL 1
  CONJURATION
  TELEPORTATION
  Traditions arcane, divine, occult
  Cast � somatic
  Range 120 feet; Targets 1 willing creature 
  You teleport one object of light or negligible Bulk held in your 
  hand to the target. The object appears instantly in the target’s 
  hand, if they have a free hand, or at their feet if they don’t. The 
  target knows what object you are attempting to send them. 
  If the target is unconscious or refuses to accept your gift, or 
  if the spell would teleport a creature (even if the creature is 
  inside an extradimensional container), the spell fails. 
  Heightened (3rd) The spell’s range increases to 500 feet.
  Heightened (5th) As 3rd level, and the object’s maximum Bulk 
  increases to 1. You can Cast the Spell with 3 actions instead 
  of 1; doing so increases the range to 1 mile and you don’t 
  need line of sight to the target, but you must be extremely 
  familiar with the target.
  THREEFOLD ASPECT 
  SPELL 3
  POLYMORPH
  TRANSMUTATION
  Traditions occult, primal
  Cast 1 minute
  Duration until the next time you make your daily preparations
  This spell allows you to change between three versions of 
  yourself of different ages: a maiden (young adult), a mother 
  (adult), or a matriarch (elderly). Choose one when you Cast 
  the Spell. While the spell lasts, you can change the age to 
  any of the three or to your natural age with a single action, 
  which has the concentrate trait. Your form always looks like 
  you regardless of the age, and creatures who know you still 
  recognize you and can tell your age is different.
  Threefold aspect alters your physical appearance and 
  personality to present an authentic version of yourself at 
  various ages. This grants you a +4 status bonus to Deception 
  checks to pass as the chosen age, and you can add your 
  level as a proficiency bonus to these checks even if you’re 
  untrained. Furthermore, unless a creature specifically uses a 
  Seek action or otherwise carefully examines you, it doesn’t get 
  a chance to notice that you aren’t at your true age. You can 
  Dismiss this spell.
  TRANSMUTE ROCK AND MUD 
  SPELL 5
  EARTH
  TRANSMUTATION
  Traditions arcane, primal
  Cast � material, somatic, verbal
  Range 60 feet; Area 2 adjacent 10-foot cubes
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  You warp the structure of earthen material, turning rock into 
  mud or mud into rock. Choose one of these two options when 
  you Cast the Spell.
  • Rock to Mud You transform non-magical, unworked, and 
  unattended stone in the area into an equal volume of 
  mud. If you Cast this Spell on a stone floor, it becomes 
  difficult terrain; if the resulting mud is at least 3 feet 
  deep, it is greater difficult terrain, or the creature can 
  try to Swim through it (DC 10 Athletics). If the mud is 
  deep enough that a creature can’t reach the bottom, the 
  creature must Swim to move through it. If you Cast this 
  Spell on a ceiling, the falling mud deals 8d6 bludgeoning 
  damage (basic Reflex save) and spreads out, creating 
  difficult terrain in an area 10 feet larger in radius than 
  the original spell’s area. Once the rock is transformed into 
  mud, the mud is non-magical and remains until natural 
  conditions cause it to dry out or otherwise disperse.
  • Mud to Rock Mud in the area turns into unworked stone. 
  If creatures are in the mud when it is transformed to 
  stone, they must attempt a Reflex saving throw.
  Critical Success The creature escapes the mud and is atop 
  the stone, unaffected.
  Success The creature climbs out of the mud as it turns to 
  rock and is prone atop the stone.
  Failure The creature is partially stuck in the mud and is 
  grabbed for 1 round or until it Escapes, whichever 
  comes first.
  Critical Failure The creature is entirely stuck. It is 
  restrained for 1 round or until it Escapes, whichever 
  comes first.
  Heightened (+2) Add an additional 10-foot cube to the area, 
  adjacent to at least one of the other cubes.
  VAMPIRIC MAIDEN 
  SPELL 4
  NECROMANCY
  NEGATIVE
  Traditions arcane, divine, occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Fortitude
  A ghostly iron maiden snaps shut on the target and drains 
  its vitality for your gain. This deals 4d4 piercing damage and 
  4d4 negative damage, and the target must attempt a Fortitude 
  save. You gain temporary HP equal to the negative damage 
  the target takes (after applying resistances, weaknesses, and 
  the like). You lose any remaining temporary HP after 1 minute.
  Critical Success The target is unaffected.
  Success The target takes half damage.
  Failure The target is briefly trapped within the vampiric 
  maiden. The target takes full damage and is immobilized by 
  the iron maiden for 1 round or until it uses an Interact action 
  to extricate itself, whichever comes first.
  Critical Failure The target takes double damage and is 
  immobilized by the vampiric maiden for 1 round or until it 
  Escapes (the DC is your spell DC), whichever comes first. 
  Heightened (+1) The piercing and negative damage increase 
  by 1d4 each.
  VOMIT SWARM 
  SPELL 2
  EVOCATION
  Traditions arcane, occult, primal
  Cast � somatic, verbal
  Area 30-foot cone
  Saving Throw basic Reflex
  You belch forth a swarm of magical vermin. You evoke and 
  shape the creatures from your own imagination, allowing you 
  to change the appearance of the creatures (typically a mix 
  of centipedes, roaches, wasps, and worms), but this doesn’t 
  change the effect of the spell. The vermin swarm over anyone 
  in the area, their bites and stings dealing 2d8 piercing damage 
  (basic Reflex save). A creature that fails its saving throw also 
  becomes sickened 1. Once the spell ends, the swarm disappears.
  Heightened (+1) Increase the damage by 1d8.
  WALL OF FLESH 
  SPELL 5
  NECROMANCY
  Traditions divine, occult, primal
  Cast � material, somatic 
  Range 20 feet
  Duration 10 minutes
  You craft a 20-foot-tall wall of living flesh in a straight line up to 
  30 feet long. The wall is 3 feet thick, and each 5-foot-long section 
  has AC 10 and 75 HP. If you wish, the wall can be of a smaller 
  length or height. You must create the wall in an unbroken open 
  space so its edges don’t pass through any creatures or objects, 
  or the spell is lost. The wall can’t be Repaired but can be healed 
  by positive energy and healing spells and abilities. 
  When you Cast the Spell, choose one of the following 
  features for your wall. 
  • Mouths The wall has countless toothy mouths along its 
  surface. The mouths Strike any creature that ends its turn 
  within 5 feet of the wall, using your spell attack roll for 
  these Strikes and dealing piercing damage equal to 1d6 + 
  your spellcasting ability modifier. The mouths are capable 
  of consuming potions; since the wall is alive, it can recover 
  Hit Points from a potion of healing, but it can’t benefit from 
  any effect that would give it the ability to move. Otherwise, 
  the GM determines which potions can affect the wall.
  • Eyes The wall sprouts hundreds of unblinking eyes. You 
  can see through these eyes, gaining a +2 circumstance 
  bonus to visual Perception checks within the wall’s line 
  of sight. You can also use the eyes for determining line 
  of sight for ranged attacks and spells, but you don’t have 
  line of effect through the wall. 
  • Arms The wall is a mass of grasping arms. Any creature 
  that ends its turn within 5 feet of the wall must attempt 
  a Reflex save.
  Success The creature is unaffected.
  Failure The creature is grabbed by the wall for 1 round 
  or until it Escapes against your spell DC, whichever 
  comes first. 
  Critical Failure The creature is restrained by the wall 
  for 1 round or until it Escapes against your spell DC, 
  whichever comes first. 
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  & index
  
  Bard
  Bards can gain the following composition spells. This 
  section also includes their composition cantrips.
  HYMN OF HEALING 
  FOCUS 1
  UNCOMMON
  BARD
  COMPOSITION
  HEALING
  NECROMANCY
  POSITIVE
  Cast � verbal
  Range 30 feet; Targets you or 1 ally 
  Duration sustained up to 4 rounds
  Your divine singing mends wounds and provides a temporary 
  respite from harm. The target gains fast healing 2. When you 
  Cast the Spell and each time you Sustain the Spell, the target 
  gains 2 temporary Hit Points, which last for 1 round.
  Heightened (+1) The fast healing and temporary Hit Points 
  each increase by 2.
  ODE TO OUROBOROS 
  FOCUS 5
  UNCOMMON
  BARD
  COMPOSITION
  NECROMANCY
  Cast � verbal; Trigger A creature’s dying condition would 
  reach the value at which they would die.
  Range 60 feet; Targets the triggering creature
  Your ode temporarily staves off death. The target’s dying 
  condition remains 1 below the value at which it dies. This 
  doesn’t help prevent death from effects that kill the target 
  without increasing its dying condition, such as disintegrate 
  and death effects.
  PIED PIPING 
  FOCUS 10
  UNCOMMON BARD COMPOSITION ENCHANTMENT INCAPACITATION MENTAL SONIC
  Cast � verbal
  Area 5-foot emanation
  Saving Throw Will; Duration 1 minute
  Your performance enraptures those who hear it, compelling 
  them to follow you about in admiration. Each creature within 
  the emanation must attempt a Will save when you Cast the 
  Spell or the first time they enter the area, after which they 
  become temporarily immune for 1 day. Once per turn, you 
  can spend a single action, which has the concentrate trait, 
  to increase the emanation’s radius by 5 feet. You can Dismiss 
  the spell.
  Critical Success The creature is unaffected.
  Success The creature is fascinated with you. 
  Failure The creature uses all its actions to move toward you 
  and compliment your performance. This effect ends if a 
  hostile action is used against the affected creature.
  Critical Failure The target gains the minion trait and is 
  controlled by you. This effect ends if a hostile action is used 
  against the affected creature, or if you direct the creature to 
  use any action that causes it harm.
  SONG OF MARCHING 
  CANTRIP 3
  UNCOMMON
  BARD
  CANTRIP
  COMPOSITION
  ENCHANTMENT
  MENTAL
  Cast � verbal
  Area 60-foot emanation 
  Duration sustained up to 1 hour 
  You maintain a brisk performance that keeps allies on the 
  move. You and your allies in the area can Hustle for the spell’s 
  duration, even though you are also Sustaining the Spell. You 
  and your allies then become temporarily immune for 1 day.
  Heightened (6th) You can Sustain the Spell for up to 2 hours.
  Heightened (9th) You can Sustain the Spell for up to 4 hours.
  SONG OF STRENGTH 
  CANTRIP 1
  UNCOMMON BARD CANTRIP
  COMPOSITION
  EMOTION
  ENCHANTMENT
  MENTAL
  Cast � verbal
  Area 60-foot emanation
  Duration 1 round
  You bolster your allies’ physical strength with a hearty 
  exhortation. You and your allies gain a +1 status bonus to 
  Athletics checks and to their DCs against Athletics skill actions 
  such as Disarm, Shove, and Trip. 
  Special If you have the inspire heroics composition spell, you 
  can use that composition to improve the bonus granted by song 
  of strength in the same way as inspire courage or inspire defense.
  SYMPHONY OF THE UNFETTERED HEART 
  FOCUS 5
  UNCOMMON
  ABJURATION
  BARD
  COMPOSITION
  Cast � verbal, somatic
  Range 30 feet; Targets you or 1 ally
  Your symphony lifts listeners from their worldly concerns. 
  Attempt a Performance check to counteract one of the 
  following conditions affecting the target: grabbed, immobilized, 
  paralyzed, restrained, slowed, or stunned. If you fail, you can’t 
  target that effect on the target for 1 day. Use the condition’s 
  source to determine the counteract DC (for example, the Escape 
  DC for grabbed). 
  Heightened (9th) You can target up to four creatures.
  Champion
  LITANY OF DEPRAVITY 
  FOCUS 7
  UNCOMMON
  CHAMPION
  EVIL
  EVOCATION
  LITANY
  Cast � verbal
  Range 30 feet; Targets 1 good creature
  Duration 1 round
  Your litany calls into question the morals your foe claims to 
  hold dear. The target gains weakness 7 to evil, then becomes 
  temporarily immune to all your litanies for 1 minute.
  Heightened (+1) The weakness increases by 1.
  FOCUS SPELLS
  A focus spell is unique to a class and reflects its individual role and style. This section introduces 
  focus spells for the oracle and witch and presents several new options for some Core Rulebook 
  classes. The full rules for casting focus spells appear on page 300 of the Core Rulebook.
  Advanced Player's Guide
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  LITANY OF SELF-INTEREST 
  FOCUS 5
  UNCOMMON
  CHAMPION
  ENCHANTMENT
  EVIL
  LITANY
  MENTAL
  Cast � verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Will; Duration 1 round
  You give a speech that fills your target with a drive to improve 
  themself to the exclusion of assisting others. A creature that 
  wants to gain the benefit of this spell and doesn’t care about 
  its limitations can voluntarily fail the save. The target then 
  becomes temporarily immune to all your litanies for 1 minute.
  Success The target is unaffected.
  Failure The target gains a +2 status bonus to attack rolls, 
  Perception checks, saving throws, and skill checks. The 
  target can’t Aid other creatures, consider any creature an 
  ally, or use spells or abilities that directly benefit another 
  creature (as determined by the GM), even if they also benefit 
  the target. Other creatures allied with the spell’s target can 
  still consider the target an ally and affect it accordingly.
  Heightened (8th) The status bonus increases to +3.
  TOUCH OF CORRUPTION 
  FOCUS 1
  UNCOMMON
  CHAMPION
  NECROMANCY
  NEGATIVE
  Cast � somatic
  Range touch; Targets 1 willing undead creature or 1 living creature
  You infuse the target with negative energy. If the target is 
  living, this deals 1d6 negative damage (basic Fortitude save); 
  on a failed save, the target also takes a –2 status penalty to 
  AC for 1 round.
  If the target is a willing undead creature, the target instead 
  regains 6 Hit Points, and if you are the undead target, you also 
  gain a +2 status bonus to damage rolls for 1 round.
  Heightened (+1) Increase the damage dealt to a living creature 
  by 1d6 or increase the Hit Points regained by undead by 6.
  Monk 
  CLINGING SHADOWS STANCE 
  FOCUS 4
  UNCOMMON
  EVOCATION
  MONK
  SHADOW
  STANCE
  Cast � somatic
  Duration until you leave the stance
  You adopt the stance of clinging shadows. You can make shadow 
  grasp Strikes. These deal 1d4 negative damage; are in the brawling 
  group; and have the agile, grapple, reach, and unarmed traits.
  While in clinging shadows stance, you gain a +2 circumstance 
  bonus to Athletics checks to Grapple, and to the DC for creatures 
  to Escape from you.
  KI FORM 
  FOCUS 9
  UNCOMMON
  MONK
  POLYMORPH
  Cast � verbal
  Duration 1 minute
  Drawing from deep wells of spiritual power, you take on a 
  special ki form. In your ki form, your hair, feathers, skin, or 
  scales change color and begin to glow. In this form you gain a 
  fly Speed equal to your land Speed. Choose force, lawful (only 
  if you are lawful), negative, or positive damage. All your Strikes 
  deal 1d6 additional damage of the chosen type. Your entire body 
  is also surrounded by a glowing corona of the same color as your 
  inner ki; this is a light effect. Your corona is a 5-foot emanation 
  that deals 2d6 damage of the chosen type to creatures who 
  start their turn within the emanation. If the emanation overlaps 
  with a darkness effect, the corona’s glow attempts to counteract 
  the darkness effect. Regardless of the outcome, the corona can’t 
  attempt to counteract that effect again for 1 day. As a single 
  action, which has the concentrate trait, you can flare your 
  corona out to become a 30-foot emanation.
  In your ki form, your emotions surge to the forefront and it’s 
  difficult to moderate your attacks. Your weapons and unarmed 
  attacks lose the nonlethal trait. You take a –2 status penalty 
  to saves against emotion effects but gain a +2 status bonus to 
  saves against all other mental effects. 
  MEDUSA’S WRATH 
  FOCUS 8
  UNCOMMON
  MONK
  TRANSMUTATION
  Cast � somatic, verbal
  You make an attack filled with a medusa’s petrifying power. 
  Make an unarmed Strike with the following additional effects.
  Critical Success The target is slowed 2 and must attempt a 
  Fortitude save at the end of each of its turns; this ongoing 
  save has the incapacitation trait. On a failed save, the slowed 
  condition increases by 1 (2 on a critical failure). A successful 
  save reduces the slowed condition by 1. When a creature 
  is unable to act due to the slowed condition from medusa’s 
  wrath, it is petrified permanently. The spell ends if the 
  creature is petrified or the slowed condition is removed.
  Success As critical success, but the target is initially slowed 1.
  SHADOW’S WEB 
  FOCUS 7
  UNCOMMON
  EVOCATION
  MONK
  Cast � somatic, verbal
  Area 30-foot burst 
  Saving Throw Fortitude
  Grasping darkness surges from you, dealing 14d4 negative 
  damage. Each creature in the area must attempt a 
  Fortitude save.
  Critical Success The creature is unaffected.
  Success The creature takes half damage and is enfeebled 1 
  for 1 round.
  Failure The creature takes full damage and is enfeebled 2 for 
  1 round.
  Critical Failure The creature takes double damage and is 
  stunned 1, enfeebled 2 for 1 round, and immobilized for 1 
  round or until it Escapes, whichever comes first.
  Heightened (+1) The negative damage increases by 2d4.
  Oracle
  ACCESS LORE 
  FOCUS 3
  UNCOMMON
  CURSEBOUND
  DIVINATION
  FORTUNE
  ORACLE
  Mystery lore
  Cast � somatic
  Duration 1 minute
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  & Index
  
  You sift through the multiverse’s divine knowledge, seeking 
  out tidbits related to a particular subject. Choose one Lore 
  skill. You temporarily gain the same proficiency rank in that 
  Lore skill as your proficiency rank for your oracle spellcasting.
  ANCESTRAL DEFENSE 
  FOCUS 3
  UNCOMMON
  ABJURATION
  CURSEBOUND
  FORTUNE
  MENTAL
  ORACLE
  Mystery ancestors
  Cast � somatic; Trigger You are about to attempt a Will save.
  Your ancestor protects you against those who would bend 
  your will. You roll the triggering save twice and use the better 
  result. If you’re in an encounter when you cast this spell, you 
  immediately roll to change your predominant ancestor.
  ANCESTRAL FORM 
  FOCUS 6
  UNCOMMON
  CURSEBOUND
  ORACLE
  TRANSMUTATION
  Mystery ancestors
  Cast � somatic, verbal
  Duration sustained up to 1 minute
  You take the form of your ancestral spirits, becoming invisible 
  and quasi-corporeal. You gain resistance 10 to all damage (except 
  force and damage from Strikes with the ghost touch property 
  rune), and this resistance is doubled against non-magical and 
  precision damage. You gain a fly Speed equal to your land Speed; 
  when Flying, moving upward isn’t difficult terrain for you. You 
  can’t move through solid objects, but you can float through tiny 
  gaps. You can’t Cast Spells (but you can Sustain a Spell), activate 
  items, or use actions that have the attack or manipulate trait. 
  Heightened (+2) The resistance increases by 5.
  ANCESTRAL TOUCH  
  FOCUS 1
  UNCOMMON
  CURSEBOUND
  EMOTION
  ENCHANTMENT
  FEAR
  MENTAL
  ORACLE
  Mystery ancestors
  Cast � somatic
  Range touch; Targets 1 living creature
  Saving Throw Will
  You touch a creature and force them to see and feel the ancestors 
  surrounding you. The target takes 1d4 mental damage, with 
  results depending on a Will save.
  Critical Success The target is unaffected.
  Success The target takes half damage.
  Failure The target is frightened 1 and takes full damage. 
  Critical Failure The target is frightened 2 and takes double 
  damage. 
  Heightened (+1) The mental damage increases by 1d4.
  ARMOR OF BONES 
  FOCUS 3
  UNCOMMON
  CURSEBOUND
  NECROMANCY
  ORACLE
  Mystery bones
  Cast � somatic
  Duration 1 minute
  You ossify your physical form, mimicking the durability of 
  bone. You gain resistance 3 to cold, electricity, fire, piercing, 
  and slashing damage.
  Heightened (+1) Increase the resistance by 1.
  BATTLEFIELD PERSISTENCE 
  FOCUS 3
  UNCOMMON
  CURSEBOUND
  DIVINATION
  DIVINE
  ORACLE
  Mystery battle
  Cast � verbal; Trigger You are about to attempt a saving 
  throw, but you haven’t rolled yet.
  You’re difficult to remove from battle. You gain a +2 status 
  bonus to the triggering save, and if the triggering save is 
  against an incapacitation effect, it treats you as if you were 
  2 levels higher.
  BRAIN DRAIN 
  FOCUS 1
  UNCOMMON
  CURSEBOUND
  ENCHANTMENT
  MENTAL
  ORACLE
  Mystery lore
  Cast � material, somatic
  Range 30 feet; Targets 1 creature
  Saving Throw Will
  You probe the target’s mind to glean knowledge. This deals 
  1d8 mental damage with a basic Will save. If the target fails 
  the save, you sort through the stolen memories to attempt a 
  single check to Recall Knowledge. Choose a skill that has the 
  Recall Knowledge action, and use the target’s skill modifier 
  for the check.
  Heightened (+1) The mental damage increases by 1d8.
  CALL TO ARMS 
  FOCUS 1
  UNCOMMON
  AUDITORY
  CURSEBOUND
  EMOTION
  ENCHANTMENT
  MENTAL
  ORACLE
  Mystery battle
  Cast � verbal; Trigger You are about to roll for initiative.
  Area 20-foot emanation
  Duration 1 minute
  You cry out a call to arms, inspiring your allies to enter the fray. 
  Each ally in the area gains a +2 status bonus to their initiative 
  roll and gains temporary Hit Points equal to the spell’s level; 
  these temporary Hit Points last for the spell’s duration.
  Heightened (6th) The bonus increases to +3.
  Heightened (9th) The bonus increases to +4.
  CLAIM UNDEAD 
  FOCUS 6
  UNCOMMON
  CURSEBOUND
  INCAPACITATION
  NECROMANCY
  ORACLE
  Mystery bones
  Cast � somatic, verbal
  Range 30 feet; Targets 1 undead creature
  Saving Throw Will; Duration 10 minutes
  You attempt to wrest control of a target undead or force it to 
  recognize you as its master. If the target is controlled by another 
  creature, that controller attempts a Will saving throw to retain 
  control; otherwise, the target must attempt a Will save.
  Critical Success The target is unaffected.
  Success The target is stunned 1 as it fights off your commands.
  Failure The target becomes controlled by you and follows 
  your orders. It (or the creature previously controlling it) can 
  attempt a new Will save at the end of each of its turns, 
  and the spell ends on a success. If you issue an obviously 
  self-destructive order, the target doesn’t act until you issue 
  a new order.
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  Critical Failure As failure, but the target (or the creature 
  previously controlling it) receives a new save only if you 
  give it a new order that is against its nature.
  DEBILITATING DICHOTOMY 
  FOCUS 4
  UNCOMMON
  CURSEBOUND
  EVOCATION
  MENTAL
  ORACLE
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature other than you
  Saving Throw Will
  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 the target 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.
  Heightened (+1) The damage increases by 3d6.
  DELAY AFFLICTION 
  FOCUS 3
  UNCOMMON
  CURSEBOUND
  HEALING
  NECROMANCY
  ORACLE
  POSITIVE
  Mystery life
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  With a surge of healing energy, you push back against an 
  affliction threatening the target and grant a small amount of 
  healing. The target recovers 3d8 Hit Points. You attempt to 
  counteract any one affliction you are aware the target has, 
  suspending its effects for 1 hour on a success rather than 
  removing it. The target is then temporarily immune to delay 
  affliction for 1 day. You don’t need to have identified the name 
  of the specific affliction, but you do need to be aware of it; 
  for instance, you couldn’t delay an ingested poison during its 
  onset period unless you were aware of the poison. 
  Heightened (+1) The target recovers an additional 1d8 Hit Points 
  and you can attempt to suspend an additional affliction.
  DREAD SECRET 
  FOCUS 6
  UNCOMMON
  CURSEBOUND
  DIVINATION
  EMOTION
  FEAR
  MENTAL
  ORACLE
  Mystery lore
  Cast � material, somatic
  Range 60 feet; Targets up to 6 creatures
  Saving Throw Will; Duration until the start of your next turn
  You utter a powerful secret at odds with the fundamental 
  nature of the target creatures. Choose a specific resistance or 
  weakness that you believe one or more of the targets have due 
  to Recall Knowledge or previous experience with the targets, 
  such as resistance to fire or weakness to silver. If the information 
  is incorrect for a given target, the spell has no effect on that 
  target. Affected targets must attempt a Will saving throw.
  Critical Success The creature is unaffected.
  Success The creature takes 1 damage of the type of weakness 
  you chose (thus triggering the creature’s weakness), or 
  loses its resistance until the end of your next turn if you 
  chose a resistance.
  Spells
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  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  Failure As success, and the creature becomes frightened 1 
  from the revelation of its dread secret.
  Critical Failure As failure, except the creature is frightened 3.
  FLAMING FUSILLADE 
  FOCUS 6
  UNCOMMON
  CURSEBOUND
  EVOCATION
  FIRE
  ORACLE
  Mystery flames
  Cast � somatic, verbal
  Duration 1 minute
  You call upon an endless barrage of flames, producing 
  miniature fireballs in your hands to hurl at foes. You cast 
  produce flame as part of casting flaming fusillade. For the 
  duration of flaming fusillade, produce flame’s casting time is 
  reduced from 2 actions to 1.
  Heightened (9th) For the duration, you also gain a status 
  bonus to the damage dealt by produce flame equal to 
  flaming fusillade’s spell level.
  HEROIC FEAT 
  FOCUS 6
  UNCOMMON
  CURSEBOUND
  DIVINATION
  MENTAL
  ORACLE
  Mystery battle
  Cast � or � somatic, verbal 
  You gain the ability to perform a specialized combat technique 
  from the vast wealth of martial knowledge your mystery 
  provides. When you Cast this Spell, you use the action granted 
  by one common fighter feat from pages 144–153 of the Core 
  Rulebook or pages 126–127 of this book (your GM might add 
  feats to this list). If you Cast this Spell using 2 actions, the 
  granted action must be a single action, and if you Cast this 
  Spell using 3 actions, you can instead choose a feat that grants 
  a 2-action activity. The chosen feat’s level can be no higher 
  than heroic feat’s spell level. The feat can’t have a Frequency 
  entry, and you must meet its prerequisites and requirements 
  in order to select it.
  INCENDIARY AURA 
  FOCUS 1
  UNCOMMON
  CURSEBOUND
  EVOCATION
  FIRE
  ORACLE
  Mystery flames
  Cast � somatic, verbal
  Area 10-foot emanation
  Duration 1 minute
  You surround yourself with a combustible aura. Each time a 
  creature within the emanation takes fire damage, it catches on 
  fire, taking 2d4 persistent fire damage. 
  Heightened (+2) Increase the persistent damage by 1d4 and 
  the radius of the emanation by 5 feet.
  INTERSTELLAR VOID 
  FOCUS 3
  UNCOMMON
  COLD
  CURSEBOUND
  EVOCATION
  ORACLE
  Mystery cosmos
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Fortitude; Duration sustained up to 1 minute
  You call upon the frigid depths of outer space to bring a terrible 
  chill to your enemy. The target is cloaked in the freezing void, 
  which deals 3d6 cold damage immediately and when you 
  Sustain the Spell on future turns, with a basic Fortitude save. 
  The target is fatigued for as long as the effect persists. 
  Heightened (+1) The cold damage increases by 1d6.
  LIFE-GIVING FORM 
  FOCUS 6
  UNCOMMON
  CURSEBOUND
  HEALING
  LIGHT
  NECROMANCY
  ORACLE
  POSITIVE
  Mystery life
  Cast � somatic, verbal 
  Duration 1 minute
  You transcend your physical form, becoming a beacon of 
  healing energy. Your body exudes bright light like a torch. 
  You gain resistance 5 to precision damage and weakness 5 
  to negative damage, and your unarmed Strikes deal an extra 
  1d4 positive damage. 
  You can touch a living creature with an Interact action to 
  restore 6d8 Hit Points to it, and when a creature touches 
  you with an Interact action you can allow it to gain the 
  same healing; either way, the creature becomes temporarily 
  immune to life-giving form’s healing for 1 minute. This is 
  a positive healing effect. You can’t heal yourself with 
  life-giving form. A creature harmed by positive damage 
  (such as an undead) that touches you or damages you 
  with an unarmed attack or non-reach melee weapon 
  instead takes 3d4 positive damage, and it doesn’t become 
  temporarily immune. 
  You can Dismiss this spell.
  Heightened (+1) Increase the Hit Points restored with an 
  Interact action by 1d8, the positive damage by 1, and the 
  resistance and weakness by 1.
  LIFE LINK 
  FOCUS 1
  UNCOMMON
  CURSEBOUND
  HEALING
  NECROMANCY
  ORACLE
  POSITIVE
  Mystery life
  Cast � somatic
  Range 30 feet; Targets 1 creature other than you
  Duration 1 minute
  You forge a connection of life energy between you and your 
  target, distributing harm between both of you. When you first 
  Cast the Spell, the target recovers 1d4 Hit Points. The first 
  time each round that the target takes damage, reduce the 
  damage it takes by 3 (to a minimum of 0 damage). You lose 3 
  Hit Points each time, or the total damage dealt, if less than 3; 
  this damage ignores any immunities or resistances you have 
  and can’t otherwise be mitigated in any way.
  The spell ends immediately if you fall unconscious. You can 
  Dismiss the spell.
  Heightened (3rd) You can target 2 creatures other than 
  you. Increase the initial healing to 3d4 and the maximum 
  damage reduced and Hit Points lost to 5.
  Heightened (6th) You can target 3 creatures other than 
  you. Increase the initial healing to 6d4 and the maximum 
  damage reduced and Hit Points lost to 10.
  Heightened (9th) You can target 4 creatures other than 
  you. Increase the initial healing to 9d4 and the maximum 
  damage reduced and Hit Points lost to 15.
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  MOONLIGHT BRIDGE 
  FOCUS 6
  UNCOMMON
  CONJURATION
  CURSEBOUND
  LIGHT
  ORACLE
  Mystery cosmos
  Cast � somatic, verbal
  Range 30 feet
  Duration 10 minutes
  You summon a bridge of radiant, shimmering moonlight. The 
  10-foot-wide span must start at the ground on a point within 
  range, and it extends as a horizontal plane, either in a straight 
  line or at any angle up to 45 degrees upward or downward, 
  for up to 120 feet. This bridge has AC 10, Hardness 30, and 
  60 Hit Points, and it’s immune to critical hits and precision 
  damage. You and your allies can cross the bridge normally, 
  but other creatures simply pass through it if they try to do so. 
  The bridge blocks physical, ethereal, and incorporeal attacks 
  from crossing, whether from above or below. You can Dismiss 
  the spell.
  Heightened (+1) The length of the bridge increases by 20 feet, 
  and its Hit Points increase by 20.
  SOUL SIPHON 
  FOCUS 1
  UNCOMMON
  CURSEBOUND
  NECROMANCY
  NEGATIVE
  ORACLE
  Mystery bones
  Cast � somatic
  Range 30 feet; Targets 1 living creature
  Saving Throw Fortitude
  You siphon off a portion of the target’s soul to bolster your 
  own vitality. The target must attempt a Fortitude save or take 
  1d4 negative damage. You gain temporary Hit Points equal to 
  the total amount of HP the target loses, including the HP lost 
  from becoming drained.
  Critical Success The creature is unaffected.
  Success The creature takes half damage.
  Failure The creature takes full damage and becomes 
  drained 1.
  Critical Failure The creature takes double damage and 
  becomes drained 2.
  Heightened (+1) Increase the damage by 1d4.
  SPRAY OF STARS 
  FOCUS 1
  UNCOMMON
  CURSEBOUND
  EVOCATION
  FIRE
  LIGHT
  ORACLE
  Mystery cosmos
  Cast � somatic, verbal
  Area 15-foot cone
  Saving Throw Reflex
  You fling a spray of tiny shooting stars, dealing 1d4 
  fire damage. Each creature in the area must attempt a 
  Reflex save.
  Critical Success The creature is unaffected.
  Success The creature takes half damage and is dazzled for 
  1 round.
  Failure The creature takes full damage and is dazzled for 
  3 rounds.
  Critical Failure The creature takes double damage and is 
  dazzled for 1 minute.
  Heightened (+1) Increase the damage by 1d4.
  TEMPEST FORM 
  FOCUS 6
  UNCOMMON
  CURSEBOUND
  ORACLE
  POLYMORPH
  TRANSMUTATION
  Mystery tempest
  Cast � somatic, verbal
  Duration sustained up to 1 minute
  Your body becomes fluid to better suit your surroundings. 
  When you Cast this Spell, choose whether to become air, 
  water, or mist. The spell gains the air trait if you choose air 
  or mist, and the water trait if you choose water or mist. You 
  become amorphous, as does your armor. You lose any item 
  bonus to AC and use your proficiency bonus for unarmored 
  defense to determine your AC. You also gain resistance 10 to 
  physical damage and become immune to precision damage. 
  You can slip through tiny cracks and don’t need to breathe. 
  You can’t cast spells, activate items, or use actions that have 
  the attack or manipulate trait. You also gain the following 
  effects based on your form.
  • Air You gain a fly Speed of 20 feet and become invisible 
  while you are in the air. You can create the effects of a 
  gust of wind from your space as a 2-action activity, which 
  has the manipulate trait.
  • Mist You gain a fly Speed of 20 feet, and it becomes hard 
  to see through you. Any creature on one side of your 
  space who is targeted by a creature on the opposite side 
  is concealed to the targeting creature.
  • Water You gain a swim Speed of 20 feet and become 
  invisible while you are in the water. You can electrically 
  charge yourself by taking a single action, which has the 
  manipulate trait. If you do, you are no longer invisible 
  in the water due to electricity indicating your location, 
  but any creature that makes a melee attack against you 
  takes 1d6 electricity damage; if it touches you, this is 
  cumulative with the damage from your major curse.
  Heightened (+2) Increase the resistance by 5 and the 
  electricity damage from the charged water form by 1.
  TEMPEST TOUCH 
  FOCUS 1
  UNCOMMON
  COLD
  CURSEBOUND
  EVOCATION
  ORACLE
  WATER
  Mystery tempest
  Cast � somatic
  Range touch; Targets 1 creature
  Saving Throw Fortitude
  Your touch calls forth a churning mass of icy water that clings 
  to your target, dealing 1d4 bludgeoning damage and 1d4 cold 
  damage. The target must attempt a Fortitude save.
  Critical Success The target is unaffected.
  Success The target takes half damage and a –5-foot 
  circumstance penalty to its Speeds until the end of your 
  next turn.
  Failure The target takes full damage and a –10-foot 
  circumstance penalty to its Speeds until the end of your 
  next turn.
  Critical Failure As failure, but the target takes double 
  damage.
  Heightened (+1) The bludgeoning and cold damage each 
  increase by 1d4.
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  THUNDERBURST 
  FOCUS 3
  UNCOMMON
  AIR
  CURSEBOUND
  EVOCATION
  ORACLE
  SONIC
  Mystery tempest
  Cast � somatic, verbal
  Range 100 feet; Area 20-foot burst
  Saving Throw Fortitude
  You create a powerful blast of air and a loud peal of thunder, 
  dealing 2d6 bludgeoning damage and 2d6 sonic damage. 
  Each creature in the area must attempt a Fortitude save.
  Critical Success The creature is unaffected.
  Success The creature takes half damage.
  Failure The creature takes full damage and is deafened for 
  1 minute.
  Critical Failure The creature takes double damage and is 
  deafened for 1 hour.
  Heightened (+2) Increase each type of damage by 2d6 and the 
  area by 5 feet.
  VISION OF WEAKNESS 
  FOCUS 2
  UNCOMMON
  CURSEBOUND
  DIVINATION
  ORACLE
  Cast � somatic 
  Targets 1 creature
  You focus your gaze on a creature and gain a flash of 
  divine insight into its nature. If the creature has any 
  weaknesses, you learn them, as well as which of its three 
  saving throw modifiers is lowest. You also learn an inherent 
  understanding of its movements and gain 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 to vision of 
  weakness for 1 day.
  WHIRLING FLAMES 
  FOCUS 3
  UNCOMMON
  CURSEBOUND
  EVOCATION
  FIRE
  ORACLE
  Mystery flames
  Cast � somatic, verbal
  Range 30 feet; Area up to two 5-foot bursts that don’t overlap
  Saving Throw basic Reflex
  You call forth a storm of whirling flames, engulfing all 
  creatures in that area and dealing 5d6 fire damage with a 
  basic Reflex save. 
  Heightened (+2) The damage increases by 3d6, and you can 
  add another nonoverlapping 5-foot burst to the area.
  Ranger
  ANIMAL FEATURE 
  FOCUS 2
  UNCOMMON
  MORPH
  RANGER
  TRANSMUTATION
  Cast � somatic, verbal
  Duration 1 minute
  Without fully transforming your body, you gain one 
  animalistic feature, which you select from the list below 
  each time you Cast the Spell. 
  • Cat Eyes You gain low-light vision.
  • Claws You gain a claw attack that deals 1d6 slashing 
  damage and has the agile, finesse, and unarmed traits.
  • Jaws You gain a jaws attack that deals 1d8 piercing 
  damage and has the unarmed trait.
  Heightened (4th) Add the following options to the list you can 
  choose from.
  • Fish Tail You gain a swim Speed equal to your land Speed.
  • Owl Eyes You gain darkvision.
  • Wings You gain a fly Speed equal to your land Speed.
  ENLARGE COMPANION 
  FOCUS 4
  UNCOMMON
  POLYMORPH
  RANGER
  TRANSMUTATION
  Cast � somatic, verbal
  Range 30 feet; Targets your animal companion
  Duration 1 minute
  Your animal companion grows much larger, towering over 
  its foes in battle. Your animal companion becomes Huge, 
  gaining the effects of a 4th-level enlarge spell.
  EPHEMERAL TRACKING 
  FOCUS 3
  UNCOMMON
  DIVINATION
  RANGER
  Cast � somatic, verbal
  Duration 1 hour
  You can look at currents in the air and water and see tracks 
  that you can follow just as you would on land. You can use 
  Survival to Track through both air and water, noticing aerial 
  or aquatic “tracks” of all creatures who passed nearby in 
  the last hour. It’s more difficult to Track in this way: the 
  DC to Track through air or water is always at least 30, or 
  higher after precipitation or wind (in the air) or heavy tides 
  or currents (in the water). It’s possible to Cover Tracks 
  against this spell, but creatures might not realize they need 
  to do so.
  GRAVITY WEAPON 
  FOCUS 1
  UNCOMMON
  EVOCATION
  RANGER
  Cast � somatic
  Duration 1 minute
  You build up gravitational force and funnel it into your blows, 
  leading to more powerful attacks with blade and bow alike. 
  On your first weapon Strike each round, you gain a status 
  bonus to damage equal to twice the number of weapon 
  damage dice.
  HEAL COMPANION 
  FOCUS 1
  UNCOMMON
  HEALING
  NECROMANCY
  POSITIVE
  RANGER
  Cast � or �
  Range touch or 30 feet; Targets your animal companion
  You harness positive energy to heal your animal companion’s 
  wounds. You restore 1d10 Hit Points to your animal 
  companion. The number of actions you spend Casting this 
  Spell determines range and other parameters.
  � (somatic) The spell has a range of touch.
  � (verbal) The spell has a range of 30 feet and restores an 
  additional 8 Hit Points to the target.
  Heightened (+1) The amount of healing increases by 1d10, 
  and the additional healing for the 2-action version 
  increases by 8.
  Advanced Player's Guide
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  HUNTER’S LUCK 
  FOCUS 2
  UNCOMMON
  DIVINATION
  FORTUNE
  RANGER
  Cast � verbal; Trigger You attempt a check to Recall 
  Knowledge about a creature, but you haven’t rolled yet. 
  You have a preternatural ability to remember details about your 
  foes. Roll the triggering check twice and use the better result.
  HUNTER’S VISION 
  FOCUS 5
  UNCOMMON
  DIVINATION
  RANGER
  Cast � verbal
  Range 30 feet; Targets 1 hunted prey
  Duration 10 minutes
  Your target glows with a magical aura visible only to you and 
  those who follow your lead. Your target is visible to you and 
  others sharing your Hunt Prey benefits even if it wouldn’t 
  normally be due to lighting or the concealed or invisible 
  conditions, though cover from opaque objects still blocks your 
  sight. You ignore the flat check against the target due to the 
  concealed condition, and the target isn’t automatically hidden 
  from you due to darkness or being invisible. 
  MAGIC HIDE 
  FOCUS 1
  UNCOMMON
  ABJURATION
  RANGER
  Cast � somatic
  Range 30 feet; Targets your animal companion
  Duration 1 minute
  Your animal companion grows a thicker hide, matted fur, or a 
  harder shell, granting it a +1 status bonus to AC.
  RANGER’S BRAMBLE 
  FOCUS 3
  UNCOMMON
  PLANT
  RANGER
  TRANSMUTATION
  Cast � somatic, verbal
  Range 100 feet; Area all squares that contain plants in a 
  5-foot burst 
  Duration 1 minute
  You cause plants in the area to entangle your foes, with the 
  effects of entangle. A creature that critically fails the save takes 
  2d4 persistent bleed damage in addition to being immobilized. 
  Escaping your bramble doesn’t end the bleed damage. 
  Heightened (+1) The bleed damage on a critical failure 
  increases by 1d4.
  SNARE HOPPING 
  FOCUS 1
  UNCOMMON
  CONJURATION
  RANGER
  TELEPORTATION
  Cast � somatic, verbal
  Range 10 feet; Targets one snare you built
  You may not have placed your snare in the right place, but you 
  can magically move it there. You teleport the target snare to 
  another unoccupied location in range. 
  Heightened (+1) The range of the spell increases by 10 feet.
  SOOTHING MIST 
  FOCUS 2
  UNCOMMON
  HEALING
  NECROMANCY
  POSITIVE
  RANGER
  Cast � somatic, verbal
  Range 30 feet; Targets 1 willing living creature or 1 
  undead creature
  You call forth a magical mist of positive energy that envelops 
  a creature. The mist restores 2d8 Hit Points to a target living 
  creature and ends one source of persistent acid, bleed, fire, 
  negative, or poison damage affecting it. If the creature is 
  taking persistent damage from multiple sources, you select 
  which one is removed. Against an undead target, you deal 2d8 
  positive damage (basic Fortitude save); if it fails the save, it 
  also takes 2 persistent positive damage.
  Heightened (+1) The amount of healing (or damage to an 
  undead target) increases by 1d8, and the persistent positive 
  damage to an undead creature increases by 1.
  TERRAIN TRANSPOSITION 
  FOCUS 5
  UNCOMMON
  CONJURATION
  RANGER
  TELEPORTATION
  Cast � somatic, verbal
  Range 90 feet
  You mystically transpose your current location with another. 
  While in a wilderness environment, you transport yourself and 
  items you’re holding to a clear space you can see within range. 
  If you have Favored Terrain and both your starting and ending 
  position are in your favored terrain, the range increases to 180 
  feet. If you have an animal companion and it is adjacent to 
  you, you can transport it along with you to an adjacent open 
  space, but if this spell would bring any other creature with 
  you, even in an extradimensional container, the spell is lost.
  Sorcerer
  BLINDING BEAUTY 
  FOCUS 3
  UNCOMMON
  EMOTION
  ENCHANTMENT
  INCAPACITATION
  SORCERER
  VISUAL
  Cast � somatic
  Area 30-foot cone
  Saving Throw Will
  You channel the allure of your nymph bloodline into a terribly 
  beautiful glance. Each enemy in the area must attempt a Will 
  saving throw.
  Critical Success The creature is unaffected.
  Success The creature is dazzled until the start of its next turn.
  Failure The creature is blinded until the start of its next turn.
  Critical Failure The creature is blinded for 1 minute.
  CONSUMING DARKNESS 
  FOCUS 5
  UNCOMMON
  EVOCATION
  SHADOW
  SORCERER
  Cast � somatic, verbal
  Area 10-foot emanation; Targets enemies in the area
  Saving Throw Reflex; Duration sustained up to 1 minute
  Your shadow wriggles before spreading out from you, forming 
  a gateway of clinging, consuming shadow through which the 
  horrors of another plane can barely be seen. The first time 
  each turn you Sustain the Spell, the radius increases by 5 feet. 
  Each enemy that enters the area or begins its turn in the area 
  takes 2d6 negative damage and must attempt a Reflex save.
  Critical Success The creature is unaffected.
  Success The creature sinks partially into the shadow, taking 
  half damage and a –5-foot circumstance penalty to its 
  Speeds for as long it remains in the area.
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  Failure As success, but the creature takes full damage and a 
  –10-foot circumstance penalty.
  Critical Failure The creature is absorbed into the shadows, 
  where it can be seen below the surface; it takes double 
  damage and is immobilized for 1 round or until it Escapes.
  Heightened (+1) The damage increases by 1d6.
  DIM THE LIGHT 
  FOCUS 1
  UNCOMMON
  DARKNESS
  EVOCATION
  SORCERER
  Cast � somatic; Trigger You cast a darkness or shadow spell.
  You magnify the darkness from the triggering effect, causing 
  the ambient light level to flicker briefly so you can slip from 
  sight. You can immediately attempt a Stealth check to Hide, 
  and you can become hidden to a creature even if you don’t 
  have cover and aren’t otherwise concealed from that creature. 
  You cease being hidden at the end of your turn unless you 
  move into cover or become concealed before then. 
  ESTABLISH WARD 
  FOCUS 5
  UNCOMMON
  ABJURATION
  SORCERER
  Cast � somatic, verbal
  Area 30-foot burst
  Duration 1 minute
  You bind a part of your essence to your surroundings, creating 
  a warded area that grants you power within it, but drains you 
  outside of it. While within the area, you can make nature’s 
  wrath Strikes by commanding plants, wind, rocks, and other 
  natural features to attack enemies. These are melee Strikes 
  that use your spell attack modifier, can target any creature 
  within the ward, and deal bludgeoning, piercing, or slashing 
  damage equal to 2d8 plus your spellcasting ability modifier.
  Upon Casting the Spell, you can immediately make a single 
  nature’s wrath Strike. You are quickened while inside the 
  ward, and can use the additional action only to make nature’s 
  wrath Strikes. You are slowed 1 while outside the area.
  Heightened (+2) The area increases by 5 feet, and the Strikes 
  deal an additional 1d8 damage.
  GENIE’S VEIL 
  FOCUS 1
  UNCOMMON
  ABJURATION
  SORCERER
  Cast � somatic; Trigger A creature within range is attacked.
  Range 30 feet; Targets 1 willing creature
  With a flourish, you fulfill a creature’s wish for protection, 
  bending reality to keep them from harm. The target vanishes 
  in a burst of brightly colored smoke and sparkles, reappearing 
  an instant later. They become concealed against the triggering 
  attack and until the end of the current creature’s turn. 
  HEART’S DESIRE 
  FOCUS 3
  UNCOMMON
  EMOTION
  ILLUSION
  MENTAL
  SORCERER
  Cast � somatic, verbal
  Range 60 feet; Targets 1 creature
  Saving Throw Will; Duration varies
  You surround your target with wondrous illusions of their 
  greatest desires, which distract them from reality. The target 
  must attempt a Will save. 
  Critical Success The target disbelieves the illusion and 
  is unaffected.
  Success For 1 round, the target is stupefied 2 and takes a –2 
  status penalty to any checks it makes to determine the 
  effects of reactions.
  Failure For 1 minute, the target is stupefied 2 and can’t 
  use reactions. 
  Critical Failure As failure, and all spaces are difficult terrain 
  for the target.
  Heightened (+2) You can target one additional creature.
  NYMPH’S TOKEN 
  FOCUS 1
  UNCOMMON
  ENCHANTMENT
  SORCERER
  Cast � somatic, verbal
  Duration 1 minute
  You grant an ally a token of favor. You create a token, such as a 
  lock of your hair or a flower, that persists for the spell’s duration; 
  as part of Casting the Spell, you can Interact to pass the token 
  to an ally within your reach. As long as the ally has the token on 
  their person, they gain a +1 status bonus to Performance checks 
  and Will saves. You can Dismiss the spell as a free action.
  Heightened (4th) As long as the ally has the token on their 
  person, you can cast spells that have a range of touch on 
  them at a range of 30 feet.
  SEPULCHRAL MASK 
  FOCUS 1
  UNCOMMON
  DIVINATION
  EMOTION
  MENTAL
  SORCERER
  VISUAL
  Cast � somatic, verbal
  Area 5-foot emanation; Targets enemies in the area
  Saving Throw Will; Duration 1 minute
  You manifest a supernatural funerary mask, granting you a +1 
  status bonus to Will saving throws against emotion effects for 
  1 minute. Its somber countenance forces your foes to confront 
  their regrets and sins. Each enemy in the area when you Cast 
  the Spell or that starts its turn in the area takes 1d4 mental 
  damage and must attempt a Will save.
  Critical Success The creature is unaffected.
  Success The creature takes half damage.
  Failure The creature takes full damage and takes a –1 status 
  penalty to Will saves against emotion effects for 1 round.
  Critical Failure The creature takes double damage and a –1 status 
  penalty to Will saves against emotion effects for 1 minute.
  Heightened (+2) Increase the mental damage by 2d4 and the 
  emanation’s radius by 5 feet.
  SHEPHERD OF SOULS 
  FOCUS 5
  UNCOMMON
  HEALING
  NECROMANCY
  SORCERER
  Cast � verbal; Trigger A living creature within 30 feet takes 
  damage.
  Range 30 feet; Targets 1 creature
  You stay the hand of fate for one not yet destined to die, 
  sacrificing some of your own vitality to heal them. You lose 
  up to 15 Hit Points as a sacrifice, and the target reduces the 
  damage by twice the number of Hit Points sacrificed. If this 
  reduction exceeds the amount of damage, the target recovers 
  Hit Points equal to the excess amount. 
  Advanced Player's Guide
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  Heightened (+2) The maximum number of Hit Points you can 
  sacrifice increases by 5.
  SPIRIT VEIL 
  FOCUS 3
  UNCOMMON
  ILLUSION
  SORCERER
  Cast � somatic, verbal
  Duration 1 minute
  You draw an occluding veil of spirits around yourself, blocking 
  yourself especially well from undead eyes. You become 
  concealed to all creatures, and you are hidden from undead 
  creatures regardless of what precise senses they have; this 
  grants the effects of invisibility, but against all the undead 
  creature’s precise senses. If you physically interact with an 
  undead creature or use a hostile action, the spell ends.
  Heightened (+1) You can target one additional willing creature 
  within 30 feet. The spell ends if any target physically 
  interacts with an undead creature or uses a hostile action.
  STEAL SHADOW 
  FOCUS 3
  UNCOMMON
  NECROMANCY
  SHADOW
  SORCERER
  Cast � somatic, verbal
  Range 60 feet; Targets 1 creature
  Saving Throw Fortitude; Duration sustained up to 1 minute
  You steal a creature’s shadow, leaving it weakened and 
  vulnerable. The target must attempt a Fortitude save.
  Critical Success The target is unaffected.
  Success The target is enfeebled 1 for 1 round.
  Failure The target takes 3d4 negative damage and is enfeebled 
  1 for the spell’s duration as you tear its shadow away, 
  collecting it in your hand. On subsequent rounds, when you 
  Sustain the Spell, you can throttle the shadow to deal 3d4 
  negative damage to the target (basic Fortitude save). Until 
  the spell ends, the target doesn’t cast a shadow.
  Critical Failure As failure, but the target is enfeebled 2.
  Heightened (+1) The damage when the spell is cast and when 
  it is sustained increases by 1d4.
  WISH-TWISTED FORM 
  FOCUS 5
  UNCOMMON
  SORCERER
  TRANSMUTATION
  Cast � somatic, verbal
  Range 60 feet; Targets 1 creature
  Saving Throw Will; Duration varies
  You focus your magic upon an enemy, wishing for their 
  defenses to fail and turning their strengths into weaknesses. 
  The target must attempt one Will saving throw for all of the 
  following effects.
  • The target gains weakness 5 to one energy type of 
  your choice.
  • The target’s resistances are reduced by 5.
  • The target takes a –10-foot status penalty to all its Speeds.
  • The target takes a –1 status penalty to its saving throws.
  Critical Success The target is unaffected.
  Success The target takes the penalties for 1 round.
  Failure The target takes the penalties for 1 minute.
  Critical Failure As failure, and the target takes a –1 status 
  penalty to AC for the duration.
  Heightened (+1) Increase the weakness and the reduction to 
  resistances by 1.
  Witch
  Witches can gain the following hex spells. This section 
  also includes their hex cantrips.
  BLOOD WARD 
  FOCUS 1
  UNCOMMON
  ABJURATION
  HEX
  WITCH
  Cast � somatic
  Range 30 feet; Targets 1 creature 
  Duration sustained up to 1 minute
  You consolidate warding energies with a gesture, guarding a 
  creature against attacks from a certain type of foe. Designate 
  one of the following creature traits: aberration, animal, beast, 
  celestial, construct, dragon, elemental, fey, fiend, fungus, 
  monitor, ooze, plant, or undead. The target gains a +1 status 
  bonus to its saving throws and AC against creatures with that 
  trait. The target is temporarily immune for 10 minutes.
  Heightened (5th) The status bonus increases to +2.
  CACKLE 
  FOCUS 1
  UNCOMMON
  ENCHANTMENT
  HEX
  WITCH
  Cast � verbal
  With a quick burst of laughter, you prolong a magical effect 
  you created. You Sustain a Spell. 
  CLINGING ICE 
  CANTRIP 1
  UNCOMMON
  CANTRIP
  COLD
  CONJURATION
  HEX
  WITCH
  Cast � somatic
  Range 30 feet; Targets 1 creature 
  Saving Throw Reflex; Duration sustained, up to 1 minute
  Freezing sleet and heavy snowfall collect on the target’s feet 
  and legs, dealing 1d4 cold damage and other effects depending 
  on its Reflex save. Once this spell ends, the target becomes 
  temporarily immune for 1 minute.
  Critical Success The target is unaffected. 
  Success The target takes half damage.
  Failure The target takes full damage, and takes a –5-foot 
  circumstance penalty to its Speeds until the spell ends.
  Critical Failure The target takes double damage and a –10-foot 
  circumstance penalty to its Speeds until the spell ends.
  Heightened (+1) The damage increases by 1d4.
  CURSE OF DEATH 
  FOCUS 5
  UNCOMMON
  CURSE
  DEATH
  HEX
  NECROMANCY
  WITCH
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature 
  Saving Throw Fortitude; Duration sustained up to 1 minute
  You focus your malevolent gaze on a target, causing their heart 
  to seize in dread. The target must attempt a Fortitude saving 
  throw. Regardless of the result, the target is temporarily 
  immune to further castings of curse of death for 1 day.
  Critical Success The target is unaffected.
  Success The target is afflicted with the curse of death at stage 
  1, and the stage of the curse can’t increase beyond stage 1.
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  & Index
  
  Failure The target is afflicted with the curse of death at stage 1.
  Critical Failure The target is afflicted with the curse of death 
  at stage 2.
  Curse of Death (curse) This curse ends immediately when the 
  spell ends; Stage 1 4d6 negative damage and fatigued (1 
  round); Stage 2 8d6 negative damage and fatigued (1 round); 
  Stage 3 12d6 negative damage and fatigued (1 round); Stage 
  4 death
  Heightened (+1) Increase the negative damage taken on a 
  success and during the first three stages of the curse by 1d6.
  DECEIVER’S CLOAK 
  FOCUS 3
  UNCOMMON
  HEX
  ILLUSION
  WITCH
  Cast � somatic, verbal
  Duration sustained 
  You wrap yourself in a cloak of illusion, appearing as another 
  creature of the same body shape with roughly similar height 
  and weight as yourself. This has the effects of a 3rd-level 
  illusory disguise.
  Heightened (6th) You can appear as any creature of the same 
  size, even with a completely different body shape.
  DISCERN SECRETS 
  CANTRIP 1
  UNCOMMON
  CANTRIP
  DIVINATION
  HEX
  WITCH
  Cast � somatic
  Range 30 feet; Targets 1 creature 
  Duration sustained up to 1 minute 
  You call upon your patron’s power to better uncover secrets. 
  When you Cast the Spell, the target can Recall Knowledge, 
  Seek, or Sense Motive. The target gains a +1 status bonus to 
  the skill or Perception used for the roll, and this bonus remains 
  as long as you Sustain the Spell. The target is temporarily 
  immune to discern secrets for 1 minute.
  Heightened (5th) You can target two creatures instead of one.
  ELEMENTAL BETRAYAL 
  FOCUS 1
  UNCOMMON
  EVOCATION
  HEX
  WITCH
  Cast � verbal
  Range 30 feet; Targets 1 creature 
  Duration sustained up to 1 minute
  You call upon the elements to undermine your foe. When you 
  Cast this Spell, choose air, earth, fire, or water. Each time the 
  target takes damage from a spell or effect with the chosen 
  trait, it takes an additional 2 damage of one damage type 
  dealt by the spell or effect. If you chose fire or water, the 
  target also takes this additional damage when taking fire or 
  cold damage, respectively, from effects or spells without the 
  chosen trait. 
  Heightened (+2) Increase the additional damage by 1.
  EVIL EYE 
  CANTRIP 1
  UNCOMMON
  CANTRIP
  CURSE
  EMOTION
  ENCHANTMENT
  FEAR
  HEX
  MENTAL
  WITCH
  Cast � somatic
  Range 30 feet; Targets 1 creature 
  Saving Throw Will; Duration sustained up to 1 minute
  Your fix your eye on the target, imposing a malevolent hex. 
  The target becomes frightened based on the results of its Will 
  save. This condition value can’t be reduced below 1 while the 
  spell is active and you can see the target. Regardless of the 
  outcome, the target is then temporarily immune for 1 minute.
  Success The target is unaffected.
  Failure The target is frightened 1.
  Critical Failure The target is frightened 2.
  LIFE BOOST 
  FOCUS 1
  UNCOMMON
  HEALING
  HEX
  NECROMANCY
  WITCH
  Cast � somatic
  Range 30 feet; Targets 1 creature
  Duration 4 rounds
  You temporarily bolster the target’s vitality. The target gains 
  fast healing equal to double the spell’s level. 
  MALICIOUS SHADOW 
  FOCUS 3
  UNCOMMON
  EVOCATION
  HEX
  SHADOW
  WITCH
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature 
  Duration sustained up to 1 minute
  You reshape the target’s shadow into a deadly form, such as 
  strangling hands, a dangerous weapon, harrying runes, or the 
  like, and command it to attack the target. When you Cast the 
  Spell, and each time you Sustain the Spell, the shadow makes 
  a Strike against the target. The shadow moves along with the 
  foe, always remaining within reach. If you Sustain the Spell 
  multiple times in a round, you gain this effect each time. The 
  shadow uses and contributes to your multiple attack penalty.
  The shadow’s Strikes are melee spell attacks. Regardless 
  of its shape, the shadow’s Strikes deal damage equal to 1d10 
  plus your spellcasting ability modifier. You choose the type of 
  damage when you Cast the Spell, choosing from bludgeoning, 
  piercing, or slashing damage. The shadow doesn’t take up 
  space, grant flanking, or have any other attributes a creature 
  would. The shadow can’t make any attacks other than its Strike.
  The shadow vanishes if the target moves into an area 
  of complete darkness or enters an area with light from all 
  directions such that the target doesn’t cast a shadow. If 
  another effect is controlling the target’s shadow when you 
  cast malicious shadow, you can attempt to counteract that 
  effect to temporarily take control of the shadow, but the 
  original effect resumes when malicious shadow ends.
  Heightened (+2) The Strike damage increases by 1d10.
  NEEDLE OF VENGEANCE 
  FOCUS 1
  UNCOMMON
  ENCHANTMENT
  HEX
  MENTAL
  WITCH
  Cast � somatic
  Range 30 feet; Targets 1 enemy
  Saving Throw basic Will; Duration sustained up to 1 minute
  A long, jagged needle jabs into the target foe’s psyche whenever 
  it tries to attack a specifically forbidden creature. Name yourself 
  or one of your allies. The target takes 2 mental damage any time 
  it uses a hostile action against the named creature.
  Heightened (+1) Increase the damage by 2.
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  NUDGE FATE 
  CANTRIP 1
  UNCOMMON
  CANTRIP
  DIVINATION
  HEX
  WITCH
  Cast � verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Will; Duration sustained up to 1 minute
  You read slightly into the future and give fate a tiny push 
  to achieve the result you desire. Once during the duration, 
  when the target fails an attack roll, skill check, or saving 
  throw and a +1 status bonus would turn a critical failure 
  into a failure, or failure into a success, you grant the target 
  a +1 status bonus to the check retroactively, changing the 
  outcome appropriately. The spell then ends, and the target is 
  temporarily immune for 1 minute. 
  If you cast nudge fate while a previous casting of this hex is 
  still in effect, the previous effect ends.
  PERSONAL BLIZZARD 
  FOCUS 3
  UNCOMMON
  CONJURATION
  HEX
  WITCH
  Cast � somatic
  Range 30 feet; Targets 1 creature 
  Saving Throw Fortitude; Duration sustained up to 1 minute
  You summon an isolated blizzard of obscuring, scouring ice to 
  follow your target. The target attempts a Fortitude save. 
  Critical Success The target is unaffected.
  Success The target takes 1d6 cold damage, and the spell ends.
  Failure The target takes 1d6 cold damage and 1d6 persistent 
  cold damage. (The persistent damage automatically ends 
  when the spell ends.) It is concealed to other creatures, and 
  other creatures are concealed to it.
  Critical Failure As failure, but both the cold damage and the 
  persistent cold damage increase to 2d6.
  Heightened (+1) The cold damage and persistent cold damage 
  increase by 1 (2 on a critical failure).
  PHASE FAMILIAR 
  FOCUS 1
  UNCOMMON
  ABJURATION
  HEX
  WITCH
  Cast � somatic
  Trigger Your familiar would take damage.
  Range 60 feet; Targets your familiar
  You draw upon your patron’s power to momentarily shift your 
  familiar from its solid, physical form into an ephemeral version 
  of itself shaped of mist. Your familiar gains resistance 5 to all 
  damage and is immune to precision damage. These apply only 
  against the triggering damage.
  Heightened (+1) Increase the resistance by 2.
  RESTORATIVE MOMENT 
  FOCUS 5
  UNCOMMON
  HEX
  NECROMANCY
  WITCH
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature 
  You manipulate the threads of time around the target, giving 
  them some of the benefits of a day’s passage. The target 
  decreases the values of any doomed and drained conditions 
  it has by 1 and can immediately attempt one saving throw 
  against each affliction it has with a stage length of 1 day or 
  less. The target is then temporarily immune for 1 day.
  SHROUD OF NIGHT 
  CANTRIP 1
  UNCOMMON
  CANTRIP
  DARKNESS
  EVOCATION
  HEX
  WITCH
  Cast � somatic
  Range 30 feet; Targets 1 creature 
  Saving Throw Will; Duration sustained up to 1 minute
  Drawing your hand in a sweeping gesture, you shroud the 
  target in a veil of night. The target’s eyes are blanketed in 
  darkness. If you cast this hex on a willing ally (for instance, 
  one with light blindness), the ally can choose which result it 
  gets without rolling. Regardless of the outcome, the target is 
  then temporarily immune for 1 minute. 
  Success The target is unaffected.
  Failure The target is shrouded in murky darkness. Unless the 
  target has darkvision, other creatures are concealed to it.
  STOKE THE HEART 
  CANTRIP 1
  UNCOMMON
  CANTRIP
  EMOTION
  ENCHANTMENT
  HEX
  WITCH
  Cast � verbal
  Range 30 feet; Targets 1 creature
  Duration sustained up to 1 minute 
  Intense fervor fills the target creature, empowering their blows. 
  The target gains a +2 status bonus to damage rolls. Once this 
  spell ends, the target becomes temporarily immune for 1 minute.
  Heightened (+2) The status bonus to damage increases by 1.
  VEIL OF DREAMS 
  FOCUS 1
  UNCOMMON
  ENCHANTMENT
  HEX
  MENTAL
  WITCH
  Cast � somatic
  Range 30 feet; Targets 1 creature 
  Saving Throw Will; Duration sustained up to 1 minute
  You draw the target into a drowsy state, causing daydreams 
  and sluggishness. The target must attempt a Will save. 
  Critical Success The target is unaffected.
  Success The target takes a –1 status penalty to Perception, 
  attack rolls, and Will saves. This penalty increases to –2 for 
  Will saves against sleep effects.
  Failure As success, and any time the target uses a 
  concentrate action, it must succeed at a DC 5 flat check or 
  the action is disrupted.
  WILDING WORD 
  CANTRIP 1
  UNCOMMON
  CANTRIP
  ENCHANTMENT
  HEX
  WITCH
  Cast � verbal
  Range 30 feet; Targets 1 animal, fungus, or plant
  Saving Throw Will; Duration sustained up to 1 minute
  With a few words, you convince a wild creature you are a 
  kindred spirit, making it reluctant to harm you. The target 
  must attempt a Will save. Regardless of the outcome, the 
  target is then temporarily immune for 1 minute.
  Critical Success The target is unaffected.
  Success When the target attempts an attack roll or skill check 
  that would harm you, it takes a –2 status penalty to its roll.
  Failure As success, but the target also becomes sickened 1 
  each time it damages you.
  Critical Failure As success, but the target also becomes 
  sickened 2 each time it damages you.
  Spells
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  TABLE 5–1: RITUALS BY LEVEL
  Level 
  Ritual
  Heartbond 
  2
  Reincarnate 
  3
  Unseen custodians 
  3
  Rest eternal 
  4
  Simulacrum 
  4
  Astral projection 
  5
  Heroes’ feast 
  5
  Ward domain 
  6
  Teleportation circle 
  7
  Word of recall 
  7
  Create demiplane 
  8
  Clone 
  9
  Fantastic facade 
  9
  ASTRAL PROJECTION 
  RITUAL 5
  UNCOMMON
  DIVINATION
  Cast 1 hour; Cost one jacinth worth a total value of the target’s 
  level (minimum 1) × 5 gp, for each target; Secondary Casters 2
  Primary Check Arcana or Occultism (master); Secondary 
  Checks Arcana or Occultism (whichever isn’t used for the 
  primary check), Survival
  Range touch; Targets yourself and up to 5 willing creatures
  Duration see text
  You project the targets’ spiritual essences into the Astral Plane, 
  leaving their inanimate physical forms behind. These astral 
  forms can be used to explore the Astral Plane indefinitely, while 
  the targets’ bodies remain safely in stasis on the plane where 
  the ritual was cast (where they remain unconscious and can’t 
  be awoken normally). The casters must be in physical contact 
  with one another in a circle for the duration of the casting, and 
  all targets must be selected from these casters. 
  A target’s astral form is a duplicate of the target and everything 
  they’re carrying; anything that happens to a duplicate item 
  happens to the original as well. For instance, if you use, spend, 
  destroy, lose, or give away an item’s duplicate, the original vanishes 
  from your possession. For the duration of the ritual, any of the 
  targets can spend a single action to Dismiss their astral form and 
  immediately return to their physical body. As the primary caster, 
  when you Dismiss your astral form, you can also Dismiss all the 
  other targets’ astral forms as part of the same action, returning 
  all targets to their physical forms simultaneously. While in the 
  Astral Plane, the other targets are unable to navigate without 
  you, and if they become separated from you, they must wait for 
  your return or Dismiss their own astral forms. When the ritual 
  ends, the targets’ astral forms vanish.
  A target’s astral form and corresponding physical form are 
  linked by an incorporeal silver cord, which is visible only in the 
  Astral Plane. This nearly unbreakable cord serves as a conduit 
  and safety line; if it is severed, the target’s astral and physical 
  forms are both immediately slain. If the ritual is interrupted by 
  an external force, such as dispel magic being cast on a target’s 
  physical or astral form, the target is immediately and harmlessly 
  returned to their physical body. If a target’s astral form is slain, 
  the silver cord immediately rips them back to their physical 
  body; the strain requires them to attempt a Fortitude save with 
  the same DC as the ritual’s primary check. On a failure, the 
  creature dies; on a success, they become clumsy 2, drained 2, 
  doomed 2, and enfeebled 2 for 1 week; these conditions can’t be 
  removed or reduced by any means until the week has passed. A 
  target’s physical body remains in suspended animation for the 
  duration of the ritual, but if it is destroyed, they die and their 
  astral form also vanishes. 
  This ritual only projects a portion of the targets’ 
  consciousnesses onto the Astral Plane. To travel physically 
  to the Astral Plane (to reach the Outer Planes, for example) 
  requires spells such as plane shift.
  Critical Success All targets are able to navigate independently 
  in the Astral Plane. Each target’s silver cord is stronger than 
  usual, providing them a +4 circumstance bonus to their 
  Fortitude save to avoid dying if their astral form dies.
  Success You successfully project the targets.
  Failure You fail to project the targets.
  Critical Failure The process of separating the targets’ spirits 
  from their bodies is complicated, and something goes 
  catastrophically wrong. All casters become doomed 1, are 
  immediately reduced to 0 Hit Points, and begin dying. 
  CLONE 
  RITUAL 9
  RARE
  NECROMANCY
  Cast 7 days; Cost rare laboratory supplies and reagents worth 
  the target’s level (minimum 1) × 100 gp; Secondary Casters 3
  Primary Check Crafting (legendary); Secondary Checks 
  Arcana, Occultism, Medicine
  Range 10 feet; Targets 1 living creature up to 20th level
  You remove 1 cubic inch of flesh from the target, who must be 
  present throughout the ritual and can be one of the casters. 
  You then use that flesh to grow a duplicate of the target’s 
  physical form that will house the target’s soul upon death. 
  This duplicate is physically identical to the original creature. 
  In order to perform the ritual, you need an expanded 
  alchemist’s lab (Core Rulebook 288) or a superior set of 
  equipment. Once the ritual is successfully completed, the 
  duplicate grows within the laboratory equipment for 2d4 
  months. While direct involvement isn’t required during this 
  period of growth, you must prevent any interference or 
  interruption or the ritual fails. When the duplicate is complete, 
  the original creature’s soul enters it as soon as their original 
  body dies, or immediately if the creature died during the 
  RITUALS
  Rituals take much longer to cast than most spells and can be performed by anyone who 
  is skilled enough, not just spellcasters. The rules for casting rituals appear on page 408 
  of the Core Rulebook.
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  intervening months, as long as the soul is free and willing. If 
  Pharasma has decided that the target’s time has come or the 
  target’s soul is trapped or doesn’t wish to return, the duplicate 
  remains empty until the impediment is removed. While 
  unoccupied, the inert duplicate must be preserved in suitable 
  alchemical equipment to prevent it from rotting.
  Critical Success The cloning process is successful. When the 
  soul occupies the completed clone, it is clumsy 1, drained 1, 
  doomed 1, and enfeebled 1 for 1 week; these conditions 
  can’t be removed or reduced by any means until the week 
  has passed.
  Success As critical success, but each condition value is 2.
  Failure You fail to form the clone.
  Critical Failure The clone appears to be successful, but 
  something went horribly wrong. Once it grows to its full 
  size, it can’t hold the target’s soul and instead houses a 
  malevolent intelligence or an invasive creature such as an 
  invidiak demon (Bestiary 2 65).
  CREATE DEMIPLANE 
  RITUAL 8
  RARE
  CONJURATION
  TELEPORTATION
  Cast 9 days; Cost precious materials worth a total value of 
  800 gp; Secondary Casters 3
  Primary Check Arcana, Nature, Occultism, or Religion 
  (legendary); Secondary Checks Arcana, Nature, Occultism, 
  Religion (whichever three aren’t used for the primary check)
  Few incantations are as renowned as the power to create worlds. 
  To cast this ritual, you must be on the Astral Plane, the Ethereal 
  Plane, or a plane that connects to one of the two.
  A demiplane created with this ritual exists on the Astral or 
  Ethereal Plane. It can have the appearance of any mundane 
  environment or structure, such as a glorious cathedral, a 
  clearing in a forest, a comfortably furnished cavern, or anything 
  else one can imagine. All demiplanes have finite, unbreachable 
  boundaries, which might resemble stone, wood, or something 
  more unnatural, such as a wall of mist or unceasing void.
  Demiplanes have environmental conditions as appropriate 
  for the Material Plane, though the primary caster can dictate a 
  general climate or light level, as well as whether the demiplane 
  experiences seasons or a day-night cycle. The demiplane has 
  no native plants or animals, but they can be introduced, and 
  plants will grow in a demiplane’s light.
  When you first cast create demiplane, the casters are 
  teleported to the demiplane. The demiplane has no direct access 
  to other worlds, so plane shift or similar abilities are necessary to 
  access it. As part of casting the ritual to create a new demiplane, 
  you create a key to the demiplane which serves as a plane shift 
  tuning fork for that demiplane. Most resemble ornate keys, but 
  some take the forms of maps, compasses, or dowsing rods. 
  If you have the original key to an existing demiplane and 
  are on that demiplane, you can instead use this ritual to 
  either expand the demiplane or add special traits or features 
  described on page 242. See pages 136–138 of the Gamemastery 
  Guide for more information about these planar features.
  • Alignment The demiplane gains one alignment trait, such 
  as lawful or good.
  • Bounteous The demiplane has a functional ecosystem, 
  with plants and animals appropriate to the environment. 
  This ecosystem doesn’t require any additional effort on 
  your part to maintain.
  • Elemental The demiplane gains the air, earth, fire, or water 
  planar essence trait.
  • Gravity The demiplane gains a gravity trait of your choice.
  • Key You create an additional key that can be used to 
  access the demiplane with plane shift and improve it 
  with create demiplane.
  • Portal You create a permanent gateway between the 
  demiplane and a single other location. You must spend 
  the ritual’s casting time constructing the gateway on 
  the external side, which typically resembles an arch or 
  doorway of some sort. The gate is always active, but it can 
  be secured as you would any door.
  • Scope The demiplane can be unbounded instead of finite, 
  though still with the same size.
  Critical Success You create a new demiplane whose area 
  consists of two contiguous squares, each 100 feet on a side. 
  The ceiling is 20 feet high. If modifying an existing demiplane, 
  you can instead either add this area to the demiplane’s size or 
  add two special traits or features.
  Success As critical success, but the demiplane’s area is a single 
  square, 100 feet on a side and a ceiling 20 feet high. If 
  modifying an existing demiplane, you can add one special trait 
  or feature.
  Failure The ritual has no effect.
  Critical Failure Something goes horribly wrong, and all casters 
  are teleported to an unknown but likely hostile plane.
  Heightened (10th) The ritual creates a square area 1,000 feet on 
  a side, with a ceiling 20 feet high (two contiguous areas of 
  this size on a critical success). The cost of the ritual increases 
  to 20,000 gp.
  FANTASTIC FACADE 
  RITUAL 9
  RARE
  ILLUSION
  Cast 1 week; Cost mystical paint, elaborate veils, and powdered 
  minerals worth 20,000 gp total; Secondary Casters 3
  Primary Check Arcana or Occultism (legendary); Secondary 
  Checks Society or Survival; Deception; Stealth
  Area circle centered on you up to 1 mile in radius; Targets 
  1 settlement and its residents
  Duration unlimited
  You draw a permanent series of complex illusions over the 
  target settlement, choosing the look, sound, feel, and smell 
  of the structures, terrain, and creatures within at the time the 
  ritual is cast. You can alter the appearance of existing structures 
  and creatures, and you can add illusory structures or creatures. 
  For example, you could cause everything and everyone in the 
  target area to appear green, create an illusory forest with a 
  thick canopy that obscures the settlement from outside view, 
  or make empty ruins seem inhabited and pristine. When you 
  create the facade, you determine which illusory elements 
  remain static (limited to basic natural movement, such as flags 
  blowing in the breeze) and which follow a basic program (for 
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  items
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  & Index
  
  example, a daily parade in the town square, complete with 
  marching band). You’re unable to alter the programs after you 
  create the facade. 
  You can disguise creatures as you please, with the same 
  effects as a 3rd-level illusory disguise. If a creature affected by 
  the facade leaves the area, any illusions affecting it fade after 
  1 day. You decide when casting the ritual whether newcomers 
  are disguised by the illusions, and whether the disguise 
  appears immediately or after a set period, up to 1 week.
  A creature that interacts with the target settlement in a way 
  that would suggest or reveal the illusory nature of the facade, 
  such as by trying to paint a building affected by the facade or 
  climbing an illusory structure, can attempt to disbelieve the 
  illusion. The illusions created by the spell are harmless, so an 
  illusory river of lava wouldn’t cause damage, nor could thorns 
  on an illusory rose bush prick someone.
  Critical Success You create the facade as described, and you 
  can alter the programs within your facade by spending 1 day 
  to reprogram them.
  Success You create the facade as described.
  Failure Your illusions fail and the ritual has no effect.
  Critical Failure Your ritual produces unexpected and 
  uncontrolled illusions different from what you had planned, 
  such as unexpected and slowly shifting colors across the 
  buildings, unpleasant smells, and creatures appearing as 
  skeletons. These effects fade after 1 month.
  Heightened (10th) The cost increases to 100,000 gp and the 
  radius can be up to 5 miles. 
  HEARTBOND 
  RITUAL 2
  UNCOMMON
  ABJURATION
  Cast 1 hour; Cost fine wine and a set of matching rings or other 
  tokens worth 40 gp total; Secondary Casters 2
  Primary Check Nature or Religion (expert); Secondary Checks 
  Diplomacy, Society
  Range 20 feet
  You create a magical bond between two willing creatures, who are 
  secondary casters of the ritual and must share genuine affection 
  for one another. As part of the ritual, both members of the bond 
  receive a ring, amulet, or similar token to symbolize their shared 
  connection. They lose the effects of the ritual when not wearing 
  the token, and the bond is broken if either token is destroyed.
  Creatures benefiting from a successful heartbond ritual can 
  later participate in a heightened version of the ritual without 
  requiring new checks by spending the required time and paying 
  the difference of the two costs. A creature can be under the 
  effects of multiple heartbond rituals at once.
  Critical Success Once per day, each bonded creature can use 
  a 2-action activity, which has the concentrate trait, to learn 
  the present state of the other bonded creature. The creature 
  knows the other creature’s direction and distance and any 
  conditions affecting them. Both of the participants can cast 
  message as a divine innate spell at will, but can only target 
  the other participant.
  Success As a critical success, except the bonded creatures 
  can’t cast message as a divine innate spell.
  Failure The ritual has no effect.
  Critical Failure Magical backlash creates discordant energy 
  among the participants. For 1 week, each ritual participant 
  is clumsy 2 and stupefied 2 whenever they are within 30 
  feet of another ritual participant.
  Heightened (6th) Increase the cost to a total value of 600 gp. On 
  a success, secondary casters in the ritual permanently gain the 
  effects of a 6th-level telepathy spell, but only with each other.
  HEROES’ FEAST 
  RITUAL 5
  UNCOMMON
  CONJURATION
  Cast 4 hours; Cost 25 gp; Secondary Casters 1
  Primary Check Nature, Religion, or Occultism (expert); 
  Secondary Checks Diplomacy or Society
  Range 40 feet
  You conjure otherworldly beings to serve you and your companions 
  a feast with restorative properties. These mysterious beings may 
  be fey, divine, or other supernatural servitors, as appropriate 
  for the primary check. After the first hour of the ritual, these 
  servants appear and serve a massive feast, complete with an 
  exquisite table and up to 10 place settings. The bounteous spread 
  consists of all manner of dishes, including the guests’ childhood 
  comfort foods, modern delicacies, and preferred drinks. The 
  summoned servants spend the next 3 hours waiting on you and 
  the other guests, fetching additional food, pouring drinks, and 
  so forth. During this time, you and the other guests must strive 
  to be as polite and gracious as possible to avoid offending your 
  mysterious hosts. At the feast’s end, the ritual is completed and 
  you and the secondary caster attempt your checks as normal. If 
  the feast is interrupted at any point, the servants immediately 
  vanish with their provisions and the ritual is disrupted. 
  Critical Success The feast is nourishing and revitalizing. The 
  magical food casts neutralize poison, remove disease, and 
  remove fear on each guest for each relevant affliction, using 
  your modifier for the primary skill check as the counteract 
  modifier. Each guest also recovers 100 Hit Points and gains 
  20 temporary Hit Points for the next 12 hours. Guests also 
  gain a +2 status bonus to saves against disease, fear, and 
  poison effects for the next 12 hours.
  Success As critical success, except guests recover only 50 Hit 
  Points, gain only 10 temporary Hit Points, and don’t gain the 
  status bonus to saves.
  Failure You and the other guests taste ash in your mouths 
  and realize that the feast contained nothing of sustenance.
  Critical Failure The otherworldly servants were offended by 
  your behavior or the hubris you demonstrated in summoning 
  them and poisoned the feast. You and your guests become 
  sickened 4 and can’t reduce the condition for 12 hours.
  Heightened (+1) Increase the Hit Points recovered by 10 and 
  the temporary Hit Points by 2 (or twice each amount on a 
  critical success).
  REINCARNATE  
  RITUAL 3
  UNCOMMON
  NECROMANCY
  Cast 4 hours; Cost rare herbs worth a total value of the target’s 
  level (minimum 1) × 25 gp; Secondary Casters 2
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  Primary Check Nature (expert); Secondary Checks Occultism, 
  Religion
  Range 10 feet; Targets 1 dead creature of up to 8th level
  You call forth the target’s soul and attempt to incarnate it into a 
  brand-new body. As the soul won’t be returning to the original 
  body, only a small portion of the creature’s remains are required. 
  These remains must have been part of the original body at 
  the time of death, and the target must have died within the 
  past week. If Pharasma has decided that the target’s time has 
  come or the target’s soul is trapped or doesn’t wish to return, 
  this ritual automatically fails, but you discover this after you 
  succeed at the Religion check and can end the ritual without 
  paying the cost.
  If the ritual is successful, the target’s new body has a random 
  ancestry. First roll 1d20. On a result of 1 through 14, the new 
  body is one of a common ancestry, while on a 15 through 20 
  they become a member of an uncommon or rare ancestry. The 
  GM chooses possible ancestries based on those found in the 
  region and then rolls randomly between them. For instance, 
  the GM could roll 1d6 to choose a common ancestry from the 
  Core Rulebook. The target replaces their ancestry Hit Points, 
  size, Speeds, ability boosts, ability flaws, traits, and special 
  abilities with those of their new ancestry. The target loses 
  their heritage and ancestry feats, selecting replacements from 
  their new ancestry. The target’s background, class features, 
  and known languages remain unaltered. 
  Critical Success You reincarnate the target into a new adult body. 
  This new body has full HP and has the same spells prepared 
  and points in their pools as the original did when it died. 
  Success As critical success, except the new body has 1 HP and 
  no spells prepared or points in any pools. The soul takes 
  some time to adjust to their new body, leaving them clumsy 
  2, drained 2, and enfeebled 2 for 1 week; these conditions 
  can’t be removed or reduced by any means until the week 
  has passed. 
  Failure You fail to reincarnate the target.
  Critical Failure The target’s soul becomes trapped in an 
  unintelligent animal creature of the GM’s choosing, with a 
  level no greater than half the target’s level. While trapped, 
  the target has an Intelligence score of 1 (–5 modifier) and 
  can’t use any of their own abilities.
  Heightened (4th) The maximum level of the target increases 
  to 10. The cost is the target’s level (minimum 1) × 40 gp. 
  Heightened (5th) The maximum level of the target increases 
  to 12. The cost is the target’s level (minimum 1) × 75 gp. 
  Heightened (6th) The maximum level of the target increases 
  to 14. The cost is the target’s level (minimum 1) × 125 gp. The 
  target must have died within the past month.
  Heightened (7th) The maximum level of the target increases 
  to 16. The cost is the target’s level (minimum 1) × 200 gp. 
  The target must have died within the past month.
  Heightened (8th) The maximum level of the target increases 
  to 18. The cost is the target’s level (minimum 1) × 300 gp. 
  The target must have died within the past year.
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  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  Heightened (9th) The maximum level of the target increases 
  to 20. The cost is the target’s level (minimum 1) × 600 gp. 
  The target must have died within the past decade.
  REST ETERNAL 
  RITUAL 4
  UNCOMMON
  NECROMANCY
  Cast 1 day; Cost rare oils to anoint the body worth a total value 
  of the target’s level (minimum 1) × 25 gp; Secondary Casters 2
  Primary Check Religion (expert); Secondary Checks 
  Occultism, Religion
  Range 20 feet; Targets 1 dead creature
  You call upon gods, spirits, and stranger beings to bar a 
  creature’s spirit from ever returning. A spirit that doesn’t wish 
  to be so constrained can attempt a Will save to resist this 
  ritual; on a critical success, it fools you into believing the ritual 
  succeeded. This ritual has no effect on a target who is undead 
  or whose soul is otherwise not in the afterlife.
  Critical Success You sequester the subject’s spirit to the 
  afterlife. Attempts to communicate with the dead creature, 
  return it to life, turn it into an undead, or otherwise disturb 
  its afterlife fail unless the effect’s counteract level is at 
  least 2 higher than that of rest eternal or originates from an 
  artifact or a deity. Successfully returning the creature to life 
  ends the restrictions placed by rest eternal.
  Success As critical success, but effects to interact with the 
  spirit fail unless the effect’s counteract level is higher than 
  that of rest eternal or originates from an artifact or a deity.
  Failure The ritual has no effect.
  Critical Failure The ritual fails, and the spirits you appealed to 
  are angered by your meddling. All casters become doomed 
  1 for 1 week.
  SIMULACRUM 
  RITUAL 4
  RARE
  ILLUSION
  Cast 1 day; Cost a piece of hair, drop of blood, or other part of 
  the creature to be duplicated, plus rare oils, minerals, and 
  pigments with a total value of 300 gp; Secondary Casters 3
  Primary Check Arcana or Occultism (master, the check has the 
  secret trait); Secondary Checks Arcana, Nature, Occultism, 
  Religion, or Society (whichever is required to Recall Knowledge 
  about the creature being duplicated); Crafting; Deception
  Targets 1 living creature
  You create an illusory duplicate of the target creature by 
  animating ice or snow sculpted in its shape. The simulacrum is a 
  4th-level creature with no special abilities. If it needs to attempt 
  a roll or use a DC, use the moderate number for a monster 
  (Gamemastery Guide 57), except as noted below. It doesn’t 
  have any specific memories from the target, but it can use 
  information about the creature gained from any of the casters 
  to Impersonate the target. It looks exactly like the target and 
  has a Deception modifier to Impersonate that creature equal 
  to the modifier of the secondary spellcaster who rolled the 
  Deception check, with a +4 status bonus.
  While it doesn’t have any of the original’s special abilities, 
  like a dragon’s breath weapon, the illusions that make up 
  the simulacrum allow it to appear to use those abilities; they 
  just never seem to have an effect. For instance, against a 
  simulacrum dragon’s breath weapon, all creatures in the area 
  seem to critically succeed at their saving throws and take no 
  damage. Creatures can attempt to disbelieve the illusion by 
  attempting a Perception check against the Deception DC of 
  the secondary spellcaster who rolled the Deception check.
  Critical Success You bring the simulacrum to life. It has the minion 
  trait and is under your absolute control. You gain a direct 
  mental link with the simulacrum and can spend an action to 
  command the simulacrum via this link, even at a distance.
  Success As a critical success, but there is no special link 
  between you and the simulacrum. You must spend an action 
  to command it verbally or by some other means.
  Failure The ritual fails and has no effect.
  Critical Failure The simulacrum awakens, but it isn’t your 
  minion and is hostile to all the casters. It does everything it 
  can to destroy them, but if it can’t immediately slay them, 
  the simulacrum tries to escape and plots their demise.
  TELEPORTATION CIRCLE 
  RITUAL 7
  UNCOMMON
  CONJURATION
  TELEPORTATION
  Cast 1 day; Cost rare incense, precious metals, and purified 
  chalk worth 500 gp; Secondary Casters 2
  Primary Check Arcana or Occultism (master); Secondary 
  Checks Crafting, Survival
  Range 20 feet
  Duration 1 day
  You create a 10-foot-diameter circle on the ground, which acts 
  as a portal to a destination determined at the time of the ritual. 
  You designate the destination of the teleportation as part of the 
  ritual. This destination can’t be changed. The destination must 
  be a location within 1,000 miles and be on the same plane as 
  the teleportation circle. You must be able to identify the location 
  precisely both by its position relative to the location where you 
  create the teleportation circle and by the destination’s appearance 
  (or other identifying features). The destination must also be 
  a 10-foot-diameter circle that doesn’t overlap with any solid 
  structures, but it can be a place that is harmful or dangerous.
  A secondary caster attempting a Survival check for this ritual 
  can be located at the exact site of the destination, instead of 
  with you at the point of origin. If the secondary succeeds at 
  their check at the destination and you roll a success, the ritual 
  is a critical success instead.
  While the circle is active, any creature that moves to be fully 
  within the circle is instantly teleported to the destination. A 
  creature that is unwilling to be teleported can attempt a Will save 
  to resist the effect. If it remains in the circle, the creature must 
  attempt this save again at the end of each of its turns.
  The teleportation circle normally goes only in one direction, 
  though you can double the Cost to make the teleportation 
  work in both directions.
  Critical Success You create the teleportation circle, and it’s 
  extremely precise, regardless of the distance traveled. 
  Travelers arrive exactly at the designated point.
  Success As a critical success, but the destination of the 
  teleportation circle is slightly inaccurate, and is off target 
  Advanced Player's Guide
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  244
  
  by roughly 1 percent of the distance traveled, to a maximum 
  of 10 miles off target.
  Failure The teleportation circle doesn’t function.
  Critical Failure The teleportation circle is wildly inaccurate. It 
  leads to a random destination roughly the same distance 
  from the origin point, and the chances of some other 
  unusual mishap are much greater.
  Heightened (9th) The cost increases to 2,000 gp, the duration 
  increases to 1 month, and the destination can be anywhere 
  on the same planet.
  Heightened (10th) The cost increases to 10,000 gp, the 
  duration is unlimited, and the destination can be anywhere 
  on the same planet.
  UNSEEN CUSTODIANS 
  RITUAL 3
  UNCOMMON
  CONJURATION
  Cast 1 day; Cost rare oils, salts, and herbs worth a total value 
  of 15 gp; Secondary Casters 2
  Primary Check Arcana or Occultism (expert); Secondary 
  Checks Arcana or Occultism (whichever isn’t used for the 
  primary check), Diplomacy
  Area 100 feet × 100 feet, up to 20 feet high
  Duration 1 year 
  You create a site-bound, long-lasting unseen servant spell 
  effect, forming entities of pure force to carry out basic tasks 
  at a fixed location.
  Critical Success The ritual creates six unseen servants (Core 
  Rulebook 380). You don’t need to concentrate on them, and 
  they aren’t summoned minions. You can spend an action, which 
  has the concentrate trait, to command one to perform a basic 
  task; it continues to perform the task until commanded again.
  Success As critical success, but the ritual creates three unseen 
  servants.
  Failure The ritual fails to create any servants.
  Critical Failure The ritual creates six unseen servants, but 
  these creatures are hostile and capable of making fist 
  Strikes with an attack bonus equal to your skill modifier 
  for the primary skill check, dealing 1d6 force damage. They 
  attack you and your allies and attempt to break objects 
  belonging to you and your allies within the area. 
  Heightened (6th) If destroyed, the unseen servants reform the 
  next morning. The cost increases to 30 gp.
  WARD DOMAIN 
  RITUAL 6
  UNCOMMON
  ABJURATION
  Cast 1 day; Cost rare incenses, oils, and powdered silver, worth 
  150 gp total; Secondary Casters 3
  Primary Check Arcana, Nature, or Occultism (master); 
  Secondary Checks Lore (any), Survival, Thievery
  Area 100 feet × 100 feet, up to 50 feet high
  Duration 1 week
  This ritual has long been used to guard the private sanctums of 
  powerful rulers, spellcasters, and other figures of import. You 
  and the other casters spend the casting time burning incense, 
  anointing doorframes, and drawing lines of powered silver 
  across entryways. The ritual creates the following magical 
  effects within the area; these effects are heightened to the level 
  of ward domain and remain throughout the duration.
  All gates, doors, windows, and similar apertures in the area 
  (if any) are locked, with the effects of lock. In addition, you can 
  obscure up to six doors, doorways, or similar entrances within 
  the area with the effects of illusory object to appear as plain 
  walls. Scrying spells can’t perceive any stimuli from the area, 
  and ward domain attempts to counteract teleportation effects 
  into or out of the area, including attempts to summon creatures 
  into the area, using a modifier equal to the ritual’s save DC – 10. 
  A successful dispel magic used on a specific effect removes 
  only that effect (such as the lock effect on one window). A 
  successful disjunction ends the entire ritual.
  Critical Success You create the effects described above, and 
  you protect an area twice as large. 
  Success You create the effects described above.
  Failure The ritual has no effect.
  Critical Failure The area becomes trapped and hostile to you 
  and your allies in a way you didn’t anticipate.
  Heightened (+1) The ward covers an additional area 100 feet × 
  100 feet, up to 50 feet high, which must be contiguous with 
  the original area.
  WORD OF RECALL 
  RITUAL 7
  RARE
  CONJURATION
  TELEPORTATION
  Cast 7 days; Cost rare oils and powdered minerals worth 
  5,000 gp; Secondary Casters 2
  Primary Check Arcana or Occultism (expert, the check has 
  the secret trait); Secondary Checks Arcana or Occultism 
  (whichever isn’t used for the primary check), Society
  Range 20 feet; Targets Up to seven willing creatures of 14th 
  level or lower
  Duration 1 year
  You bind yourself and your allies to the specific safe location 
  where you perform the ritual. This allows the participants to 
  return later by simply speaking a word. 
  Success You form the connection with the designated 
  sanctuary. Any participant in the ritual can spend a single 
  action, which has the concentrate trait, to utter a word of 
  power you choose when you cast the spell. When they do, 
  all the participants can immediately return to the sanctuary 
  from any distance, as long as they are on the same plane 
  as the sanctuary. Each participant arrives in the position in 
  which they were standing during the casting of the ritual. 
  When the word is spoken, all other participants know it, and 
  each can choose whether or not to return to the sanctuary 
  at that time. The ritual then immediately ends.
  Failure You fail to form the connection between the participants 
  and the sanctuary and are aware that the ritual has failed.
  Critical Failure The ritual inadvertently forms a connection 
  with a location on another plane. The casters are unaware 
  of this misalignment. When the word is invoked, all ritual 
  participants are shifted to this extraplanar location.
  Heightened (+1) The cost increases by 5,000 gp, the ritual 
  can target one more creature, and the maximum level of 
  creature it can target increases by 2.
  Spells
  5
  245
  245
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  Advanced Player’s Guide
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  246
  
  CHAPTER 6: ITEMS
  The investigator’s trusty detective kit, a swashbuckler’s flashy dueling cape, and a witch’s 
  effervescent cauldron are nearly as iconic as the characters who use them. For any hero, 
  the gear and treasure they wield and collect throughout their adventures can play as 
  important a role as any other facet of their character, from weapons steeped in cultural 
  history to fantastic treasures of unparalleled worth!
  This chapter presents a variety of brand-new equipment and treasure that 
  expands on and supplements the options provided in Chapter 6: Equipment 
  and Chapter 11: Crafting & Treasure of the Core Rulebook. In particular, 
  the gear that follows is especially suitable for the new ancestries and classes 
  presented in this book, but the multitude of new items can enhance and 
  enrich all types of characters.
  As it combines material from two chapters of the Core Rulebook, this 
  chapter is divided into the following sections.
  Weapons and Adventuring Gear
  New weapons and adventuring gear begin on page 248. This section includes 
  class kits for the new classes presented in this book, so you can quickly 
  equip a new character with the armor, weapons, and gear they’ll need to 
  start adventuring! The full rules for weapons and adventuring gear appear in 
  Chapter 6 of the Core Rulebook.
  Crafting and Treasure 
  The second portion of this chapter consists of a catalog of new alchemical 
  items, snares, and both consumable and permanent magic items, including 
  runes. Table 6–4: Treasure by Level, on pages 250–251, presents all the 
  new items appearing in this book. These tables are organized by level and 
  item category (see the Item Categories margin note) to help you find the 
  appropriate gear for your character or adventure.
  ALCHEMICAL ITEMS
  Alchemical items are consumable, non-magical items that rely on the properties 
  of volatile alchemical reagents to produce their effects. Rules for alchemical 
  items, including the rules for bombs, elixirs, and poisons, begin on page 543 
  of the Core Rulebook. The alchemical items in this book are presented by level 
  on Table 6–5: Alchemical Items by Level, as a reference for alchemists and 
  other characters with alchemical abilities. 
  SNARES
  Snares are small, simple traps to damage or hamper your foes that you can 
  create and deploy quickly enough to utilize on a battlefield. Snares are non-
  magical consumable items. The full rules for creating and using snares are on 
  page 589 of the Core Rulebook.
  MAGIC ITEMS
  The remainder of this chapter contains the descriptions of dozens of new magic 
  items. These items are divided into two subcategories for ease of reference: 
  consumable magic items, including ammunition, oils, potions, and talismans, 
  begin on page 256. Permanent items, beginning on page 260, consist of armor, 
  held items, runes, shields, staves, wands, weapons, and worn items. 
  Items are organized alphabetically within each section. Rules for activating 
  and investing items, for sustaining and dismissing activations, and for reading 
  an item’s stat block begin on page 531 of the Core Rulebook. 
  ITEM CATEGORIES
  Items in this chapter are grouped into 
  the following categories. 
  • Weapons and Adventuring Gear 
  (page 248) details new non-magical 
  weapons and equipment suitable 
  for ancestries, classes, and other 
  options presented in this book.
  • Alchemical Items (page 252) 
  consists of bombs, elixirs 
  (including mutagens), poisons, and 
  alchemical tools.
  • Snares (page 256) are simple, 
  single-use traps.
  • Consumable Magic Items (page 256) 
  contains ammunition, oils, potions, 
  talismans, and other single-use 
  magical items.
  • Permanent Magic Items and Runes 
  (page 260) provide new armor, held 
  items, runes, shields, staves, wands, 
  weapons, and worn items. 
  Items
  6
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  247
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  NEW WEAPON TRAITS 
  The weapons in this section use the following new traits, 
  in addition to those found on pages 282–283 of the 
  Core Rulebook.
  Concealable: This weapon is designed to be inconspicuous 
  or easily concealed. You gain a +2 circumstance bonus to 
  Stealth checks and DCs to hide or conceal a weapon with 
  this trait.
  Ranged Trip: The weapon can be used to Trip with 
  the Athletics skill at a distance up to the weapon’s first 
  range increment. The skill check takes a –2 circumstance 
  penalty. You can add the weapon’s item bonus to attack 
  rolls as a bonus to the check. As with using a melee 
  weapon to Trip, a ranged trip weapon doesn’t deal any 
  damage when used to Trip. This trait usually appears 
  only on a thrown weapon.
  WEAPON DESCRIPTIONS
  Bola: This throwing weapon consists of weights tied to 
  the end of long cords, which can be used to bludgeon 
  foes or entangle their legs.
  Claw Blade: The three parallel blades of this handheld 
  weapon extend between the fingers to resemble the natural 
  claws of the amurruns who created them, providing a 
  way for those catfolk without suitable natural claws to 
  share the fighting customs of their kin.
  Daikyu: This asymmetrical bow, made of laminated 
  bamboo, wood, and leather, stands 6 feet or more in 
  height. Using a daikyu while mounted limits its firing 
  range to your left side.
  Khakkara: This staff is topped by a pointed metal 
  circle from which hang several smaller rings that jingle 
  and clang noisily as the staff is moved, allowing you to 
  announce your presence and scare off wild animals as 
  you walk.
  Sword Cane: This slender, rapier-like sword is 
  concealed within a wooden or metal cane that serves as 
  a sheath, making it an inconspicuous weapon easy to 
  slip past inspections or into high-society events. A sword 
  cane is typically 4 feet long when sheathed, and its hilt is 
  usually capped with a wooden or metal decoration.
  Tengu Gale Blade: This fan-shaped sword, designed 
  by members of the tengu ancestry, has five broad blades 
  that join at its hilt. Tengu sailors also use gale blades as 
  makeshift weather vanes, as the sword spins to show the 
  wind’s direction when loosely held aloft.
  Wakizashi: This short-bladed, single-edged sword is 
  typically carried as part of a pair alongside a katana.
  WEAPONS AND ADVENTURING GEAR
  The following weapons and adventuring gear are of particular interest to members of 
  ancestries and classes introduced in this book, though any character might find them 
  interesting or useful.
  TABLE 6–1: MELEE WEAPONS
  Martial Weapons 
  Price Damage Bulk Hands Group 
  Weapon Traits
  Sword cane 
  5 gp 
  1d6 P 
  1 
  1 
  Sword 
  Agile, concealable, finesse
  Uncommon Martial Weapons Price Damage Bulk Hands Group 
  Weapon Traits
  Claw blade 
  2 gp 
  1d4 S 
  L 
  1 
  Knife 
  Agile, catfolk, deadly d8, disarm, finesse, versatile P
  Khakkara 
  2 gp 
  1d6 B 
  1 
  1 
  Club 
  Shove, two-hand d10, versatile P
  Tengu gale blade 
  4 gp 
  1d6 S 
  L 
  1 
  Sword 
  Agile, disarm, finesse, tengu
  Wakizashi 
  1 gp 
  1d4 S 
  L 
  1 
  Sword 
  Agile, deadly d8, finesse, versatile P
  TABLE 6–2: RANGED WEAPONS
  Martial Weapons 
  Price Damage 
  Range Reload Bulk 
  Hands 
  Group Weapon Traits
  Bola 
  5 sp 
  1d6 B 
  20 ft. 
  — 
  L 
  1 
  Sling 
  Nonlethal, ranged trip, thrown 
  Uncommon Advanced Weapons 
  Price Damage 
  Range Reload Bulk 
  Hands 
  Group Weapon Traits
  Daikyu 
  8 gp 
  1d8 P 
  80 ft. 
  — 
  2 
  1+ 
  Bow 
  —
  TABLE 6–3: ADVENTURING GEAR
  Item 
  Price 
  Bulk 
  Hands
  Brass ear 
  1 gp 
  — 
  1
  Concealed sheath (level 3) 
  25 gp 
  — 
  —
  Detective’s kit (level 3) 
  25 gp 
  1 
  2
  Dueling cape 
  5 sp 
  L 
  1
  Net  
  1 gp 
  1 
  2
  Parrying scabbard 
  5 sp 
  L 
  1
  Periscope (level 2) 
  25 gp 
  L 
  2
  Advanced Player's Guide
  248
  248
  
  GEAR DESCRIPTIONS
  Brass Ear: A brass ear is a short, flared tube with one end 
  narrow enough to comfortably fit against the ear canal. 
  When using a brass ear to listen through a door, window, 
  thin wall, or similar barrier, if the barrier would normally 
  increase the DC of your Perception check to hear sounds 
  on the other side, the DC increases by only half as much 
  as normal.
  Concealed Sheath: This leather sheath is large enough to 
  hold an item of up to light Bulk and is typically used for 
  daggers, wands, thieves’ tools, and similar objects. You can 
  affix it to the inside of a boot, under a bracer or sleeve, or 
  in other inconspicuous locations to gain a +1 item bonus to 
  Stealth checks and DCs to hide or conceal the item within.
  Detective’s Kit: This leather satchel contains empty 
  vials, a pair of tweezers, a supply of small linen cloths, 
  a set of brass calipers and a knotted string for measuring 
  distances, several pieces of chalk, a pen, and a blank 
  notebook for keeping notes. Every component of a 
  detective’s kit is of exceeding quality, and thus a detective’s 
  kit adds a +1 item bonus to checks to investigate a crime 
  scene, a clue, or similar details.
  Dueling Cape: You can pull a dueling cape you’re 
  wearing from your shoulder and wrap it around your arm 
  with an Interact action. While wielding the dueling cape 
  this way, the cape uses that arm and hand, and you can’t 
  hold anything else in that hand. While you do so, you can 
  spend an action to hold it in a protective position, giving 
  you a +1 circumstance bonus to AC and to Deception 
  checks to Feint until the start of your next turn.
  Net: You can use a net either on its own or attached to 
  a rope. When attached to a rope, you can use the net to 
  Grapple a Medium or smaller creature up to 10 feet away 
  (instead of only adjacent creatures). You can continue to 
  Grapple to keep your hold on the target so long as the 
  target remains within 10 feet and you continue to hold 
  the net. The grabbed creature gains a +2 circumstance 
  bonus to Escape unless you are adjacent to them, and 
  it can attempt a DC 16 Athletics check to Force Open 
  the net entirely. Once the target is no longer grabbed, the 
  net is unwieldy until refolded as a Concentrate action 
  that requires two hands; if used without being refolded, 
  Grapple checks made with the net take a –2 penalty.
  When the net is unattached, you can attempt a ranged 
  attack roll against a Medium or smaller creature within 
  20 feet. On a hit, the target is flat-footed and takes a –10-
  foot circumstance penalty to its Speeds until it Escapes, 
  and on a critical hit, it’s also immobilized until it Escapes. 
  The Escape DC is 16. A creature adjacent to the target 
  can Interact to remove the net.
  Parrying Scabbard: You can draw this reinforced 
  sheath during the same Interact action you use to draw 
  the weapon it holds, wielding the weapon in one hand and 
  the scabbard in your other. A parrying scabbard can be 
  used for your defense much like a weapon with the parry 
  trait: you can spend an action to position it defensively, 
  gaining a +1 circumstance bonus to AC until the start of 
  your next turn. Parrying scabbards are available for any 
  sword that can be wielded in one hand.
  Periscope: This is a 2-foot-long tube with two angled 
  mirrors, one at each end. When the mirrors are aligned 
  correctly, you can look around obstacles while remaining 
  behind cover. This doesn’t provide a sufficient line of 
  effect to target creatures around corners.
  INVESTIGATOR
  Price 9 gp, 2 sp; Bulk 3 Bulk, 5 light; Money 
  Leftover 5 gp, 8 sp
  Armor studded leather armor
  Weapons sap, short sword, crossbow with 20 bolts
  Gear adventurer’s pack, crowbar
  Options alchemist’s tools (3 gp), simple manacles (3 gp), 
  writing set (1 gp)
  ORACLE
  Price 5 gp, 5 sp, 2 cp; Bulk 3 Bulk, 3 light; 
  Money Leftover 9 gp, 4 sp, 8 cp
  Armor studded leather armor
  Weapons mace, sling with 20 sling bullets
  Gear adventurer’s pack
  Options steel shield (2 gp), healer’s tools (5 gp)
  SWASHBUCKLER
  Price 8 gp, 7 sp; Bulk 3 Bulk, 3 light; Money 
  Leftover 6 gp, 3 sp
  Armor leather armor
  Weapons hand crossbow with 20 bolts, rapier
  Gear adventurer’s pack
  Options buckler (1 gp), dueling cape (5 sp; see above), fine 
  clothing (2 gp), grappling hook (1 sp), main-gauche (5 sp)
  WITCH
  Price 2 gp, 3 sp, 2 cp; Bulk 2 Bulk, 6 light; 
  Money Leftover 12 gp, 6 sp, 8 cp
  Weapons sickle, sling with 20 bullets, staff
  Gear adventurer’s pack, explorer’s clothing, material 
  component pouch
  Options cookware (1 gp), healer’s tools (5 gp)
  Class Kits
  If you want to quickly decide how to spend your starting money when playing a class from this book, start with one of 
  these kits. The Armor, Weapons, and Gear entries include the basics, and the Options entries suggest additional items 
  you might purchase with your leftover money to fit your character. Note than an adventurer’s pack, which is included 
  in each kit, is 1 Bulk and contains a backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ 
  rations, soap, 5 torches, and a waterskin.
  Items
  6
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  249
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  Treasure Table
  Table 6–4 lists the items and runes appearing in this 
  chapter. The table includes all the options of a given 
  item level, organized by category and name. Each level 
  has a section for consumables, followed by a section for 
  permanent items. A superscript “U” indicates the item 
  is uncommon, and a superscript “R” indicates it’s rare.
  TABLE 6–4: TREASURE BY LEVEL
  1st-Level Consumables 
  Category 
  Price  
  Page
  Blight bomb, lesser 
  Bomb 
  3 gp 
  252
  Dread ampoule, lesser 
  Bomb 
  3 gp 
  253
  Ghost charge, lesser 
  Bomb 
  3 gp 
  253
  Shielding salve 
  Consumable 
  4 gp  
  259
  Drakeheart mutagen,  
  Elixir 
  4 gp 
  253 
  lesser 
  Oil of unlife, minor 
  Oil 
  4 gp  
  258
  Gecko potion 
  Potion 
  3 gp  
  257
  Potion of expeditious retreat 
  Potion 
  3 gp  
  258
  Potion of retaliation, minor 
  Potion 
  4 gp  
  259
  Potion of shared memories 
  Potion 
  4 gp  
  259
  Ration tonic 
  Potion 
  3 gp  
  259
  Forensic dye 
  Tool 
  3 gp 
  254
  Ghost ink 
  Tool 
  3 gp 
  255
  1st-Level Permanent Items 
  Category 
  Price  
  Page
  Predictable silver piece 
  Held 
  3 gp  
  262
  Walking cauldron 
  Held 
  12 gp  
  264
  2nd-Level Consumables 
  Category 
  Price  
  Page
  Antler arrow 
  Ammunition 
  7 gp  
  256
  Focus cathartic, lesser 
  Elixir 
  5 gp 
  253
  Sinew-shock serum, lesser 
  Elixir 
  5 gp 
  254
  Flare snare 
  Snare 
  5 gp  
  256
  Bloodhound mask, lesser 
  Tool 
  6 gp 
  254
  Origin unguent 
  Tool 
  6 gp 
  255
  2nd-Level Permanent Items 
  Category 
  Price  
  Page
  Glamorous buckler 
  Shield 
  35 gp  
  261
  3rd-Level Consumables 
  Category 
  Price  
  Page
  Blight bomb, moderate 
  Bomb 
  10 gp 
  252
  Dread ampoule, moderate 
  Bomb 
  10 gp 
  253
  Ghost charge, moderate 
  Bomb 
  10 gp 
  253
  Drakeheart mutagen,  
  Elixir 
  12 gp 
  253 
  moderate 
  Olfactory obfuscator 
  Elixir 
  9 gp 
  254
  Oil of unlife, lesser 
  Oil 
  12 gp  
  258
  Potion of retaliation, lesser 
  Potion 
  12 gp  
  259
  3rd-Level Permanent Items 
  Category 
  Price  
  Page
  Rope of climbing, lesser 
  Held 
  45 gp  
  262
  4th-Level Consumables 
  Category 
  Price  
  Page
  Crystal shards, moderate 
  Bomb 
  16 gp 
  252
  Focus cathartic, moderate 
  Elixir 
  15 gp 
  253
  Sinew-shock serum,  
  Elixir 
  15 gp 
  254 
  moderate 
  Leadenleg 
  Poison 
  15 gp 
  254
  Timeless salts 
  Tool 
  14 gp 
  255
  4th-Level Permanent Items 
  Category 
  Price  
  Page
  Sleeves of storage 
  Worn 
  100 gp  
  263
  5th-Level Consumables 
  Category 
  Price  
  Page
  Freezing ammunition 
  Ammunition 25 gp  
  257
  Oil of revelation 
  Oil 
  25 gp  
  258
  Potion of disguise, lesserU 
  Potion 
  30 gp  
  258
  Universal solvent, moderate 
  Tool 
  21 gp 
  255
  5th-Level Permanent Items 
  Category 
  Price  
  Page
  Rope of climbing, moderate 
  Held 
  125 gp  
  262
  Fearsome 
  Rune 
  160 gp  
  260
  Exploding shield 
  Shield 
  25 gp  
  260
  Infiltrator’s accessory 
  Weapon 
  150 gp  
  261
  6th-Level Consumables 
  Category 
  Price  
  Page
  Terrifying ammunition 
  Ammunition 50 gp  
  259
  Oil of unlife, moderate 
  Oil 
  50 gp  
  258
  Potion of retaliation,  
  Potion 
  50 gp  
  259 
  moderate 
  Nauseating snare 
  Snare 
  40 gp  
  256
  Bloodhound mask,  
  Tool 
  40 gp 
  254 
  moderate 
  6th-Level Permanent Items 
  Category 
  Price  
  Page
  Ready 
  Rune 
  200 gp  
  262
  Staff of impossible visionsU 
  Staff 
  230 gp  
  263
  Staff of providence 
  Staff 
  230 gp  
  264
  Wand of hopeless night 2nd 
  Wand 
  250 gp  
  265
  7th-Level Consumables 
  Category 
  Price  
  Page
  Corrosive ammunition 
  Ammunition 70 gp  
  257
  Candle of revealing 
  Consumable 60 gp  
  257
  Ration tonic, greater 
  Potion 
  55 gp  
  259
  Skinstitch salve 
  Tool 
  55 gp 
  255
  Sovereign glue 
  Tool 
  55 gp 
  255
  7th-Level Permanent Items 
  Category 
  Price  
  Page
  Rope of climbing, greater  
  Held 
  300 gp  
  262
  Wand of the spider 2nd 
  Wand 
  360 gp  
  265
  Spellguard blade 
  Weapon 
  320 gp  
  263
  8th-Level Consumables 
  Category 
  Price  
  Page
  Dust of corpse animationU  
  Consumable 100 gp  
  257 
  Oil of object animationU  
  Oil 
  85 gp  
  258 
  Potion of disguise,  
  Potion 
  100 gp  
  258 
  moderateU 
  8th-Level Permanent Items 
  Category 
  Price  
  Page
  Wand of crackling 
  Wand 
  500 gp  
  265 
  lightning 3rd 
  Spiritsight crossbowU 
  Weapon 
  450 gp  
  263
  Lover’s gloves 
  Worn 
  500 gp  
  261
  9th-Level Consumables 
  Category 
  Price  
  Page
  Basilisk eye 
  Talisman 
  150 gp  
  256
  9th-Level Permanent Items 
  Category 
  Price  
  Page
  Victory plateU 
  Armor 
  675 gp  
  264
  Earthsight boxU 
  Held 
  575 gp  
  260
  Urn of ashes 
  Held 
  700 gp  
  264
  Wand of overflowing life 3rd 
  Wand 
  700 gp  
  265
  Mask of the banshee 
  Worn 
  700 gp  
  261
  Sleeves of storage, greater 
  Worn 
  600 gp  
  263
  10th-Level Consumables 
  Category 
  Price  
  Page
  Olfactory obfuscator, greater 
  Elixir 
  225 gp 
  254
  Snagging hook snare 
  Snare 
  180 gp  
  256
  Advanced Player's Guide
  250
  250
  
  10th-Level Permanent Items 
  Category 
  Price  
  Page
  Staff of nature’s vengeance 
  Staff 
  900 gp  
  263
  Staff of providence, greater 
  Staff 
  900 gp  
  264
  Wand of crackling 
  Wand 
  1,000 gp  
  265 
  lightning 4th 
  Wand of hopeless night 4th 
  Wand 
  1,000 gp  
  265
  Fire-jump ringU 
  Worn 
  940 gp  
  260
  11th-Level Consumables 
  Category 
  Price  
  Page
  Blight bomb, greater 
  Bomb 
  250 gp 
  252
  Dread ampoule, greater 
  Bomb 
  300 gp 
  253
  Ghost charge, greater 
  Bomb 
  250 gp 
  253
  Drakeheart mutagen, greater 
  Elixir 
  300 gp 
  253
  Potion of disguise, greaterU 
  Potion 
  300 gp  
  258
  Bloodhound mask, greater 
  Tool 
  250 gp 
  254
  11th-Level Permanent Items 
  Category 
  Price  
  Page
  Ready, greater 
  Rune 
  1,200 gp  
  262
  Wand of overflowing life 4th 
  Wand 
  1,400 gp  
  265
  Wand of the spider 4th 
  Wand 
  1,400 gp  
  265
  Envisioning mask 
  Worn 
  1,200 gp  
  260
  12th-Level Consumables 
  Category 
  Price  
  Page
  Crystal shards, greater 
  Bomb 
  350 gp 
  252
  Incense of distilled death 
  Consumable 350 gp  
  257
  Focus cathartic, greater 
  Elixir 
  325 gp 
  254
  Sinew-shock serum, greater 
  Elixir 
  325 gp 
  254
  Oil of unlife, greater 
  Oil 
  400 gp  
  258
  Potion of retaliation, greater 
  Potion 
  400 gp  
  259
  Balisse feather 
  Talisman 
  400 gp  
  256
  Universal solvent, greater 
  Tool 
  325 gp 
  255
  12th-Level Permanent Items 
  Category 
  Price  
  Page
  Fearsome, greater 
  Rune 
  2,000 gp  
  260
  Staff of impossible visions,  
  Staff 
  1,800 gp 
  263 
  greaterU 
  Four-ways dogslicerU 
  Weapon 
  1,700 gp  
  261
  13th-Level Consumables 
  Category 
  Price  
  Page
  Time shield potion 
  Potion 
  600 gp  
  259
  13th-Level Permanent Items 
  Category 
  Price  
  Page
  Slates of distant letters 
  Held 
  2,450 gp  
  262
  Medusa’s scream 
  Shield 
  3,000 gp  
  261
  Winged 
  Rune 
  2,500 gp  
  265
  Wand of overflowing life 5th 
  Wand 
  3,000 gp  
  265
  Hellfire boots 
  Worn 
  3,000 gp  
  261
  14th-Level Consumables 
  Category 
  Price  
  Page
  Engulfing snare 
  Snare 
  900 gp  
  256
  14th-Level Permanent Items 
  Category 
  Price  
  Page
  Staff of nature’s vengeance,  
  Staff 
  4,000 gp  
  263 
  greater 
  Staff of providence, major 
  Staff 
  4,100 gp  
  264
  Wand of crackling 
  Wand 
  4,500 gp  
  265 
  lightning 6th 
  Wand of the snowfields 5th 
  Wand 
  4,500 gp  
  265
  15th-Level Permanent Items 
  Category 
  Price  
  Page
  Victory plate, greaterU 
  Armor 
  5,500 gp  
  264
  Wand of overflowing life 6th 
  Wand 
  6,500 gp  
  265
  Earthglide cloak 
  Worn 
  6,500 gp  
  260
  16th-Level Consumables 
  Category 
  Price  
  Page
  Candle of invocationU 
  Consumable 2,000 gp  
  256
  Cerulean scourge 
  Poison 
  1,450 gp 
  254
  Dust of corpse animation,  
  Consumable 1,500 gp  
  257 
  greaterU
  Oil of object animation, greaterU 
  Oil 
  1,400 gp  
  258
  16th-Level Permanent Items 
  Category 
  Price  
  Page
  Medusa’s scream, greater 
  Shield 
  9,000 gp  
  262
  Staff of impossible visions,  
  Staff 
  10,000 gp  263 
  majorU 
  17th-Level Consumables 
  Category 
  Price  
  Page
  Blight bomb, major 
  Bomb 
  2,500 gp 
  252
  Dread ampoule, major 
  Bomb 
  3,000 gp 
  253
  Ghost charge, major 
  Bomb 
  2,500 gp 
  253
  Drakeheart mutagen, major 
  Elixir 
  3,000 gp 
  253
  17th-Level Permanent Items 
  Category 
  Price  
  Page
  Wand of overflowing life 7th 
  Wand 
  15,000 gp  265
  18th-Level Consumables 
  Category 
  Price  
  Page
  Crystal shards, major 
  Bomb 
  4,000 gp 
  253
  Focus cathartic, major 
  Elixir 
  3,250 gp 
  254
  Sinew-shock serum, major 
  Elixir 
  3,250 gp 
  254
  Oil of unlife, major 
  Oil 
  5,000 gp  
  258
  Potion of retaliation, major 
  Potion 
  5,000 gp  
  259
  Universal solvent, major 
  Tool 
  3,250 gp 
  255
  18th-Level Permanent Items 
  Category 
  Price  
  Page
  Staff of nature’s vengeance,  
  Staff 
  24,000 gp  263  
  major
  Wand of crackling 
  Wand 
  24,000 gp  265 
  lightning 8th 
  Wand of the snowfields 7th 
  Wand 
  24,000 gp  265
  19th-Level Permanent Items 
  Category 
  Price  
  Page
  Winged, greater 
  Rune 
  35,000 gp  265
  Wand of overflowing life 8th 
  Wand 
  40,000 gp  265
  Mask of the banshee, greater 
  Worn 
  35,000 gp  261
  20th-Level Permanent Items Category 
  Price  
  Page
  Rod of cancellationR 
  Held 
  75,000 gp  262
  Staff of impossible visions, trueU Staff 
  70,000 gp  263
  Staff of providence, true 
  Staff 
  64,000 gp  264
  Items
  6
  251
  251
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  Alchemical Items
  Alchemical items aren’t magical—instead, they leverage 
  volatile substances in careful combination to produce 
  exceptional results. The full rules for alchemical items begin 
  on page 543 of the Core Rulebook. The following table 
  lists alchemical items arranged by level and category, as a 
  reference for characters involved with alchemical crafting.
  TABLE 6–5: ALCHEMICAL ITEMS BY LEVEL
  Level 
  Item 
  Category Page
  1 
  Blight bomb, lesser 
  Bomb 
  252
  1 
  Dread ampoule, lesser 
  Bomb 
  253
  1 
  Ghost charge, lesser 
  Bomb 
  253
  1 
  Drakeheart mutagen, lesser 
  Elixir 
  253
  1 
  Forensic dye 
  Tools 
  254
  1 
  Ghost ink 
  Tools 
  255
  2 
  Focus cathartic, lesser 
  Elixir 
  253
  2 
  Sinew-shock serum, lesser 
  Elixir 
  254
  2 
  Bloodhound mask, lesser 
  Tools 
  254
  2 
  Origin unguent 
  Tools 
  255
  3 
  Blight bomb, moderate 
  Bomb 
  252
  3 
  Dread ampoule, moderate 
  Bomb 
  253
  3 
  Ghost charge, moderate 
  Bomb 
  253
  3 
  Drakeheart mutagen, moderate 
  Elixir 
  253
  3 
  Olfactory obfuscator 
  Elixir 
  254
  4 
  Crystal shards, moderate 
  Bomb 
  252
  4 
  Focus cathartic, moderate 
  Elixir 
  253
  4 
  Sinew-shock serum, moderate 
  Elixir 
  254
  4 
  Leadenleg 
  Poison 
  254
  4 
  Timeless salts 
  Tools 
  255
  5 
  Universal solvent, moderate 
  Tools 
  255
  6 
  Bloodhound mask, moderate 
  Tools 
  254
  7 
  Skinstitch salve 
  Tools 
  255
  7 
  Sovereign glue 
  Tools 
  255
  10 
  Olfactory obfuscator, greater 
  Elixir 
  254
  11 
  Blight bomb, greater 
  Bomb 
  252
  11 
  Dread ampoule, greater 
  Bomb 
  253
  11 
  Ghost charge, greater 
  Bomb 
  253
  11 
  Drakeheart mutagen, greater 
  Elixir 
  253
  11 
  Bloodhound mask, greater 
  Tools 
  254
  12 
  Crystal shards, greater 
  Bomb 
  252
  12 
  Focus cathartic, greater 
  Elixir 
  253
  12 
  Sinew-shock serum, greater 
  Elixir 
  254
  12 
  Universal solvent, greater 
  Tools 
  255
  16 
  Cerulean scourge 
  Poison 
  254
  17 
  Blight bomb, major 
  Bomb 
  252
  17 
  Dread ampoule, major 
  Bomb 
  253
  17 
  Ghost charge, major 
  Bomb 
  253
  17 
  Drakeheart mutagen, major 
  Elixir 
  253
  18 
  Crystal shards, major 
  Bomb 
  253
  18 
  Focus cathartic, major 
  Elixir 
  254
  18 
  Sinew-shock serum, major 
  Elixir 
  254
  18 
  Universal solvent, major 
  Tools 
  255
  ALCHEMICAL BOMBS
  Alchemical bombs are martial thrown weapons with 
  a range increment of 20 feet. See page 544 of the Core 
  Rulebook for the full rules for alchemical bombs.
  BLIGHT BOMB 
  ITEM 1+
  ALCHEMICAL
  BOMB
  CONSUMABLE
  POISON
  SPLASH
  Usage held in 1 hand; Bulk L
  Activate � Strike
  Blight bombs contain volatile toxic chemicals that rot flesh. A 
  blight bomb deals the listed poison damage, persistent poison 
  damage, and splash damage. Many types grant an item bonus 
  to attack rolls.
  Type lesser; Level 1; Price 3 gp
  The bomb deals 1d6 poison damage, 1d4 persistent poison 
  damage, and 1 poison splash damage.
  Type moderate; Level 3; Price 10 gp
  You gain a +1 item bonus to attack rolls. The bomb deals 2d6 
  poison damage, 2d4 persistent poison damage, and 2 poison 
  splash damage.
  Type greater; Level 11; Price 250 gp
  You gain a +2 item bonus to attack rolls. The bomb deals 3d6 
  poison damage, 3d4 persistent poison damage, and 3 poison 
  splash damage.
  Type major; Level 17; Price 2,500 gp
  You gain a +3 item bonus to attack rolls. The bomb deals 4d6 
  poison damage, 4d4 persistent poison damage, and 4 poison 
  splash damage.
  CRYSTAL SHARDS 
  ITEM 4+
  ALCHEMICAL
  BOMB
  CONSUMABLE
  EARTH
  SPLASH
  Usage held in 1 hand; Bulk L
  Activate � Strike
  This flask holds a pressurized red-brown gas flecked 
  with bits of sublimated crystal. You gain the listed 
  item bonus to attack rolls. When 
  the bomb explodes, it deals 
  the listed piercing damage 
  and piercing splash damage 
  as the mixture suddenly turns 
  into solid crystals flying at 
  high speeds.
  Surfaces in the splash area grow brittle, 
  gleaming red crystals that crumble to 
  dust after 1 minute. The crystals 
  on level surfaces are caltrops (Core 
  Rulebook 287). The crystals on 
  vertical surfaces can be used briefly as 
  handholds, granting the listed item bonus 
  to the next Athletics check to Climb each 
  space. The crystals in each space crumble after the creature 
  leaves, whether Climbing or moving through the caltrops. 
  Type moderate; Level 4; Price 16 gp
  The item bonus is +1. The bomb deals 2d4 piercing damage 
  and 4 piercing splash damage.
  Type greater; Level 12; Price 350 gp
  The item bonus is +2. The bomb deals 3d4 piercing damage 
  and 5 piercing splash damage.
  Advanced Player's Guide
  252
  252
  
  Type major; Level 18; Price 4,000 gp
  The item bonus is +3. The bomb deals 4d4 piercing damage 
  and 6 piercing splash damage.
  DREAD AMPOULE 
  ITEM 1+
  ALCHEMICAL
  BOMB
  CONSUMABLE
  EMOTION
  FEAR
  MENTAL
  POISON
  SPLASH
  Usage held in 1 hand; Bulk L
  Activate � Strike
  This flask is filled with a murky purple gas that briefly 
  interferes with normal brain activity. A dread ampoule 
  deals the listed mental damage and mental splash damage. 
  On a hit, the target becomes frightened 1, or frightened 2 
  on a critical hit. Many types also grant an item bonus to 
  attack rolls.
  Type lesser; Level 1; Price 3 gp
  The bomb deals 1d6 mental damage and 1 mental splash damage.
  Type moderate; Level 3; Price 10 gp
  You gain a +1 item bonus to attack rolls. The bomb deals 
  2d6 mental damage and 2 mental splash damage.
  Type greater; Level 11; Price 300 gp
  You gain a +2 item bonus to attack rolls. The bomb deals 
  3d6 mental damage and 3 mental splash damage.
  Type major; Level 17; Price 3,000 gp
  You gain a +3 item bonus to attack rolls. The bomb deals 
  4d6 mental damage and 4 mental splash damage.
  GHOST CHARGE 
  ITEM 1+
  ALCHEMICAL
  BOMB
  CONSUMABLE
  POSITIVE
  SPLASH
  Usage held in 1 hand; Bulk L
  Activate � Strike
  These spring-loaded metal canisters contain a 
  mixture of chemicals and salts that drain and 
  disintegrate nearby undead creatures. A ghost 
  charge deals the listed positive damage and splash 
  damage, though as usual for positive damage, this 
  damage harms only undead and creatures with negative 
  healing. Ghost charges are designed to explode even on 
  contact with a spiritual substance, making them ideal for 
  damaging incorporeal undead. A primary target that takes 
  damage from a ghost charge becomes enfeebled until the 
  start of your next turn. Many types grant an item bonus to 
  attack rolls. 
  Type lesser; Level 1; Price 3 gp
  The bomb deals 1d8 positive damage and 1 positive splash 
  damage, and the target is enfeebled 1 until the start of your 
  next turn. 
  Type moderate; Level 3; Price 10 gp
  You gain a +1 item bonus to attack rolls. The bomb deals 2d8 
  positive damage and 2 positive splash damage, and the target 
  is enfeebled 1 until the start of your next turn. 
  Type greater; Level 11; Price 250 gp
  You gain a +2 item bonus to attack rolls. The bomb deals 3d8 
  positive damage and 3 positive splash damage, and the target 
  is enfeebled 2 until the start of your next turn. 
  Type major; Level 17; Price 2,500 gp
  The bomb deals 4d8 positive damage and 4 positive splash 
  damage, and the target is enfeebled 2 until the start of your 
  next turn. 
  ALCHEMICAL ELIXIRS
  The full rules for alchemical elixirs, including mutagens, 
  appear on page 546 of the Core Rulebook.
  DRAKEHEART MUTAGEN 
  ITEM 1+
  ALCHEMICAL
  CONSUMABLE
  ELIXIR
  MUTAGEN
  POLYMORPH
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Your skin grows tough scales like a drake, your eyesight 
  become sharp and your pupils slitted, and your limbs grow 
  wiry and quick, but your mind and reflexes become slow.
  Benefit You gain the listed bonus to AC, a Dexterity cap of 
  +2 (as usual, use your lowest Dexterity cap if you have more 
  than one), and an item bonus to Perception checks. If you’re 
  wearing armor, you still calculate your proficiency bonus to 
  AC based on your proficiency in the armor you’re wearing, 
  even if the drakeheart mutagen has a higher item bonus. 
  You also gain the Final Surge action.
  Final Surge � You Stride twice. The drakeheart 
  mutagen’s duration ends.
  Drawback You take a –1 penalty to Will saves, 
  Reflex saves, and all skill checks to Recall Knowledge.
  Type lesser; Level 1; Price 4 gp
  The item bonus to AC is +4, the item bonus to Perception 
  is +1, and the duration is 1 minute or until you use 
  Final Surge, whichever comes first.
  Type moderate; Level 3; Price 12 gp
  The item bonus to AC is +5, the item bonus to 
  Perception is +2, and the duration is 10 minutes or 
  until you use Final Surge, whichever comes first.
  Type greater; Level 11; Price 300 gp
  The item bonus to AC is +6, the item bonus to Perception 
  is +3, and the duration is 1 hour or until you use Final Surge, 
  whichever comes first.
  Type major; Level 17; Price 3,000 gp
  The item bonus to AC is +7, the item bonus to Perception is 
  +4, and the duration is 1 hour or until you use Final Surge, 
  whichever comes first.
  FOCUS CATHARTIC 
  ITEM 2+
  ALCHEMICAL
  CONSUMABLE
  ELIXIR
  HEALING
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Focus briefly calms your neurons, helping ease mental effects. 
  When you drink this elixir, the elixir attempts a counteract 
  check with the listed counteract modifier to remove the 
  confused or stupefied condition from a single source, using 
  the source of that condition to determine the counteract level 
  and DC.
  Type lesser; Level 2; Price 5 gp
  The serum has a +6 counteract modifier.
  Type moderate; Level 4; Price 15 gp
  The serum has a +8 counteract modifier.
  Items
  6
  253
  253
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  Type greater; Level 12; Price 325 gp
  The serum has a +19 counteract modifier.
  Type major; Level 18; Price 3,250 gp
  The serum has a +28 counteract modifier.
  OLFACTORY OBFUSCATOR 
  ITEM 3+
  ALCHEMICAL
  CONSUMABLE
  ELIXIR
  Usage held in 1 hand; Bulk L
  Activate � Interact
  This frothing fluid causes the drinker’s body to exude trace odor-
  absorbing oils. For the listed duration after drinking this elixir, 
  your scent is nearly unnoticeable. Creatures with imprecise 
  scent don’t detect you with that sense unless they Seek for 
  you, and you are concealed from creatures that perceive you 
  with precise scent. You gain a +4 item bonus against attempts 
  to Seek you by creatures using only scent-based senses; if they 
  use any other senses as well, the bonus doesn’t apply.
  Type olfactory obfuscator; Level 3; Price 9 gp
  The duration is 10 minutes.
  Type greater olfactory obfuscator; Level 10; Price 225 gp
  The duration is 8 hours.
  SINEW-SHOCK SERUM 
  ITEM 2+
  ALCHEMICAL
  CONSUMABLE
  ELIXIR
  HEALING
  Usage held in 1 hand; Bulk L
  Activate � Interact
  This serum jolts the body to help shake off physical debilitations. 
  When you drink this elixir, it attempts a counteract check 
  with the listed counteract modifier to remove the clumsy or 
  enfeebled condition from a single source, using the source of 
  that condition to determine the counteract level and DC.
  Type lesser; Level 2; Price 5 gp
  The serum has a +6 modifier for the roll.
  Type moderate; Level 4; Price 15 gp
  The serum has a +8 modifier for the roll.
  Type greater; Level 12; Price 325 gp
  The serum has a +19 modifier for the roll.
  Type major; Level 18; Price 3,250 gp
  The serum has a +28 modifier for the roll.
  ALCHEMICAL POISONS
  The full rules for alchemical poisons appear on page 550 
  of the Core Rulebook.
  CERULEAN SCOURGE 
  ITEM 16
  ALCHEMICAL
  CONSUMABLE
  INJURY
  POISON
  Price 1,450 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  Made from a carefully distilled blend of serpentine hemotoxins, 
  the fast-acting cerulean scourge is infamous for transforming 
  the blood vessels near the original wound, which glow with a 
  bright blue light before painfully bursting.
  Saving Throw DC 36 Fortitude; Maximum Duration 6 rounds; 
  Stage 1 9d6 poison damage (1 round); Stage 2 12d6 poison 
  damage (1 round); Stage 3 15d6 poison damage (1 round)
  LEADENLEG 
  ITEM 4
  ALCHEMICAL
  CONSUMABLE
  INJURY
  POISON
  Price 15 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  Once injected, this synthetic toxin sinks into the extremities, 
  numbing them nearly to paralysis. 
  Saving Throw DC 20 Fortitude; Maximum Duration 6 
  rounds; Stage 1 1d10 poison damage and –5-foot status 
  penalty to all Speeds (1 round); Stage 2 2d6 poison damage 
  and –10-foot status penalty to all Speeds (1 round); Stage 
  3 2d6 poison damage and –20-foot status penalty to all 
  Speeds (1 round)
  ALCHEMICAL TOOLS
  The following items are alchemical consumables that 
  aren’t ingested.
  BLOODHOUND MASK 
  ITEM 2+
  ALCHEMICAL
  CONSUMABLE
  Usage held in 1 hand; Bulk L
  Activate � Interact
  This wide, single-use mask is designed to be slipped over 
  your mouth and nose and its alchemical filter activated all 
  with one hand. Once activated, the mask sharpens odors, 
  giving you imprecise scent with the listed range. You can’t 
  wear other masks while you’re wearing a bloodhound mask. 
  When you use Survival to Track a creature by its scent, 
  your proficiency bonus is equal to your level even if you’re 
  untrained, and the mask grants you the listed item bonus to 
  your Survival check. The GM sets the Survival DC based on 
  the area’s ability to hold scent rather than on visual clues, as 
  normal for using scent.
  Type lesser; Level 2; Price 6 gp
  The range is 15 feet, the item bonus is +1, and the duration is 
  10 minutes.
  Type moderate; Level 6; Price 40 gp
  The range is 30 feet, the item bonus is +2, and the duration 
  is 1 hour.
  Type greater; Level 11; Price 250 gp
  The range is 60 feet, the item bonus is +3, and the duration 
  is 8 hours.
  FORENSIC DYE 
  ITEM 1
  ALCHEMICAL
  CONSUMABLE
  Price 3 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Activating this vial of colorless liquid requires inserting a 
  small amount of another chemical or material, such as blood 
  or mud. The vial reacts rapidly, transforming into a murky, 
  reddish-brown substance. 
  Once activated, the dye remains potent for up to 10 
  minutes, during which time you can spend 1 minute to brush 
  it onto a single object of up to 1 Bulk or across the ground in a 
  single 5-foot square. Where the dye comes in contact with an 
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  exact match for the activating chemical, it takes on a bright 
  blue hue, while staying transparent in areas where there is no 
  activating component present.
  GHOST INK 
  ITEM 1
  ALCHEMICAL
  CONSUMABLE
  Price 3 gp
  Usage held in 1 hand; Bulk L
  Activate 10 minutes (Interact)
  This pale-blue ink dries rapidly, becoming fully 
  transparent 1 minute after application. The ink glows 
  red when exposed to heat, such as that from a torch or 
  other open flame. This glow lasts only as long as the 
  ink is exposed to heat, after which the ink becomes 
  invisible again. The crafter of the ghost ink can 
  alter the formula slightly to instead make the ink 
  sensitive to sunlight, starlight, magical light, or 
  heatless light created by an alchemical effect such 
  as a sunrod. 
  While the text isn’t glowing, a creature closely 
  examining a surface marked with ghost ink can 
  detect the presence of the ink with a successful 
  DC 25 Perception check. On a critical success, they 
  can make out the ink well enough to use Society to 
  Decipher Writing. One vial of ghost ink is sufficient to write a 
  page worth of text.
  ORIGIN UNGUENT 
  ITEM 2
  ALCHEMICAL
  CONSUMABLE
  Price 6 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  This shimmering, violet unguent forms mild chemical bonds 
  between objects with a matching composition. You apply the 
  adhesive to two objects, or to an object and a creature. You 
  can check if the two share an origin (such as if they were 
  broken from the same whole, or if a poison sample or body 
  part came from the same creature) by holding them together 
  with the unguent between; if they match, the unguent 
  becomes sticky.
  SKINSTITCH SALVE 
  ITEM 7
  ALCHEMICAL
  CONSUMABLE
  HEALING
  Price 55 gp
  Usage held in 1 hand; Bulk L
  This sticky salve stubbornly holds wounds closed and 
  encourages swift natural healing. You can activate the salve 
  in either of the following ways.
  Activate � Interact; Effect You Administer First Aid without 
  requiring healer’s tools. You either gain a +2 item bonus to 
  the Medicine check, or you can use the skinstitch salve’s 
  Medicine modifier of +13 instead of your own.
  Activate � Interact; Trigger You Treat Wounds or use Battle 
  Medicine; Effect You gain a +2 item bonus to the triggering 
  Medicine check. If you roll a success on the Medicine check, 
  you get a critical success instead.
  SOVEREIGN GLUE 
  ITEM 7
  ALCHEMICAL
  CONSUMABLE
  Price 55 gp
  Usage held in 1 hand; Bulk L
  Activate 1 minute (Interact)
  This peculiar amber glue bonds two surfaces together almost 
  inseparably. A single flask covers an area up to 1 square 
  foot and must be used all at once to form a single bond 
  between two surfaces. If the activation is interrupted, the 
  bond fails and the glue is wasted. 
  Once two surfaces are joined with 
  sovereign glue, they can be separated only 
  with a successful DC 50 Athletics check. The 
  adhered objects tend to break before the 
  glue does unless they’re particularly durable, 
  though a creature determined to separate the 
  objects can break off the parts connected by the 
  sovereign glue and later Repair the objects. 
  Sovereign glue can affect creatures only if they 
  are willing, and its bond can be harmlessly broken 
  by carefully exfoliating the outermost layer of skin or 
  waiting a short while for the skin to shed.
  TIMELESS SALTS 
  ITEM 4
  ALCHEMICAL
  CONSUMABLE
  Price 14 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  You sprinkle these salts onto a single object up to 10 cubic feet 
  in volume and no more than 40 Bulk to preserve it for 1 week. 
  The object doesn’t decay, and effects that require the object to be 
  fresh don’t count the time passing during this duration as having 
  elapsed. When sprinkled on a corpse, this extends the period in 
  which a creature can be revived by magic, as well as the wait 
  time required before a corpse can be targeted again with speak 
  with dead. The salts prevent ordinary pests from consuming 
  the target (such as maggots for a corpse or moths for a piece of 
  clothing). Any creature can use an Interact action to disperse the 
  salts from an unattended object and end this effect.
  UNIVERSAL SOLVENT 
  ITEM 5+
  ALCHEMICAL
  CONSUMABLE
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Originally formulated as a means of dissolving sovereign glue, 
  this powerful solvent can break almost any adhesive’s grip. 
  As universal solvent is particularly effective against sovereign 
  glue, it automatically dissolves sovereign glue. It attempts to 
  counteract any other adhesives, such as tanglefoot bags, with 
  a counteract modifier depending on the type.
  Type moderate; Level 5; Price 21 gp
  The serum has a counteract modifier of +9.
  Type greater; Level 12; Price 325 gp
  The serum has a counteract modifier of +19.
  Type major; Level 18; Price 3,250 gp
  The serum has a counteract modifier of +28.
  Items
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  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  Snares
  Some rangers, as well as characters with the snarecrafter 
  archetype (page 194), quickly set dangerous traps called 
  snares to catch their foes. Making them requires the 
  Snare Crafting feat. Full rules for snares appear on page 
  589 of the Core Rulebook.
  ENGULFING SNARE 
  SNARE 14
  CONSUMABLE
  MECHANICAL
  SNARE
  TRAP
  Price 900 gp
  You arrange a spiky cage of bones, particularly tough 
  vegetation, or other material to spring up when disturbed. 
  The snare deals 9d8 piercing damage to the first creature 
  to enter this square; that creature must attempt a DC 31 
  Reflex save. 
  Critical Success The creature is unaffected.
  Success The creature is knocked aside by the snare’s 
  deployment, taking half damage, and is flat-footed until the 
  end of its next turn.
  Failure The creature is captured by the cage, taking full 
  damage and falling prone. It is immobilized while it 
  remains within the cage. It can get free by Escaping 
  (DC 31) or by destroying the cage (Hardness 5, HP 30, 
  object immunities).
  Critical Failure As failure, but the creature takes 
  double damage.
  FLARE SNARE 
  SNARE 2
  CONSUMABLE
  MECHANICAL
  SNARE
  TRAP
  VISUAL
  Price 5 gp
  Using bioluminescent matter or alchemical reagents, you rig a 
  short-lived flare to a trip wire or pressure plate. When a Small 
  or larger creature enters the square, this flare shoots into 
  the sky. To creatures with a clear view of the sky, this flare is 
  visible from up to 2 miles away on a clear day or up to 5 miles 
  away on a clear night. 
  NAUSEATING SNARE 
  SNARE 6
  CONSUMABLE
  MECHANICAL
  POISON
  SNARE
  TRAP
  Price 40 gp
  You position particularly foul substances to splash over a 
  creature. The first creature to enter the square must attempt a 
  DC 20 Fortitude saving throw. 
  Critical Success The creature is unaffected.
  Success The creature becomes sickened 1.
  Failure The creature becomes sickened 2.
  Critical Failure The creature becomes sickened 3.
  SNAGGING HOOK SNARE 
  SNARE 10
  CONSUMABLE
  MECHANICAL
  SNARE
  TRAP
  Price 180 gp
  This snare snags a creature with its wicked metal hooks. The 
  first creature to enter the square takes 5d8 piercing damage 
  and 5d8 slashing damage, with a DC 27 basic Reflex save. On 
  a critical failure, the hooks piercing its flesh make the creature 
  immobilized until it successfully Escapes (DC 27).
  Magic Consumables
  Though they might last a fleeting moment, these magic 
  items can decide the outcome of an entire battle or 
  quest. You can find these magic consumables organized 
  by level and subcategory on the treasure tables on pages 
  250–251. The Core Rulebook contains full rules for 
  special categories of items, such as talismans, and the page 
  numbers where they appear can be found in the glossary 
  and index, starting on page 266 of this book.
  ANTLER ARROW 
  ITEM 2
  CONJURATION
  CONSUMABLE
  MAGICAL
  Price 7 gp
  Ammunition arrow 
  Activate � Interact
  Creation of these arrows was inspired by an encounter 
  with a horned archon scout who sought to peacefully 
  restrain their foes. When an activated antler arrow hits a 
  target, bone antlers extend to pin it down. The target must 
  succeed at a DC 16 Reflex save or become stuck to the 
  surface, taking the critical specialization effects of a bow 
  (Core Rulebook 284).
  If the hit with the antler arrow is a critical hit and you 
  have access to the bow critical specialization effect, the DC 
  of the Athletics check increases to 15.
  BALISSE FEATHER 
  ITEM 12
  CONSUMABLE
  DIVINE
  EVOCATION
  MAGICAL
  TALISMAN
  Price 400 gp
  Usage affixed to a weapon; Bulk —
  Activate � envision; Trigger You deal damage using the affixed 
  weapon to a creature you have seen commit an evil act. 
  This long, fire-red feather seems to catch flame every time the 
  weapon it adorns strikes a purveyor of evil. When you activate 
  the feather, the creature you damaged burns with holy light. The 
  creature must succeed at a DC 29 Will save or take a –2 status 
  penalty to AC and saving throws and reduce its resistances by 
  5. These effects last until the end of your next turn.
  BASILISK EYE 
  ITEM 9
  CONSUMABLE
  MAGICAL
  TALISMAN
  TRANSMUTATION
  VISUAL
  Price 150 gp
  Usage affixed to a shield; Bulk —
  Activate � envision; Trigger You Shield Block a melee attack 
  with the affixed shield. 
  This slimy green stone glows with a strong light whenever 
  the shield it adorns blocks a melee attack. When the eye is 
  activated, the attacker must succeed at a DC 25 Fortitude 
  save or become slowed 1 for 1 minute as its body slowly 
  stiffens in partial petrification.
  CANDLE OF INVOCATION 
  ITEM 16
  UNCOMMON
  CONJURATION
  CONSUMABLE
  DIVINE
  Price 2,000 gp
  Usage held in 1 hand; Bulk —
  Activate � Interact
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  This golden candle bears the symbol of a specific deity 
  emblazoned on its surface, surrounded by the iconography of 
  that deity’s faith. Once lit, this candle burns for 1 hour, and it 
  can’t be extinguished. 
  Characters who cast divine spells and worship the 
  deity emblazoned on the candle can perform their daily 
  preparations within 10 feet of the lit candle to gain two 
  additional spell slots for the day, each at half the highest 
  spell level the character can cast (for example, 4th level 
  slots if the caster can cast 8th-level spells). Prepared casters 
  must prepare spells in these spell slots as they do for all 
  their other spell slots.
  A caster’s additional spell slots from the candle are lost the 
  next time that caster performs their daily preparations. 
  No one can benefit from more than one candle of 
  invocation in a day, but multiple characters can 
  benefit from a single candle’s effects.
  CANDLE OF REVEALING 
  ITEM 7
  CONSUMABLE
  DIVINATION
  MAGICAL
  Price 60 gp
  Usage held in 1 hand; Bulk —
  Activate � Interact
  When lit, this black candle’s eerie blue flame reveals 
  the presence of invisible creatures. Within a 10-foot 
  radius of the lit candle, creatures don’t benefit from the 
  invisible condition. Their bodies are outlined, not fully 
  visible, so they are concealed. Once lit, the candle burns 
  for 1 minute, after which the effect ends. If extinguished, 
  it can’t be relit.
  CORROSIVE AMMUNITION 
  ITEM 7
  CONSUMABLE
  EVOCATION
  MAGICAL
  Price 70 gp
  Ammunition any 
  Activate � Interact
  This peculiar ammunition is coated in yellow dust that leaves 
  a stain on anything it touches. When activated corrosive 
  ammunition hits a target, it dissolves across the target’s 
  armor. The armor takes 1d8 persistent acid damage that 
  ignores the armor’s Hardness; if the target isn’t wearing 
  armor, it takes the acid damage instead. This damage occurs 
  at the end of the target’s turns.
  The creature can end this effect by 
  spending an Interact action to wipe off 
  the corrosive dust, and otherwise the effect 
  ends once the armor becomes broken.
  DUST OF CORPSE ANIMATION ITEM 8+
  UNCOMMON
  CONSUMABLE
  MAGICAL
  NECROMANCY
  Usage held in 2 hands; Bulk —
  Activate � Interact 
  This black pouch contains what 
  appears to be fine bone dust. 
  Pouring the dust in a special 
  pattern over a corpse turns it 
  into an undead creature. The type of undead created depends 
  on the condition of the corpse, resulting in either a skeleton or 
  a zombie (Bestiary 298 and 340, respectively). If the undead’s 
  level would be greater than 3, the dust fails to animate it. The 
  body must be of an appropriate size and type for the undead 
  you wish to create—for example, you must sprinkle the dust 
  on a horse’s skeleton to animate a skeletal horse. If more than 
  one undead in the level range is appropriate, such as skeletal 
  guard or skeletal champion for a Medium humanoid skeleton, 
  you choose.
  The animated undead has the minion trait, meaning it 
  can use 2 actions when you Command it. You can issue a 
  Command for the current turn as part of the activation. 
  The undead creature remains animated for 1 minute before 
  collapsing back into its corpse form. As usual, you can 
  have a maximum of four minions under your control. 
  Type dust of corpse animation; Level 8; Price 100 gp 
  Type greater dust of corpse animation; Level 16; Price 
  1,500 gp
  You can animate an undead with a level of 11 or lower.
  FREEZING AMMUNITION 
  ITEM 5
  COLD
  CONSUMABLE
  EVOCATION
  MAGICAL
  Price 25 gp
  Ammunition any
  Activate � Interact
  This chilly ammunition is dark blue and cold to the touch. 
  When activated freezing ammunition hits a target, the 
  target must succeed at a DC 19 Fortitude save or be 
  slowed 1 for 1 round by the intense cold (slowed 1 for 1 
  minute on a critical failure).
  GECKO POTION 
  ITEM 1
  CONSUMABLE
  MAGICAL
  POTION
  TRANSMUTATION
  Price 3 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  A gecko potion is a sticky, tawny brown liquid with flecks 
  of sand suspended in it. For 5 minutes after drinking this 
  potion, your fingertips sprout thousands of microscopic, 
  bristled hairs that cling to objects, granting you a +1 item 
  bonus to Climb and Palm an Object, and to your Reflex DC 
  against Disarm attempts.
  INCENSE OF DISTILLED DEATH 
  ITEM 12
  CONSUMABLE
  MAGICAL
  NECROMANCY
  NEGATIVE
  Price 350 gp
  Usage held in 1 hands; Bulk —
  Activate � Interact 
  This black incense smells of fresh earth and 
  ash. You activate the incense by lighting it, 
  whereupon it fills a 10-foot emanation with oily 
  smoke and potent negative energy. Undead 
  creatures, including incorporeal undead, gain 
  fast healing 4 while in the area; though this 
  healing comes from negative energy, it doesn’t 
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  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  negatively impact living creatures. Once lit, the incense burns 
  for 1 minute, and it can’t be extinguished. 
  OIL OF OBJECT ANIMATION 
  ITEM 8+
  UNCOMMON
  CONSUMABLE
  MAGICAL
  OIL
  TRANSMUTATION
  Usage held in 2 hands; Bulk —
  Activate � Interact 
  This fine golden oil comes in a small blue canister. Carefully 
  spreading the oil over an object turns it into an animated 
  object (Bestiary 20) of the same type. For example, sprinkling 
  it on a statue makes an animated statue. If the animated 
  object’s level would be greater than 3, the oil struggles to 
  animate it and ultimately fails.
  This animated object has the minion trait, meaning it can use 
  2 actions when you Command it. You can issue a Command for 
  the current turn as part of the activation. The object remains 
  animated for 1 minute before falling inert. As usual, you can 
  have a maximum of four minions under your control. 
  Type oil of object animation; Level 8; Price 85 gp 
  Type greater oil of object animation; Level 16; Price 1,400 gp
  You can animate an object with a level of 11 or lower.
  OIL OF REVELATION 
  ITEM 5
  CONSUMABLE
  EVOCATION
  MAGICAL
  OIL
  Price 25 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact 
  This bright oil, first created by humans as a tool to help them 
  fight in darkness, holds flecks of tiny gemstones in suspension 
  and smells like a struck tindertwig.
  The first time a weapon coated with this oil damages a 
  creature, the wound glows with light for 1 minute. If the creature 
  is invisible, the light’s position means it is merely hidden to 
  creatures that would otherwise be unable to see it, rather than 
  undetected. The light also negates the concealed condition due 
  to lighting conditions. If the coated weapon doesn’t damage a 
  creature within 1 hour, the oil sloughs off and loses its power.
  OIL OF UNLIFE 
  ITEM 1+
  CONSUMABLE
  MAGICAL
  NECROMANCY
  NEGATIVE
  OIL
  Usage held in 1 hand; Bulk L
  Activate � Interact
  This thin, black liquid imparts a bone-deep chill while 
  rapidly repairing an undead creature’s physical or 
  spiritual form. When you dash oil of unlife onto an 
  undead creature, or a living creature with negative 
  healing, the oil absorbs quickly into its body, and the 
  creature regains the listed number of Hit Points. 
  You can pour oil of unlife on an incorporeal undead; 
  in this case, the creature absorbs the oil into itself.
  Type minor; Level 1; Price 4 gp
  The oil restores 1d8 Hit Points.
  Type lesser; Level 3; Price 12 gp
  The oil restores 2d8+5 Hit Points.
  Type moderate; Level 6; Price 50 gp
  The oil restores 3d8+10 Hit Points.
  Type greater; Level 12; Price 400 gp
  The oil restores 6d8+20 Hit Points.
  Type major; Level 18; Price 5,000 gp
  The oil restores 8d8+30 Hit Points.
  POTION OF DISGUISE 
  ITEM 5+
  UNCOMMON
  CONSUMABLE
  MAGICAL
  POLYMORPH
  POTION
  TRANSMUTATION
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Upon imbibing this potion, you take on the appearance of a 
  specific type of creature for 2d12 hours. The type of creature is 
  determined when the potion is created. For example, you might 
  have a potion of elf disguise or potion of frog disguise. Drinking the 
  potion doesn’t impart the knowledge of how long the effect lasts; 
  the GM rolls the duration in secret.
  The disguise doesn’t change your traits or statistics, nor does 
  it give you any of the special abilities of the creature you’re 
  imitating. It might affect what items you can hold or wear (for 
  example, your new form might lack opposable thumbs). The 
  potion shrinks you down to a minimum of size Small, or maintains 
  your size if the creature is your size or larger. For example, if you 
  are Medium and drink a potion of fire giant disguise, you’ll take on 
  the appearance of a fire giant but remain Medium. The creature 
  has to be of a specific kind, such as “leopard” or “lion” rather than 
  just “cat,” or “fire giant” or “ogre” rather than just “giant,” but the 
  potion can’t cause you to mimic a specific individual creature.
  The effects of this potion use the same rules as the Impersonate 
  activity of Deception. Onlookers always assume you’re the 
  chosen type of creature unless they’re actively Seeking. You gain 
  a +4 status bonus to your Deception DC against such Perception 
  checks and add your level even if untrained.
  Type lesser; Level 5; Price 30 gp; Craft Requirements Initial 
  raw materials must include a bit of blood, hair, or flesh of 
  the creature the potion will allow the drinker to imitate.
  Type moderate; Level 8; Price 100 gp; Craft Requirements 
  Initial raw materials must include a bit of blood, hair, or flesh 
  of the creature the potion will allow the drinker to imitate. 
  The potion can increase your size if the creature is larger 
  than you, to a maximum of Large, and it can shrink you to 
  a creature of size Tiny. This doesn’t change any of your 
  statistics, with the exception of reducing your reach to 0 
  feet as a Tiny creature.
  Type greater; Level 11; Price 300 gp
  While drinking a greater potion of disguise, if you picture 
  the specific form you want to transform into, the potion 
  will change you into that form. You can attempt to 
  Impersonate a specific individual, though you still 
  need to roll Deception.
  POTION OF EXPEDITIOUS RETREAT 
  ITEM 1
  CONSUMABLE
  MAGICAL
  POTION
  TRANSMUTATION
  Price 3 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  The stopper for a potion of expeditious retreat is crafted to 
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  easily snap open in dire circumstances. When you drink this 
  potion, you become fleeing for 1 minute, and you gain a +40-foot 
  status bonus to all your Speeds for the duration as long as you 
  are fleeing. You immediately Stride.
  POTION OF RETALIATION 
  ITEM 1+
  CONSUMABLE
  EVOCATION
  MAGICAL
  POTION
  Usage held in 1 hand; Bulk L
  Activate � Interact
  A potion of retaliation is available in four varieties—acid, cold, 
  electricity, and fire—each with a faint shimmer reminiscent of 
  the energy it contains. For 1 minute after drinking a potion 
  of retaliation, you glow with a faint aura of that energy, and 
  a creature that touches you (such as by making an unarmed 
  attack or using a spell with a range of touch against you) 
  takes damage of that type. The moderate, greater, and major 
  versions also damage an adjacent creature that hits you with 
  a melee weapon Strike.
  Type minor; Level 1; Price 4 gp
  The aura deals 1 damage.
  Type lesser; Level 3; Price 12 gp
  The aura deals 1d4 damage.
  Type moderate; Level 6; Price 50 gp
  The aura deals 2d4 damage.
  Type greater; Level 12; Price 400 gp
  The aura deals 3d6 damage.
  Type major; Level 18; Price 5,000 gp
  The aura deals 4d8 damage.
  POTION OF SHARED MEMORIES 
  ITEM 1
  CONSUMABLE
  DIVINATION
  MAGICAL
  MENTAL
  POTION
  Price 4 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact 
  A potion of shared memories can transfer recollections from 
  one creature to another. To place a memory in the potion, 
  you must hold the vial and focus on a particular memory for 
  1 minute. This memory must be of a single event, location, 
  person, or otherwise encompass a span of about 1 minute. 
  The clear fluid takes on a shimmering hue reminiscent of the 
  stored memory and gains a slightly sweet taste. 
  Upon consuming the potion, the drinker vividly recalls 
  the memory, and thereafter can remember it as easily as a 
  memory they actually experienced. An unwilling drinker can 
  refuse to absorb the memory.
  RATION TONIC 
  ITEM 1+
  CONJURATION
  CONSUMABLE
  MAGICAL
  POTION
  Usage held in 1 hand; Bulk L
  Activate � Interact
  This slender vial appears to hold clean, clear water with a 
  faintly fruity scent. Drinking a ration tonic magically nourishes 
  you with the equivalent of a day’s worth of food and water. 
  The tonic has a subtle, pleasant taste, its particulars chosen 
  when the potion is crafted.
  Type ration tonic; Level 1; Price 3 gp
  Type greater ration tonic; Level 7; Price 55 gp
  A greater ration tonic nourishes you for 1 week instead of 1 
  day, distributing the nourishment in a constant and healthy 
  flow across the week.
  SHIELDING SALVE 
  ITEM 1
  ABJURATION
  CONSUMABLE
  MAGICAL
  OIL
  Price 4 gp 
  Usage held in 2 hands; Bulk L
  Activate � Interact
  This shimmering paste has many properties of a shield spell. 
  When you slather it onto a creature or object, the target gains 
  a +1 circumstance bonus to AC for 1 round. The first time a 
  physical attack or a magic missile hits the target during that 
  round, the oil prevents 5 damage from that attack or spell, and 
  then the oil’s effect ends.
  TERRIFYING AMMUNITION 
  ITEM 6
  CONSUMABLE
  EMOTION
  ENCHANTMENT
  FEAR
  MAGICAL
  MENTAL
  Price 50 gp
  Ammunition any 
  Activate � Interact
  This black-and-gray ammunition is etched with occult 
  symbols and tiny, grinning skulls. When activated terrifying 
  ammunition damages a creature, it fills the creature’s mind 
  with visions of their own failures, tragedies, and eventually, 
  their own death. The creature must attempt a DC 20 Will save.
  Critical Success The creature is unaffected.
  Success The creature is frightened 1.
  Failure The creature is frightened 1 and can’t reduce its 
  frightened value below 1 until it spends an action, which 
  has the concentrate trait, to calm itself down.
  Critical Failure As failure, but the creature is frightened 2.
  TIME SHIELD POTION 
  ITEM 13 
  CONSUMABLE
  MAGICAL
  POTION
  TRANSMUTATION
  Price 600 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact 
  This purple potion has a bitter taste and seems to blur with 
  motion. When you drink a time shield potion, you are frozen in 
  time for 2d4 rounds. You can’t act or be targeted, you become 
  immune to all effects, and you vanish from your space; as far 
  as the universe is concerned, you simply don’t exist as long 
  as the potion lasts. The durations of any effects targeting you 
  when you drink the potion are suspended until it wears off.
  Once the potion’s duration expires, you return to the normal 
  flow of time and your former space; if that space is now 
  occupied, you get shunted to the nearest unoccupied space. 
  Effects with durations immediately resume affecting you, 
  elapsing as though no time has passed. If you are within the 
  area of an effect created while you were outside of time, you 
  immediately take those effects upon returning. The GM might 
  determine that other changes that occurred while you were 
  outside of time (such as the ground beneath you crumbling) 
  also affect you upon your return.
  Items
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  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  Permanent Magic Items 
  and Runes
  These peculiar or awe-inspiring magic items might be 
  the spoils of bold adventures or the creations of diligent 
  research and toil in a crafter’s workshop. As 
  permanent items, they can be used repeatedly 
  over an adventurer’s career. You can find 
  these permanent items organized by level 
  and subcategory on the treasure tables on 
  pages 250–251.
  Full rules for special types of items, such as 
  staves and wands, are in the Core Rulebook, 
  and the page numbers where they appear can 
  be found in the glossary and index, starting 
  on page 266 of this book.
  EARTHGLIDE CLOAK 
  ITEM 15
  EARTH
  INVESTED
  MAGICAL
  TRANSMUTATION
  Price 6,500 gp
  Usage worn cloak; Bulk —
  This brown-and-gold robe covers you from head to toe. Its 
  weighty fabric doesn’t move with the wind, instead hanging 
  still as if carved of stone.
  Activate � Interact; Frequency once per hour; Effect You 
  Burrow through dirt and stone up to your land Speed, leaving 
  no tunnels or signs of your passing. If you end your movement 
  inside solid stone, you are forcibly expelled into the nearest 
  open area, taking 1d6 bludgeoning damage for every 5 feet 
  between the end of your movement and the open area.
  EARTHSIGHT BOX 
  ITEM 9
  UNCOMMON
  DIVINATION
  MAGICAL
  SCRYING
  Price 575 gp
  Usage held in 1 hand; Bulk L
  This fine wooden box is inlaid with Dwarven runes, 
  with hinges and a clasp of forged iron. 
  The box contains a few handfuls of 
  fine sand.
  Activate 1 minute (envision, Interact); 
  Frequency once per day; Effect 
  You hold the box closed and, 
  while 
  envisioning 
  the 
  earth 
  around you, turn the box clockwise three 
  times and then give it three slow shakes. When you 
  open the box, the sand has arranged itself to replicate, in 
  miniature, the stone terrain surrounding you, to a range of 
  60 feet. This shows details of paths; hills; embankments; 
  boulders; and even artificial structures like walls, ditches, 
  and tunnels, as long as they’re made of stone and earth. 
  If you’re underground, it reveals tunnels and voids in 
  the earth within 60 feet at your current depth. The sand 
  maintains its shape until you close the box.
  ENVISIONING MASK 
  ITEM 11
  DIVINATION
  INVESTED
  MAGICAL
  MENTAL
  Price 1,200 gp
  Usage worn mask; Bulk —
  These strange masks consist of a thin stone hood and a 
  shimmering purple veil reminiscent of the pleroma aeon who 
  first gifted them to mortals in the hope that sharing the 
  means of aeon communication would reduce the 
  misunderstandings and conflicts among 
  mortal civilizations. An envisioning mask 
  covers your entire face, though it doesn’t 
  hinder your vision or other senses.
  Activate � Interact; Frequency once per 
  day; Effect You lose the ability to produce 
  language and instead communicate wordlessly 
  through a series of psychic projections. This 
  acts as telepathy with a range of 100 feet, 
  but it is understandable to all creatures 
  regardless of whether they have a language. When 
  communicating with non-aeons, however, your meaning is 
  often vague and mysterious. This effect lasts for 10 minutes. 
  EXPLODING SHIELD 
  ITEM 5
  EVOCATION
  MAGICAL
  Price 25 gp
  Usage held in 1 hand; Bulk 1
  The magic within this wooden shield (Hardness 3, HP 12, BT 6) 
  lashes out at your foes as the shield is destroyed.
  Activate � Interact; Trigger The exploding shield is destroyed; 
  Effect The shield explodes outward, dealing 4d6 piercing 
  damage to each creature in a 15-foot cone (DC 19 basic 
  Reflex save).
  FEARSOME 
  RUNE 5+
  EMOTION
  ENCHANTMENT FEAR
  MAGICAL
  MENTAL
  Usage etched onto a weapon
  When you critically hit with this weapon, 
  the target becomes frightened 1.
  Type fearsome; Level 5; Price 160 gp
  Type greater fearsome; Level 12; Price 
  2,000 gp
  When you critically hit with this weapon, the 
  target becomes frightened 2.
  FIRE-JUMP RING 
  ITEM 10
  UNCOMMON
  CONJURATION
  FIRE
  INVESTED
  MAGICAL
  TELEPORTATION
  Price 940 gp
  Usage worn; Bulk —
  This dark-red ring is engraved with ashen symbols and smells 
  faintly of smoke. 
  Activate � envision, Interact; Frequency once per day; 
  Effect You Stride (or Burrow or Fly, if you have the 
  corresponding Speed) into any fire large enough to contain 
  you, including magical fires. You vanish into the fire and 
  take no damage from it. You can sense all sufficiently 
  large fires within 100 feet of where you vanish, and you 
  reemerge from any of those fires, either within the fire 
  or adjacent to it. If you end your movement in the fire, it 
  affects you as normal.
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  FOUR-WAYS DOGSLICER 
  ITEM 12
  UNCOMMON
  COLD
  ELECTRICITY
  EVOCATION
  FIRE
  MAGICAL
  Price 1,700 gp
  Usage held in 1 hand; Bulk L
  This +2 striking dogslicer is obviously the work of a 
  brilliant but scrappy artisan who valued versatility over 
  safety. Four toothy gems line the blade’s cutting edge, 
  three of which glow—one with fiery red light, one with 
  a chill blue, and one that gives off sparks—while the last 
  is a glistening black. Each of these gems embodies a 
  weapon property rune, but only one rune can be active 
  at a time. 
  Activate � Interact; Effect You twist the gem along the 
  blade corresponding with the desired weapon rune: 
  red for flaming, blue for frost, or yellow for shock. You take 
  1d6 damage of the type the chosen rune deals. You can 
  instead twist the black gem to disable the active property 
  rune, taking no damage.
  GLAMOROUS BUCKLER 
  ITEM 2
  ILLUSION
  MAGICAL
  Price 35 gp
  Usage held in 1 hand; Bulk L
  A glamorous buckler (Hardness 3, HP 6, BT 3) is lavishly 
  decorated with gilding and inset gemstones that glitter in 
  the light. While you have it raised, the glamorous buckler 
  grants you a +1 item bonus to Deception checks to Feint. 
  Activate � envision; Frequency once per day; 
  Trigger You Feint; Requirements You have 
  the glamorous buckler raised; Effect As 
  you Feint, the glamorous buckler sparkles 
  mightily. On a successful Feint, the target is 
  dazzled for 1 round.
  HELLFIRE BOOTS 
  ITEM 13
  EVOCATION
  FIRE
  INVESTED
  MAGICAL
  Price 3,000 gp
  Usage worn; Bulk 1
  These heavy boots are made of blackened metal and always 
  feel warm to the touch, with streams of glowing embers 
  cascading off their heels. While wearing hellfire boots, you 
  gain resistance 10 to fire damage.
  Activate � Interact; Frequency once per minute; Effect 
  Stride. Each square you move through during your Stride is 
  scorched with hellish flames, becoming hazardous terrain 
  for 1 minute. A creature that moves through one of these 
  spaces takes 3d6 fire damage.
  INFILTRATOR’S ACCESSORY 
  ITEM 5
  ILLUSION
  MAGICAL
  Price 150 gp
  Usage held in 1 hand; Bulk 1
  This elegant +1 striking sword cane serves equally well as a 
  fashionable accessory and hidden weapon suitable for high-
  society events where weapons aren’t typically permitted.
  Activate � Interact; Effect You twist the sword cane’s hilt, 
  magically merging the blade into the cane. While 
  the blade is merged, it can’t be drawn and gains the 
  benefits of a 3rd-level magic aura spell to appear 
  non-magical. Passive observers can’t attempt a check 
  to notice the cane is anything more than a mundane, 
  if superb, fashion accessory. Those carefully examining 
  it can discern the cane is more than it appears, but 
  doing so is extremely difficult (DC 30 Perception). 
  Activating the sword cane again releases the 
  blade, allowing it to be drawn normally.
  LOVER’S GLOVES 
  ITEM 8
  EMOTION
  ENCHANTMENT
  INVESTED
  MAGICAL
  MENTAL
  Price 500 gp
  Usage worn gloves; Bulk —
  These white silk gloves are adorned in red hearts 
  that glow faintly whenever you are adjacent to 
  someone you feel particularly strongly toward. 
  They buoy your spirit, giving you a +1 item bonus 
  to Diplomacy checks. 
  Activate � Interact; Frequency once per 
  day; Effect You grasp the hands of a willing 
  creature you have strong positive feelings 
  about, regardless of the nature of those feelings. 
  The creature gains a +1 status bonus to saving 
  throws and 10 temporary Hit Points for 10 minutes. 
  If the creature shares your feelings, you gain the same 
  benefits, and for the duration, when you both roll a 
  success on a saving throw against an emotion effect 
  that causes negative emotions, you both get a critical 
  success instead. 
  MASK OF THE BANSHEE 
  ITEM 9+
  AUDITORY
  INVESTED
  MAGICAL
  NECROMANCY
  NEGATIVE
  Usage worn mask; Bulk —
  This ice-blue half-mask is adorned with a wicked silver grin 
  that covers the wearer’s mouth, leaving the rest of the face 
  uncovered. You gain a +2 item bonus to Intimidation checks.
  Activate � envision, Interact; Frequency once per day; 
  Effect The mask emits a soul-chilling scream that deals 
  6d10 negative damage to each living creature in a 20-foot 
  emanation (DC 25 basic Fortitude save). 
  Type mask of the banshee; Level 9; Price 700 gp
  Type greater mask of the banshee; Level 19; Price 35,000
  The item bonus to Intimidation is +3. Activating a greater 
  mask of the banshee casts a 9th-level wail of the banshee (DC 
  41) affecting all living creatures in the area.
  Craft Requirements Supply a casting of wail of the banshee.
  MEDUSA’S SCREAM 
  ITEM 13+
  MAGICAL
  TRANSMUTATION
  Usage held in 1 hand; Bulk 1
  The ghastly visage of a slain medusa’s head stares out from 
  this steel shield (Hardness 13, HP 52, BT 26). The shield comes 
  with a thick leather cover to conceal the head.
  Activate � Interact (visual); Frequency once per day; 
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  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  Effect You reveal the medusa’s face, focusing its gaze on 
  one creature within 30 feet. The shield casts flesh to stone 
  with a range of 30 feet.
  Type medusa’s scream; Level 13; Price 3,000 gp
  Type greater medusa’s scream; Level 16; Price 9,000 gp 
  A greater medusa’s scream (Hardness 15, HP 60, BT 30) has a 
  frequency of once per hour for its activation instead of once 
  per day, and the DC is 35.
  Craft Requirements The initial raw materials must include the 
  head of a medusa.
  PREDICTABLE SILVER PIECE 
  ITEM 1
  DIVINATION
  MAGICAL
  Price 3 gp
  Usage held in 1 hand; Bulk —
  This seemingly unremarkable, weathered silver 
  coin bears the bust of an unnamed monarch on 
  the face and a majestic bird on the tail. You can 
  toss the coin without activating it, in which case it 
  follows the normal laws of probability.
  Activate � Interact; Effect You rub your thumb on one side 
  of the coin with the intent of slightly tweaking the 
  strands of fate, then flip the coin into the air in 
  a coin toss. No matter how the toss is resolved—
  letting the coin fall to the ground, slapping it down 
  on the back of your hand, or catching it on your open 
  palm—it always lands with the side you rubbed face up.
  READY 
  RUNE 6+
  EVOCATION
  MAGICAL
  Usage etched onto armor
  A ready rune draws component pieces of a suit 
  of armor toward one another, making it easier 
  and faster to get into. You can don light armor 
  with this rune as a 3-action activity or medium or 
  heavy armor with this rune in 1 minute. 
  Type ready; Level 6; Price 200 gp
  Type greater ready; Level 11; Price 1,200 gp
  You can don light armor with a greater ready rune as a single 
  action, or medium or heavy armor with a greater ready rune as 
  a 3-action activity.
  ROD OF CANCELLATION 
  ITEM 20
  RARE
  ABJURATION
  MAGICAL
  Price 75,000 gp
  Usage held in 1 hand; Bulk 1
  This powerful magic rod is inimical to 
  all magic.
  Activate � Interact; Effect You 
  touch the rod to a magical effect 
  or magic item and attempt to 
  counteract the effect or item. 
  Regardless of the result, the 
  rod of cancellation can’t be 
  activated again for 2d6 hours. 
  On a success, the effect or item is 
  deactivated for the same amount of time, and its duration, 
  if any, continues to expire during that time. If you choose, 
  you can instead completely drain the rod of cancellation’s 
  magic on a success in order to completely drain the magic 
  from the effect or item. If you do, both become completely 
  non-magical and their magic can’t be recovered, even by 
  the remake spell. 
  The rod of cancellation automatically fails to counteract 
  most artifacts and similarly powerful items, but it reacts 
  explosively when activated against a sphere of annihilation 
  without a counteract check (Gamemastery 
  Guide 113). 
  ROPE OF CLIMBING 
  ITEM 3+
  MAGICAL
  TRANSMUTATION
  Usage held in 1 hand; Bulk L
  This silk rope measures 50 feet long and is 
  capable of holding up to 3,000 pounds. If 
  the rope is ever cut, only the longest remaining 
  portion retains its magic.
  Activate � Interact; Frequency once per day; Effect You 
  hold one end of the rope and point to a destination. 
  The rope animates for 1 minute, moving 10 feet per 
  round until it reaches the destination or runs out of 
  length. The rope can move across any non-damaging 
  horizontal or vertical surface, but it can’t extend upward 
  without a surface to support it. At any point while the 
  rope is animated, you can use an Interact action to 
  wiggle the rope, giving it one of the following 
  commands: stop in place, fasten securely to 
  the nearest available object, detach from an 
  object, or knot or unknot itself. 
  Type lesser rope of climbing; Level 3; Price 45 gp
  Type moderate rope of climbing; Level 5; Price 
  125 gp
  You can activate the moderate rope of climbing once per hour 
  instead of once per day.
  Type greater rope of climbing; Level 7; Price 300 gp
  You can activate the greater rope of climbing without any 
  frequency limit.
  SLATES OF DISTANT LETTERS 
  ITEM 13
  DIVINATION
  MAGICAL
  Price 2,450 gp
  Usage held in 2 hands; Bulk L
  This matched pair of slates, roughly one handspan wide and 
  tall, have identical ornate frames. 
  Slates are crafted in pairs, and each 
  works with only the other of its pair. 
  If one slate of a pair is ever broken, 
  the other shatters into non-magical 
  shards. The listed price is for a pair 
  of slates.
  Activate � Interact; Frequency 
  once per hour; Effect You use a 
  piece of chalk to write up to 25 
  Advanced Player's Guide
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  262
  
  words on a slate. As you write, the writing also appears on 
  the other slate in its matched pair, no matter how far away 
  it is, as long as it is on the same plane. Wiping one slate 
  clean erases the writing from both slates. Each slate can be 
  activated once per hour.
  SLEEVES OF STORAGE 
  ITEM 4+
  CONJURATION
  EXTRADIMENSIONAL
  INVESTED
  MAGICAL
  Usage worn garment; Bulk L
  This loose robe has wide, voluminous sleeves that each contain 
  an extradimensional space. These spaces each function as a 
  bag of holding that can hold up to 5 Bulk of items (for a total 
  of 10 Bulk), though no individual item can be of more than 1 
  Bulk; the sleeves grow slightly heavy as you reach maximum 
  capacity. You can add or remove an item from a sleeve with a 
  single hand free as an Interact action. 
  If a sleeve is completely empty, you can place your own 
  familiar into that extradimensional space. It can survive 
  comfortably in your sleeve for up to 1 hour, after which it 
  begins to suffocate. While in your sleeve, it can’t be affected or 
  targeted by any effects, but you don’t benefit from any master 
  abilities. A familiar can exit the sleeve of its own volition with a 
  single action that has the manipulate and move traits. You can’t 
  place any other creature into your sleeves, nor can you place 
  your familiar in a sleeve if it’s larger than Tiny. If your familiar is 
  in your sleeve, you can’t place any items in the sleeve.
  Type sleeves of storage; Level 4; Price 100 gp 
  Type greater sleeves of storage; Level 9; Price 600 gp
  Each sleeve can hold up to 20 Bulk of items, and a familiar can 
  survive within a sleeve for up to 4 hours.
  SPELLGUARD BLADE 
  ITEM 7
  ABJURATION
  MAGICAL
  Price 320 gp
  Usage held in 1 hand; Bulk L
  The guard of this +1 striking main-gauche is 
  inscribed with eldritch glyphs that guard against 
  magic. When you are benefiting from the +1 
  circumstance bonus to AC from this weapon’s parry 
  trait, you also apply that circumstance bonus to your 
  saving throws against spells that target you.
  SPIRITSIGHT CROSSBOW 
  ITEM 8
  UNCOMMON
  CONJURATION
  MAGICAL
  TELEPORTATION
  Price 450 gp
  Usage held in 2 hands; Bulk 2
  This +1 striking ghost touch crossbow has an array of 
  crystalline lenses and silver fittings along the stock and feels 
  strangely light. 
  Activate � envision; Frequency once per minute; Effect You 
  aim through the crossbow’s crystalline lenses, gaining 
  imprecise vision onto the Ethereal Plane with a range of 
  60 feet in addition to your normal senses for the rest of 
  your turn. While this effect lasts, your next Strike with the 
  spiritsight crossbow can also affect targets on the Ethereal 
  Plane during the first 60 feet of its flight. 
  STAFF OF IMPOSSIBLE VISIONS 
  ITEM 6+
  UNCOMMON
  ILLUSION
  MAGICAL
  STAFF
  Usage held in 1 hand; Bulk 1
  This bizarre staff is made from oak, capped with a cluster 
  of eye-shaped gemstones that seem to move and undulate 
  at the corner of your vision. While wielding the staff, you 
  can peer through the eyes, using your normal visual senses 
  (including any benefits of spells affecting your vision, like 
  see invisibility). You can maneuver the staff to see things 
  around corners, at higher elevations, or in places where 
  the staff can fit but your head can’t. This doesn’t provide 
  sufficient line of effect to target creatures around corners. 
  The eyes are as vulnerable as your eyes and can be affected 
  by anything that alters your vision, such as a blinding flash 
  of light.
  Activate Cast a Spell; Effect You expend a number of charges 
  from the staff to cast a spell from its list.
  Type staff of impossible visions; Level 6; Price 230 gp
  • Cantrip daze
  • 1st fear, phantom pain
  • 2nd augury, paranoia
  Type greater staff of impossible visions; Level 12; Price 1,800 gp
  • 3rd hypnotic pattern, paralyze
  • 4th countless eyes (page 217), phantasmal killer
  • 5th strange geometry (page 226)
  Type major staff of impossible visions; Level 16; Price 10,000 gp
  • 6th blinding fury (page 216), phantasmal calamity
  • 7th visions of danger, warp mind
  Type true staff of impossible visions; Level 20; Price 70,000 gp
  • 8th spirit song, uncontrollable dance
  • 9th unfathomable song, weird
  Craft Requirements Supply one casting of all listed levels of 
  all listed spells.
  STAFF OF NATURE’S VENGEANCE 
  ITEM 10+
  EVOCATION
  MAGICAL
  STAFF
  Usage held in 1 hand; Bulk 1
  This stout staff is made from gnarled hawthorn. When used as 
  a weapon, a staff of nature’s vengeance permanently has the 
  effects of shillelagh.
  Activate Cast a Spell; Effect You expend a number of charges 
  from the staff to cast a spell from its list.
  Type staff of nature’s vengeance; Level 10; Price 900 gp
  • Cantrip tanglefoot
  • 1st shocking grasp, spider sting
  • 2nd flaming sphere, vomit swarm (page 227)
  • 3rd earthbind, wall of thorns
  • 4th bestial curse (page 215), spike stones (page 225)
  Type greater staff of nature’s vengeance; Level 14; Price 
  4,000 gp
  • 5th cloudkill, control water
  • 6th purple worm sting, tangling creepers
  Type major staff of nature’s vengeance; Level 18; Price 
  24,000 gp
  • 7th sunburst, volcanic eruption
  • 8th earthquake, punishing winds
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  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  Craft Requirements Supply one casting of all listed levels of 
  all listed spells, plus one casting of shillelagh.
  STAFF OF PROVIDENCE 
  ITEM 6+
  DIVINATION
  MAGICAL
  STAFF
  Usage held in 1 hand; Bulk 1
  A large, stylized symbol of an eye adorns the top of this wooden 
  staff, representing the watchful eye of the divine powers. The 
  bearer of the staff can guide and protect, seeing bounties and 
  tragedies that could befall them in the future. When wielding 
  this staff, you gain a +1 item bonus on Survival checks to Sense 
  Direction or Subsist, and to Religion checks to Recall Knowledge.
  Activate Cast a Spell; Effect You expend a number of charges 
  from the staff to cast a spell from its list.
  Type staff of providence; Level 6; Price 230 gp
  • Cantrip guidance, light
  • 1st bless, create water
  • 2nd augury, create food, see invisibility, status
  Type greater staff of providence; Level 10; Price 900 gp
  • 3rd safe passage (page 224), wanderer’s guide
  • 4th remove curse, spell immunity, status
  Type major staff of providence; Level 14; Price 4,100 gp
  • 5th prying eye, see invisibility, spell immunity
  • 6rd spell immunity, scintillating safeguard (page 224), 
  true seeing
  Type true staff of providence; Level 20; Price 64,000 gp
  • 7th energy aegis, spell immunity
  • 8rd divine inspiration, spell immunity
  • 9th foresight, overwhelming presence, spell immunity
  Craft Requirements Supply one casting of all listed levels of 
  all listed spells.
  URN OF ASHES 
  ITEM 9
  MAGICAL
  NECROMANCY
  NEGATIVE
  Price 700 gp
  Usage held in 1 hand; Bulk —
  This sealed pewter urn contains the 
  ashes of a benevolent ancestor, with a 
  sliver of lingering spirit that strives to 
  protect you.
  Activate � envision; Trigger You would 
  become doomed or your doomed value 
  would 
  increase; 
  Requirements The 
  ashes aren’t doomed; Effect The ashes 
  in the urn intervene, taking the doomed 
  condition in your place, and you don’t gain 
  or increase the value of your own doomed 
  condition. Each night when you get a full 
  night’s rest, you can reduce your own 
  doomed condition or that of the urn, but 
  not both.
  Activate � envision, Interact 
  (attack); 
  Frequency once per round; Effect The urn 
  shoots a bolt of negative energy at a foe 
  within 30 feet. Attempt a spell attack roll 
  against the target’s AC, using a modifier 
  of +15 or your own spell attack roll modifier, whichever is 
  higher. On a success, the bolt deals 4d4 negative damage 
  (doubled on a critical success).
  VICTORY PLATE 
  ITEM 9+
  UNCOMMON
  ABJURATION
  INVESTED
  MAGICAL
  Usage worn armor; Bulk 4
  The metal plates of this +1 resilient full plate are covered by a 
  bright tabard featuring a distinctive coat of arms divided into 
  four fields. This insignia magically records your recent victories, 
  displaying one triumph in each field of the coat of arms, allowing 
  you to call upon those victories for aid in future battles. 
  Activate � envision; Trigger You kill or destroy a creature of 
  a level equal to or greater than your victory plate (adjusted 
  as usual if you add fundamental runes to victory plate). This 
  creature must have one of the traits listed in the second 
  activation; Effect You direct the armor to commemorate 
  your victory. The coat of arms on the armor’s tabard shifts 
  to incorporate heraldry related to the slain creature, and 
  the victory is recorded within the tabard. If you have 
  already recorded four victories, choose one to replace with 
  the new victory.
  Activate � envision, Interact; Frequency once per hour; Effect 
  You touch one of the tabard’s four fields representing 
  one of your victories and recall your triumph over that 
  creature. That creature vanishes from the tabard, and for 
  1 minute, you gain resistance 5 to a damage type based 
  on the creature’s trait (you gain resistance to only one 
  type, even if the creature has more than one trait that 
  could apply):
  • Aberration or Fey mental
  • Celestial good
  • Construct poison
  • Dragon or Elemental one energy type that 
  matches one of the dragon’s or elemental’s 
  traits
  • 
  Fiend evil
  • Ooze precision, and the resistance is 10
  • Undead negative
  Type victory plate; Level 9; Price 675 gp 
  Type greater victory plate; Level 15; Price 
  5,500 gp
  The armor is a +2 greater resilient full plate. You 
  can use the second activation once per minute 
  instead of once per hour, and the resistance 
  it grants is 10, or 20 for the ooze’s resistance 
  against precision damage.
  WALKING CAULDRON 
  ITEM 1
  INVESTED
  MAGICAL
  TRANSMUTATION
  Price 12 gp
  Bulk 4
  This iron cauldron stands upon sturdy iron crow’s 
  feet. A walking cauldron has a land Speed of 25 
  feet and can be used as a suitable tool to Craft 
  potions, oils, or other liquids. 
  As a single action, which has the auditory 
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  and concentrate traits, you can command the cauldron to 
  either follow you or to stand in place. When following 
  you, the cauldron does its best to remain within 30 feet 
  of you, but its ungainly movements are too imprecise 
  to predictably direct in a combat encounter or other 
  situation where seconds and precise locations count. 
  It can carry up to 2 Bulk of ingredients for potions or 
  other liquids inside of itself while following you, but if 
  overloaded or if you put anything else inside it, it stands 
  in place and refuses to move until 10 minutes after you 
  remove the excess.
  WAND OF CRACKLING LIGHTNING 
  ITEM 8+
  ELECTRICITY
  EVOCATION
  MAGICAL
  WAND
  Usage held in 1 hand; Bulk L
  This wand is made of two copper plates separated by a 
  ceramic center. 
  Activate Cast a Spell; Frequency once per day, plus 
  overcharge; Effect You cast lightning bolt, but the 
  spell’s area is twice as wide (two adjacent and parallel 
  120-foot lines) and creatures that fail their save are 
  flat-footed for 1 round. 
  Type 3rd-level spell; Level 8; Price 500 gp
  Type 4th-level spell; Level 10; Price 1,000 gp
  Type 6th-level spell; Level 14; Price 4,500 gp
  Type 8th-level spell; Level 18; Price 24,000 gp
  Crafting Requirements Supply a casting of lightning bolt of the 
  appropriate level.
  WAND OF HOPELESS NIGHT 
  ITEM 6+
  DARKNESS
  EVOCATION
  MAGICAL
  WAND
  Usage held in 1 hand; Bulk L
  This wand is a length of wrought black iron. 
  Activate Cast a Spell; Frequency once per day, plus 
  overcharge; Effect You cast darkness. Each creature 
  that ends its turn within the spell’s area must 
  succeed at a DC 20 Will save or become frightened 
  1 (frightened 2 on a critical failure).
  Type 2nd-level spell; Level 6; Price 250 gp
  Type 4th-level spell; Level 10; Price 1,000 gp
  Craft Requirements Supply a casting of darkness of the 
  appropriate level.
  WAND OF OVERFLOWING LIFE 
  ITEM 9+
  HEALING
  MAGICAL
  NECROMANCY
  POSITIVE
  WAND
  Usage held in 1 hand; Bulk L
  This alabaster wand has a clear crystal at the tip.
  Activate Cast a Spell; Frequency once per day, plus overcharge; 
  Effect You cast heal at the indicated level. After you cast 
  the spell, at the start of your next turn, excess healing magic 
  wells up from the wand and heals you, as though you cast 
  the 1-action version of heal on yourself at the same spell level. 
  You gain this benefit only once, even if you cast multiple heal 
  spells from wands of overflowing life in the same turn.
  Type 3rd-level spell; Level 9; Price 700 gp
  Type 4th-level spell; Level 11; Price 1,400 gp
  Type 5th-level spell; Level 13; Price 3,000 gp
  Type 6th-level spell; Level 15; Price 6,500 gp
  Type 7th-level spell; Level 17; Price 15,000 gp
  Type 8th-level spell; Level 19; Price 40,000 gp
  Crafting Requirements Supply a casting of heal of the 
  appropriate level.
  WAND OF THE SNOWFIELDS 
  ITEM 14+
  COLD
  EVOCATION
  MAGICAL
  WAND
  Usage held in 1 hand; Bulk L
  This wand is a slender length of ice-blue glass.
  Activate Cast a Spell; Frequency once per day, plus 
  overcharge; Effect You cast cone of cold. The ground 
  within the spell’s area is swathed in deep snow, becoming 
  difficult terrain for 1 minute.
  Type 5th-level spell; Level 14; Price 4,500 gp
  Type 7th-level spell; Level 18; Price 24,000 gp
  Craft Requirements Supply a casting of cone of cold of the 
  appropriate level.
  WAND OF THE SPIDER 
  ITEM 7+
  CONJURATION
  MAGICAL
  POISON
  WAND
  Usage held in 1 hand; Bulk L
  The handle of this wand is a 5-inch-long piece of rosewood, 
  but most of its length is a pair of twisted spider legs covered 
  in gossamer webbing.
  Activate Cast a Spell; Frequency once per day, plus overcharge; 
  Effect You cast web, but the strands of webbing are 
  envenomed. Any creature that fails their Athletics check or 
  Reflex save to navigate the web takes 1d6 poison damage.
  Type 2nd-level spell; Level 7; Price 360 gp
  Type 4th-level spell; Level 11; Price 1,400 gp
  The strands deal 2d6 poison damage plus 1d6 persistent 
  poison damage.
  Craft Requirements Supply a casting of web of the 
  appropriate level.
  WINGED 
  RUNE 13+
  MAGICAL
  TRANSMUTATION
  Usage etched onto armor
  This rune is a swirling glyph on the front of the armor. A 
  large pair of transparent, ephemeral wings floats out from 
  the back of the armor.
  Activate � command, Interact; Frequency once per 
  hour; Effect You trace the rune on the front of the 
  breastplate and the armor’s ephemeral wings grow 
  tangible, granting you a fly Speed of 25 feet or your 
  land Speed, whichever is slower. This effect lasts for 5 
  minutes or until you Dismiss it. Once the effect ends, 
  the wings disappear completely, reappearing in their 
  ephemeral form 1 hour later.
  Type winged; Level 13; Price 2,500 gp
  Type greater winged; Level 19; Price 35,000 gp
  Once activated, the wings remain tangible indefinitely. You 
  can Dismiss the activation if you choose, and you don’t have 
  to wait an hour to activate the rune again.
  Items
  6
  265
  265
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  aasimar (trait) A creature with this trait has the aasimar versatile heritage. 
  Aasimars are planar scions descended from celestial beings. An ability 
  with this trait can be used or selected only by aasimars. 34–36
  aberration (trait) Aberrations are creatures from beyond the planes or 
  corruptions of the natural order. 
  abjuration (trait) Effects and magic items with this trait are associated 
  with the abjuration school of magic, typically involving protection 
  or wards.
  access You can select an uncommon rules element if you meet the criteria 
  listed in its access entry. 4
  Activate an Item (activity) You provide specified components to activate 
  an alchemical or magical item. The number of actions this takes 
  varies by item. CR 532–533
  adamantine (material) CR 578
  additive (trait) Feats with the additive trait allow you to spend actions 
  to add special substances to bombs or elixirs. You can add only one 
  additive to a single alchemical item, and attempting to add another 
  spoils the item. You can typically use actions with the additive trait 
  only when you’re creating an infused alchemical item, and some 
  can be used only with the Quick Alchemy action. The additive trait 
  is always followed by a level, such as “additive 2”. An additive adds 
  its level to the level of the alchemical item you’re modifying; the 
  result is the new level of the mixture. The mixture’s item level must 
  be no higher than your advanced alchemy level. CR 75
  affliction An affliction can affect a creature for a long time, over several 
  different stages. The most common kinds are curses, diseases, and 
  poisons. CR 457–458
  agile (weapon trait) The multiple attack penalty you take with this 
  weapon on the second attack on your turn is –4 instead of –5, and 
  –8 instead of –10 on the third and subsequent attacks in the turn.
  air (trait) Effects with the air trait either manipulate or conjure air. 
  Those that manipulate air have no effect in a vacuum or an area 
  without air. Creatures with this trait consist primarily of air or have 
  a magical connection to that element.
  alchemical (trait) Alchemical items are powered by reactions of 
  alchemical reagents. Alchemical items aren’t magical and don’t 
  radiate a magical aura. 252–255, CR 543–554
  alchemist (class) 106–107, CR 70–81
   
  alchemical items 252–255, CR 543–554
  alchemist (trait) This indicates abilities from the alchemist class.
  alignment (damage type) An umbrella category of damage including 
  chaotic, evil, good, and lawful damage. CR 452
  ammunition (magic item) 256–259, CR 559–561
  ancestry 6–47, CR 32–59
  animal companion 144–145, CR 214–217
  arcane (trait) This magic comes from the arcane tradition, which is built 
  on logic and rationality. Anything with this trait is magical. CR 299
  arcane spell list 212, CR 307–309 
  archetype 148–199, CR 219–231
  archetype (trait) This feat belongs to an archetype. 
  armor (magic item) 260–264, CR 274–276
   
  runes 262, 265, CR 580–583
  attack (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. CR 446–447
  auditory (trait) 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. 
  background 48–51, CR 60–64
  barbarian (class) 108–111, CR 82–93
  barbarian (trait) This indicates abilities from the barbarian class.
  bard (class) 112–115, CR 94–103
   
  composition spells 228, CR 386–387
   
  occult spell list 212–213, CR 311–314
  bard (trait) This indicates abilities from the bard class.
  basic alchemy benefits Some archetypes that give you the ability to use 
  alchemy in a manner similar to an alchemist grant these benefits. 150
  basic spellcasting benefits These benefits are granted by spellcasting 
  archetypes. 149–150
  bomb (trait) An alchemical bomb combines volatile alchemical 
  components that explode when the bomb hits a creature or object. 
  Most alchemical bombs deal damage, though some produce other 
  effects. 252–253, CR 544–546
  cantrip (trait) A spell you can cast at will that is automatically heightened 
  to half your level rounded up. CR 300
  catfolk (trait) A creature with this trait is a member of the catfolk 
  ancestry. Catfolk are humanoids with feline features. An ability with 
  this trait can be used or selected only by catfolk. An item with this trait 
  is created and used by catfolk. 8–11
  celestial (trait) Creatures that hail from or have a strong connection to 
  the good-aligned planes are called celestials. Celestials can survive the 
  basic environmental effects of planes in the Outer Sphere. 
  champion (class) 116–121, CR 104–115
   
  devotion spells 228–229, CR 387–388
  champion (trait) This indicates abilities from the champion class.
  changeling (trait) A creature with this trait has the changeling versatile 
  heritage. Changelings are the children of hags and members of other 
  humanoid ancestries. An ability with this trait can be used or selected 
  only by changelings. 30–31
  chaotic (trait) Chaotic effects often manipulate energy from chaos-aligned 
  Outer Planes and are anathema to lawful divine servants or divine 
  servants of lawful deities. A creature with this trait is chaotic in 
  alignment. An ability with this trait can be selected or used only by 
  chaotic creatures.
  class 52–143, CR 67–68
  class DC A class DC sets the difficulty for some abilities granted by your 
  character’s class. Class DC = 10 + proficiency bonus + key ability 
  modifier. CR 29
  cleric (class) 122–123, CR 116–127
   
  divine spell list 212, CR 309–311
  cleric (trait) This indicates abilities from the cleric class.
  cold (trait) Effects with this trait deal cold damage. Creatures with this 
  trait have a connection to magical cold.
  cold iron (material) CR 578
  common (trait) Anything that doesn’t list another rarity trait (uncommon, 
  rare, or unique) automatically has the common trait. This rarity 
  indicates that an ability, item, or spell is available to all players who 
  meet the prerequisites for it. CR 13
  composition (trait) To cast a composition cantrip or focus spell, you 
  usually use a type of Performance. If the spell includes a verbal 
  component, you must use an auditory performance, and if it 
  includes a somatic component, you must use a visual one. The 
  spell gains all the traits of the performance you used. You can cast 
  only one composition spell each turn, and you can have only one 
  active at a time. If you cast a new composition spell, any ongoing 
  effects from your previous composition spell end immediately. CR 
  386–387
  concealable (weapon trait) This weapon is designed to be 
  inconspicuous or easily concealed. You gain a +2 circumstance 
  bonus to Stealth checks and DCs to hide or conceal a weapon with 
  this trait. 248
  concentrate (trait) An action with this trait requires a degree of 
  mental concentration and discipline. 
  conjuration (trait) Effects and magic items with this trait are 
  associated with the conjuration school of magic, typically involving 
  summoning, creation, teleportation, or moving things from place 
  to place.
  construct (trait) A construct is an artificial creature empowered by 
  a force other than necromancy. Constructs are often mindless; 
  immune to disease, the paralyzed condition, and poison; and may 
  have Hardness based on the materials used to construct their 
  bodies. Constructs are not living creatures, nor are they undead. 
  When reduced to 0 Hit Points, a construct creature is destroyed. 
  consumable (trait) An item with this trait can be used only once. Unless 
  stated otherwise, it’s destroyed after activation. Consumable items 
  include alchemical items and magical consumables such as scrolls 
  and talismans. When a character creates consumable items, they 
  can make them in batches of four. 252–259, CR 559–571
  counteract The process used when one effect tries to negate another. 
  CR 458–459
  curse (trait) A curse is an effect that places some long-term affliction on 
  a creature. Curses are always magical and are typically the result of a 
  spell or trap.
  GLOSSARY & INDEX
  This appendix contains page references for key terms 
  appearing in this book, partial definitions for many 
  rules and concepts, and full definitions for the traits 
  appearing in this book. Many entries refer to the Core 
  Rulebook using the abbreviation “CR.” 
  Advanced Player's Guide
  266
  266
  
  cursebound (trait) Spells with this trait increase the severity of your 
  oracular curse when cast. Usually only revelation spells have this 
  trait. You can’t cast a cursebound spell if you don’t have an oracular 
  curse. 77
  darkness (trait) Darkness effects extinguish non-magical light in the 
  area and can counteract less powerful magical light. You must usually 
  target light magic with your darkness magic directly to counteract it, 
  but some darkness spells automatically attempt to counteract light.
  deadly (weapon trait) On a critical hit, the weapon adds a weapon damage 
  die of the listed size. Roll this after doubling the weapon’s damage. This 
  increases to two dice if the weapon has a greater striking rune and 
  three dice if the weapon has a major striking rune.
  death (trait) An effect with the death trait kills you immediately if it 
  reduces you to 0 HP. Some death effects can bring you closer to death 
  or slay you outright without reducing you to 0 HP. CR 461
  debilitation Debilitations apply conditions and other negative effects to 
  a creature. When the creature is affected by a new debilitation, any 
  previous one it was affected by ends. CR 181
  dedication (trait) You must select a feat with this trait to apply an 
  archetype to your character. CR 219
  detection (trait) Effects with this trait attempt to determine the presence 
  or location of a person, object, or aura.
  devil (trait) A family of fiends from Hell, most devils are irredeemably 
  lawful evil. They typically have greater darkvision, immunity to fire, 
  and telepathy.
  dhampir (trait) A creature with this trait has the dhampir versatile 
  heritage. These humanoids are the immortal offspring of vampires and 
  members of other ancestries. 32–33
  disarm (weapon trait) You can use this weapon to Disarm with the 
  Athletics skill even if you don’t have a free hand. This uses the weapon’s 
  reach (if different from your own) and adds the weapon’s item bonus 
  to attack rolls (if any) as an item bonus to the Athletics check. If you 
  critically fail a check to Disarm using the weapon, you can drop the 
  weapon to take the effects of a failure instead of a critical failure. On a 
  critical success, you still need a free hand if you want to take the item. 
  disease (trait) An effect with this trait applies one or more diseases. A 
  disease is typically an affliction. CR 457–458
  Dismiss � (action) End a spell or magic item effect that can be dismissed. 
  CR 305, 534
  divination (trait) The divination school of magic typically involves 
  obtaining or transferring information, or predicting events.
  divine (trait) This magic comes from the divine tradition, drawing power 
  from deities or similar sources. Anything with this trait is magical. 
  CR 299
  divine spell list 212, CR 309–311
  domain CR 441
  downtime (trait) An activity with this trait takes a day or more, and can 
  be used only during downtime. CR 481
  dragon (trait) Dragons are reptilian creatures, often winged or with the 
  power of flight. Most are able to use a breath weapon and are immune 
  to sleep and paralysis. 
  druid (class) 124–125, CR 128–139
   
  order spells CR 399–401
   
  primal spell list 213, CR 314–315
  druid (trait) This indicates abilities from the druid class.
  duskwalker (trait) A creature with this trait has the duskwalker versatile 
  heritage. Duskwalkers are planar scions infused with the supernatural 
  energy of psychopomps. An ability with this trait can be used or 
  selected only by duskwalkers. 37–38
  dwarf (trait) A creature with this trait is a member of the dwarf ancestry. 
  Dwarves are stout folk who often live underground and typically have 
  darkvision. An ability with this trait can be used or selected only by 
  dwarves. An item with this trait is created and used by dwarves. 42, 
  CR 34–37
  earth (trait) Effects with the earth trait either manipulate or conjure earth. 
  Those that manipulate earth have no effect in an area without earth. 
  Creatures with this trait consist primarily of earth or have a magical 
  connection to that element.
  electricity (trait) Effects with this trait deal electricity damage. A creature 
  with this trait has a magical connection to electricity.
  elemental (trait) Elementals are creatures directly tied to an element and 
  native to the Elemental Planes. Elementals don’t need to breathe. 
  elf (trait) A creature with this trait is a member of the elf ancestry. Elves 
  are mysterious people with rich traditions of magic and scholarship 
  who typically have low-light vision. An ability with this trait can be 
  used or selected only by elves. A weapon with this trait is created and 
  used by elves. 43, CR 38–41
  elixir (trait) Elixirs are alchemical liquids that are used by drinking them. 
  253–254, CR 546–550
  emotion (trait) This effect alters a creature’s emotions. Effects with this 
  trait always have the mental trait as well. Creatures with special 
  training or that have mechanical or artificial intelligence are immune 
  to emotion effects.
  enchantment (trait) Effects and magic items with this trait are associated 
  with the enchantment school of magic, typically involving mind 
  control, emotion alteration, and other mental effects.
  energy (damage type) An umbrella category including acid, cold, 
  electricity, fire, force, negative, positive, and sonic damage. CR 452
  evil (trait) Evil effects often manipulate energy from evil-aligned Outer 
  Planes and are antithetical to good divine servants or divine servants 
  of good deities. A creature with this trait is evil in alignment. An ability 
  with this trait can be selected or used only by evil creatures.
  evocation (trait) Effects and magic items with this trait are associated 
  with the evocation school of magic, typically involving energy and 
  elemental forces.
  expert spellcasting benefits These benefits are granted by spellcasting 
  archetypes. 150
  exploration (trait) An activity with this trait takes more than a turn to use, 
  and can usually be used only during exploration mode. CR 234
  extradimensional (trait) This effect or item creates an extradimensional 
  space. 
  An 
  extradimensional 
  effect 
  placed 
  inside 
  another 
  extradimensional space ceases to function until it is removed.
  familiar A Tiny creature mystically bonded to you. 146–147, CR 217–218
  fear (trait) Fear effects evoke the emotion of fear. Effects with this trait 
  always have the mental and emotion traits as well.
  feat An ability you gain or select for your character due to their ancestry, 
  background, class, general training, or skill training. Some feats grant 
  special actions. 
   
  general feat 201–209
   
  skill feat (general feat that improves skills) 201–209
  fey (trait) Creatures of the First World are called the fey. 
  fiend (trait) Creatures that hail from or have a strong connection to the 
  evil-aligned planes are called fiends. Fiends can survive the basic 
  environmental effects of planes in the Outer Sphere.
  fighter (class) 126–127, CR 140–153
  fighter (trait) This indicates abilities from the fighter class.
  finesse (weapon trait) You can use your Dexterity modifier instead of your 
  Strength modifier on attack rolls using this melee weapon. You still use 
  your Strength modifier when calculating damage.
  finisher (trait) Finishers are spectacular finishing moves that use your 
  panache. You can use a finisher only if you have panache, and you 
  lose your panache immediately after performing a finisher. Once you 
  use a finisher, you can’t use any actions that have the attack trait for 
  the rest of your turn.
  Some actions that have the finisher trait also grant an effect on a 
  failure. Effects added on a failure don’t apply on a critical failure. If 
  your finisher action succeeds, you can still choose to apply the failure 
  effect instead. For example, you might do this when an attack deals no 
  damage due to resistance. 87
  fire (trait) Effects with the fire trait deal fire damage or either conjure or 
  manipulate fire. Those that manipulate fire have no effect in an area 
  without fire. Creatures with this trait consist primarily of fire or have a 
  magical connection to that element.
  flourish (trait) Flourish actions are actions that require too much exertion 
  to perform a large number in a row. You can use only 1 action with the 
  flourish trait per turn.
  Focus Point If you can cast focus spells, you have a pool of Focus Points 
  you can use to cast them. You regain a Focus Point using the Refocus 
  activity. CR 300
  focus spell A type of spell, specific to a class, that can be cast using Focus 
  Points and is automatically heightened to half your level rounded up. 
  Focus spells always have a descriptive term such as “revelation spell” 
  or “warden spell.” 228–239, CR 300–302
  force (trait) Effects with this trait deal force damage or create objects 
  made of pure magical force.
  formula A recipe or instructions required to Craft an item. CR 293–294
  fortune (trait) A fortune effect beneficially alters how you roll your dice. 
  You can never have more than one fortune effect alter a single roll. If 
  multiple fortune effects would apply, you have to pick which to use. If 
  a fortune effect and a misfortune effect would apply to the same roll, 
  the two cancel each other out, and you roll normally. CR 449
  gear 248–49, CR 270–295
  general (trait) A type of feat that any character can select, regardless 
  of ancestry and class, as long as they meet the prerequisites. You 
  can select a feat with this trait when your class grants a general 
  feat. CR 255
  gnome (trait) A creature with this trait is a member of the gnome 
  ancestry. Gnomes are small people skilled at magic who seek out new 
  Glossary & Index
  267
  267
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  experiences and usually have low-light vision. An ability with this trait 
  can be used or selected only by gnomes. A weapon with this trait is 
  created and used by gnomes. 44, CR 42–45
  goblin (trait) A creature with this trait can be one of several kinds of 
  creature, including goblins, hobgoblins, and bugbears. Goblins tend 
  to have darkvision. An ability with this trait can be used or chosen 
  only by goblins. A weapon with this trait is created and used by 
  goblins. 45, CR 46–49
  good (trait) Good effects often manipulate energy from good-aligned Outer 
  Planes and are antithetical to evil divine servants or divine servants of 
  evil deities. A creature with this trait is good in alignment. An ability 
  with this trait can be selected or used only by good creatures.
  half-elf (trait) A creature with this trait is part human and part elf. An 
  ability with this trait can be used or selected only by half-elves. CR 
  55–56
  halfling (trait) A creature with this trait is a member of the halfling 
  ancestry. These small people are friendly wanderers considered to 
  be lucky. An ability with this trait can be used or selected only by 
  halflings. A weapon with this trait is created and used by halflings. 46, 
  CR 50–53
  half-orc (trait) A creature with this trait is part human and part orc. An 
  ability with this trait can be used or selected only by half-orcs. CR 
  55–56
  haunt (trait) A hazard with this trait is a spiritual echo, often of someone 
  with a tragic death. Putting a haunt to rest often involves resolving the 
  haunt’s unfinished business. A haunt that hasn’t been properly put to 
  rest always returns after a time. 
  healing (trait) A healing effect restores a creature’s body, typically by 
  restoring Hit Points, but sometimes by removing diseases or other 
  debilitating effects.
  held item (magic item) 260–265, CR 572–576
  heritage A choice made to further define your ancestry. CR 33
   
  versatile heritage 28–29
  hex (trait) A hex is a short-term effect generated on the fly from your 
  patron’s magic, requiring your familiar to draw from your patron. As 
  such, you can cast only one spell with the hex trait each turn; attempts 
  to cast a second hex spell on the same turn fail, and the spellcasting 
  actions are lost. 101
  hostile action 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.
  human (trait) A creature with this trait is a member of the human 
  ancestry. Humans are a diverse array of people known for their 
  adaptability. An ability with this trait can be used or selected only 
  by humans. 47, CR 54–59
  humanoid (trait) Humanoid creatures reason and act much like humans. 
  They typically stand upright and have two arms and two legs. 
  illusion (trait) Effects and magic items with this trait are associated with 
  the illusion school of magic, typically involving false sensory stimuli. 
  CR 298
  immunity An immunity causes a creature to ignore all damage, effects, 
  or conditions of a certain type. CR 451–453
   
  temporary immunity CR 453
  incapacitation (trait) 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 level 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.
  incorporeal (trait) An incorporeal creature or object has no physical 
  form. It can pass through solid objects, including walls. When inside 
  an object, an incorporeal creature can’t perceive, attack, or interact 
  with anything outside the object, and if it starts its turn in an object, 
  it is slowed 1. Corporeal creatures can pass through an incorporeal 
  creature, but they can’t end their movement in its space.
  An 
  incorporeal 
  creature 
  can’t 
  attempt 
  Strength-based 
  checks against physical creatures or objects—only against 
  incorporeal ones—unless those objects have the ghost touch 
  property rune. Likewise, a corporeal creature can’t attempt 
  Strength-based checks against incorporeal creatures or objects. 
  Incorporeal creatures usually have immunity to effects or conditions 
  that require a physical body, like disease, poison, and precision 
  damage. They usually have resistance against all damage (except 
  force damage and damage from Strikes with the ghost touch property 
  rune), with double the resistance against non-magical damage.
  infused (trait) You created an alchemical item with the infused trait using 
  your infused reagents, and it has a limited time before it becomes inert. 
  Any nonpermanent effects from your infused alchemical items, with 
  the exception of afflictions such as slow-acting poisons, end when you 
  make your daily preparations again. CR 72, 75
  injury (trait) This poison is delivered by damaging the recipient. CR 550
  Invest an Item (activity) You invest your energy in an item as you don 
  it. CR 531
  invested (trait) A character can wear only 10 magical items that have 
  the invested trait. None of the magical effects of the item apply if 
  the character hasn’t invested it, nor can it be activated, though the 
  character still gains any normal benefits from wearing the physical 
  item (like a hat keeping rain off their head). CR 531
  investigator (class) 54–65
   
  multiclass archetype 151
  investigator (trait) This trait indicates abilities from the investigator class.
  item An object you carry, hold, or use. Items sometimes grant an item 
  bonus or penalty to certain checks. 246–265
   
  adventuring gear 248–249, CR 287–292
   
  alchemical items 252–255, CR 543–554
   
  magic items 256–265, CR 531–535
   
  snares 256, CR 589–591
   
  treasure tables 250–251, CR 536–542
   
  weapons 248, CR 278–286
  kobold (trait) A creature with this trait is a member of the kobold ancestry. 
  Kobolds are reptilian humanoids who are usually Small and typically 
  have darkvision. An ability with this trait can be used or selected only 
  by kobolds. 12–15
  lawful (trait) Lawful effects often manipulate energy from law-aligned 
  Outer Planes and are antithetical to chaotic divine servants or divine 
  servants of chaotic deities. A creature with this trait is lawful in 
  alignment. An ability with this trait can be selected or used by lawful 
  creatures only.
  light (trait) Light effects overcome non-magical darkness in the area, and 
  can counteract magical darkness. You must usually target darkness 
  magic with your light magic directly to counteract the darkness, but 
  some light spells automatically attempt to counteract darkness.
  lineage (trait) A feat with this trait indicates a character’s descendance 
  from a particular type of creature. You can have only one lineage feat. 
  You can select a lineage feat only at 1st level, and you can’t retrain into 
  or out of these feats. 28
  linguistic (trait) An effect with this trait depends on language 
  comprehension. A linguistic effect that targets a creature works only if 
  the target understands the language you are using.
  litany (trait) Litanies are special devotion spells, typically used by 
  champions and requiring a single action, that usually give temporary 
  immunity to further litanies.
  magical (trait) Something with the magical trait is imbued with magical 
  energies not tied to a specific tradition of magic. A magical item 
  radiates a magic aura infused with its dominant school 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. CR 535
  manipulate (trait) 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. 
  master spellcasting benefits These benefits are granted by spellcasting 
  archetypes. 150
  mechanical (trait) A hazard with this trait is a constructed physical object. 
  CR 521
  mental (trait) A mental effect can alter the target’s mind. It has no effect 
  on an object or a mindless creature.
  metamagic (trait) Actions with the metamagic trait, usually from 
  metamagic feats, tweak the properties of your spells. You must use a 
  metamagic action directly before Casting the Spell you want to alter. 
  If you use any action (including free actions and reactions) other than 
  Cast a Spell directly after, you waste the benefits of the metamagic 
  action. Any additional effects added by a metamagic action are part of 
  the spell’s effect, not of the metamagic action itself. 
  minion (trait) Minions are creatures that directly serve another creature. 
  A creature with this trait can use only 2 actions per turn and can’t 
  use reactions. Your minion acts on your turn in combat, once per 
  turn, when you spend an action to issue it commands. For an animal 
  companion, you Command an Animal; for a minion that’s a spell or 
  magic item effect, like a summoned minion, you Sustain a Spell or 
  Sustain an Activation; if not otherwise specified, you issue a verbal 
  command as a single action with the auditory and concentrate traits. 
  Advanced Player's Guide
  268
  268
  
  If given no commands, minions use no actions except to defend 
  themselves or to escape obvious harm. If left unattended for long 
  enough, typically 1 minute, mindless minions usually don’t act, animals 
  follow their instincts, and sapient minions act how they please. 
  misfortune (trait) A misfortune effect detrimentally alters how you roll 
  your dice. You can never have more than one misfortune effect alter a 
  single roll. If multiple misfortune effects would apply, the GM decides 
  which is worse and applies it. If a fortune effect and a misfortune 
  effect would apply to the same roll, the two cancel each other out, and 
  you roll normally. CR 449
  monk (class) 128–131, CR 154–165
   
  ki spells 229, CR 401–402
  monk (trait) Abilities with this trait are from the monk class. A weapon 
  with this trait is primarily used by monks.
  morph (trait) Effects that slightly alter a creature’s form have the morph 
  trait. Any Strikes specifically granted by a morph effect are magical. 
  You can be affected by multiple morph spells at once, but if you morph 
  the same body part more than once, the second morph effect attempts 
  to counteract the first (in the same manner as two polymorph effects, 
  described in that trait).
  Your morph effects might also end if you are polymorphed and the 
  polymorph effect invalidates or overrides your morph effect. The GM 
  determines which morph effects can be used together and which can’t.
  mount An animal companion with this special ability supports its rider. 
  CR 214
  mounted combat CR 478
  move (trait) An action with this trait involves moving from one space to 
  another. CR 473–475
  multiclass (trait) Archetypes with the multiclass trait represent 
  diversifying your training into another class’s specialties. You can’t 
  select a multiclass archetype’s dedication feat if you are a member of 
  the class of the same name. 149–154, CR 219
  mutagen (trait) An elixir with the mutagen trait temporarily transmogrifies 
  the subject’s body and alters its mind. A mutagen always conveys one 
  or more beneficial effects paired with one or more detrimental effects. 
  Mutagens are polymorph effects, meaning you can benefit from only 
  one at a time. 253, CR 546
  necromancy (trait) Effects and magic items with this trait are associated 
  with the necromancy school of magic, typically involving forces of life 
  and death.
  negative (trait) Effects with this trait heal undead creatures with negative 
  energy, deal negative damage to living creatures, or manipulate 
  negative energy.
  negative healing (trait) A creature with negative healing draws life from 
  negative energy rather than positive energy. It is damaged by positive 
  damage and is not healed by positive healing effects. It does not take 
  negative damage, and it is healed by negative effects that heal undead. 
  nonlethal (trait) An effect with this trait is nonlethal. Damage from a 
  nonlethal effect knocks a creature out rather than killing it. CR 453
  nonlethal (weapon trait) Attacks with this weapon are nonlethal, 
  and are used to knock creatures unconscious instead of kill them. 
  You can use a nonlethal weapon to make a lethal attack with a –2 
  circumstance penalty.
  oath (trait) Oaths add an additional tenet to your code. You can usually 
  have only one feat with this trait. CR 109
  occult (trait) This magic comes from the occult tradition, calling upon 
  bizarre and ephemeral mysteries. Anything with this trait is magical. 
  CR 299
  occult spell list 212–213, CR 311–314
  oil (trait) Oils are magical gels, ointments, pastes, or salves that are 
  typically applied to an object and are used up in the process. 258, 
  CR 561–562
  ooze (trait) Oozes are creatures with simple anatomies. They tend to 
  have low mental ability scores and immunity to mental effects and 
  precision damage. 
  open (trait) These maneuvers work only as the first salvo on your turn. 
  You can use an open only if you haven’t used an action with the attack 
  or open trait yet this turn.
  oracle (class) 66–81
   
  multiclass archetype 152
   
  revelation spells 229–234
  oracle (trait) This trait indicates abilities from the oracle class.
  orc (trait) A creature with this trait is a member of the orc ancestry. These 
  green-skinned people tend to have darkvision. An ability with this trait 
  can be used or selected only by orcs. An item with this trait is created 
  and used by orcs. 16–19
  orichalcum (material) CR 579
  parry (weapon trait) This weapon can be used defensively to block 
  attacks. While wielding this weapon, if your proficiency with it is 
  trained or better, you can spend an Interact action to position your 
  weapon defensively, gaining a +1 circumstance bonus to AC until the 
  start of your next turn. CR 283
  physical (damage type) A grouping of bludgeoning, piercing, and slashing 
  damage. CR 452
  planar scion These versatile heritages represent people descended from a 
  distant planar ancestor or tied strongly to another plane. 34–41
  plant (trait) Vegetable creatures have the plant trait. They are distinct 
  from normal plants. Magical effects with this trait manipulate or 
  conjure plants or plant matter in some way. Effects that manipulate 
  plants have no effect in an area with no plants.
  poison (trait) An effect with this trait delivers a poison or deals poison 
  damage. An item with this trait is poisonous and might cause an 
  affliction. 254, CR 457–458, 550–554
  polymorph (trait) These effects transform the target into a new form. A 
  target can’t be under the effect of more than one polymorph effect 
  at a time. If it comes under the effect of a second polymorph effect, 
  the second polymorph effect attempts to counteract the first. If it 
  succeeds, it takes effect, and if it fails, the spell has no effect on that 
  target. Any Strikes specifically granted by a polymorph effect are 
  magical. Unless otherwise stated, polymorph spells don’t allow the 
  target to take on the appearance of a specific individual creature, but 
  rather just a generic creature of a type or ancestry.
  If you take on a battle form with a polymorph spell, the special 
  statistics can be adjusted only by circumstance bonuses, status 
  bonuses, and penalties. Unless otherwise noted, the battle form 
  prevents you from casting spells, speaking, and using most 
  manipulate actions that require hands. (If there’s doubt about 
  whether you can use an action, the GM decides.) Your gear is 
  absorbed into you; the constant abilities of your gear still function, 
  but you can’t activate any items. 
  positive (trait) Effects with this trait heal living creatures with positive 
  energy, deal positive energy damage to undead, or manipulate 
  positive energy.
  potion (trait) A potion is a magical liquid activated when you drink it. 
  257–259, CR 562–564
  prediction (trait) Effects with this trait determine what is likely to happen 
  in the near future. Most predictions are divinations.
  press (trait) Actions with this trait allow you to follow up earlier attacks. 
  An action with the press trait can be used only if you are currently 
  affected by a multiple attack penalty. Some actions with the press trait 
  also grant an effect on a failure. The effects that are added on a failure 
  don’t apply on a critical failure. If your press action succeeds, you can 
  choose to apply the failure effect instead. (For example, you may wish 
  to do this when an attack deals no damage due to resistance.) Because 
  a press action requires a multiple attack penalty, you can’t use one 
  when it’s not your turn, even if you use the Ready activity.
  primal (trait) This magic comes from the primal tradition, connecting 
  to the natural world and instinct. Anything with this trait is magical. 
  CR 299
  primal spell list 213, CR 314–315
   
  initial proficiencies CR 68
  rage (trait) You must be raging to use abilities with the rage trait, and they 
  end automatically when you stop raging. CR 87
  ranged trip (weapon trait) This weapon can be used to Trip with the 
  Athletics skill at a distance up to the weapon’s first range increment. The 
  skill check takes a –2 circumstance penalty. You can add the weapon’s 
  item bonus to attack rolls as a bonus to the check. As with using a melee 
  weapon to trip, a ranged trip doesn’t deal any damage when used to 
  Trip. This trait usually appears only on a thrown weapon. 248
  ranger (class) 132–133, CR 166–177
   
  warden spells 234–235
  ranger (trait) This indicates abilities from the ranger class.
  rare (trait) This rarity indicates that a rules element is very difficult to 
  find in the game world. A rare feat, spell, item or the like is available 
  to players only if the GM decides to include it in the game, typically 
  through discovery during play. CR 13
  ratfolk (trait) A creature with this trait is a member of the ratfolk ancestry. 
  Ratfolk are humanoids who resemble rats. An ability with this trait can 
  be used or selected only by ratfolk. 20–23
  Refocus (activity) Regain 1 Focus Point. CR 300
  resistance Reduces damage you take of a certain type. CR 453
  revelation (trait) Effects with this trait see things as they truly are.
  revelation spell Revelation spells are focus spells cast by oracles. 
  Revelation spells have the cursebound trait, which means they 
  progress the severity of your oracular curse when cast, and you can’t 
  cast them if you don’t have an oracular curse. 69–70, 229–234
  rogue (class) 134–137, CR 178–189
  rogue (trait) This indicates abilities from the rogue class.
  Glossary & Index
  269
  269
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
  rune (magic item) 260–265, CR 580–585
  scrying (trait) A scrying effect lets you see, hear, or otherwise get sensory 
  information from a distance using a sensor or apparatus, rather than 
  your own eyes and ears.
  secret (trait) The GM rolls the check for this ability in secret. CR 450
  shadow (trait) This magic involves shadows or the energy of the 
  Shadow Plane.
  shield (magic item) 260–262, CR 586–588
  shove (weapon trait) You can use this weapon to Shove with the Athletics 
  skill even if you don’t have a free hand. This uses the weapon’s reach (if 
  different from your own) and adds the weapon’s item bonus to attack 
  rolls as an item bonus to the Athletics check. If you critically fail a 
  check to Shove using the weapon, you can drop the weapon to take 
  the effects of a failure instead of a critical failure.
  silver (material) CR 579
  skill (trait) A general feat with the skill trait improves your skills and their 
  actions or gives you new actions for a skill. A feat with this trait can 
  be selected when a class grants a skill feat or general feat. Archetype 
  feats with the skill trait can be selected in place of a skill feat if you 
  have that archetype’s dedication feat. 
  snare (trait) Traps typically made by rangers, snares follow special rules 
  that allow them to be constructed quickly and used on the battlefield. 
  256, CR 589–591
  social (trait) Actions and abilities with the social trait can be used only 
  while a vigilante is in their social identity. 196
  sonic (trait) An effect with the sonic trait functions only if it makes sound, 
  meaning it has no effect in an area of silence or in a vacuum. This is 
  different from an auditory spell, which is effective only if the target 
  can hear it. A sonic effect might deal sonic damage.
  sorcerer (class) 138–141, CR 190–201
   
  bloodline spells 235–237, CR 402–406
   
  spell lists 212–213, CR 307–315
  sorcerer (trait) This indicates abilities from the sorcerer class.
  spell A magical effect created by performing mystical incantations and 
  gestures known only to those with special training or inborn abilities. 
  CR 297–306
   
  focus spells (bloodline spells, composition spells, devotion spells, hex 
  spells, ki spells, order spells, revelation spells, warden spells) 228–239, 
  CR 300–302
   
  spell descriptions 214–227, CR 316–385
   
  spell lists 212–213, CR 307–315
  spell attack roll You attempt a spell attack roll when targeting a creature 
  with aimed magic. Your multiple attack penalty applies. Spell attack 
  roll modifier = spellcasting ability modifier + proficiency bonus + other 
  bonuses + penalties. CR 447–448
  spell DC Your spell DC measures how hard it is to resist your spells with 
  saving throws or to counteract them. Spell DC = 10 + spellcasting ability 
  modifier + proficiency bonus + other bonuses + penalties. CR 448
  spirit (trait) Spirits are ephemeral creatures defined by their spiritual self 
  and often lacking a physical form. 
  splash (trait) When you use a thrown weapon with the splash trait, you 
  don’t add your Strength modifier to the damage roll. If an attack with 
  a splash weapon fails, succeeds, or critically succeeds, all creatures 
  within 5 feet of the target (including the target) take the listed 
  splash damage. On a failure (but not a critical failure), the target of 
  the attack still takes the splash damage. Add splash damage together 
  with the initial damage against the target before applying the target’s 
  weaknesses or resistances. You don’t multiply splash damage on a 
  critical hit. CR 544
  staff (trait) This magic item holds spells of a particular theme and allows 
  a spellcaster to cast additional spells by preparing the staff. 263–264, 
  CR 592
  stance (trait) A stance is a general combat strategy that you enter by 
  using an action with the stance trait, and that you remain in for some 
  time. A stance lasts until you get knocked out, until its requirements 
  (if any) are violated, until the encounter ends, or until you enter a new 
  stance, whichever comes first. After you use an action with the stance 
  trait, you can’t use another one for 1 round. You can enter or be in a 
  stance only in encounter mode.
  staves (magic item) 263–264, CR 592–595
  structure (trait) An item with the structure trait creates a magical building 
  or other structure when activated. The item must be activated on a 
  plot of land free of other structures. The structure adapts to the 
  natural terrain, adopting the structural requirements for being built 
  there. The structure adjusts around small features such as ponds 
  or spires of rock, but it can’t be created on water or other nonsolid 
  surfaces. If activated on snow, sand dunes, or other soft surfaces with 
  a solid surface underneath, the structure’s foundation (if any) reaches 
  the solid ground. If an item with this trait is activated on a solid but 
  unstable surface, such as a swamp or an area plagued by tremors, roll 
  a DC 3 flat check each day; on a failure, the structure begins to sink 
  or collapse. 
  The structure doesn’t harm creatures within the area when it 
  appears, and it can’t be created within a crowd or in a densely populated 
  area. Any creature inadvertently caught inside the structure when the 
  item is activated ends up unharmed inside the complete structure and 
  always has a clear path of escape. A creature inside the structure when 
  the activation ends isn’t harmed, and it lands harmlessly on the ground 
  if it was on an upper level of the structure.
  summoned (trait) A creature called by a conjuration spell or effect gains 
  the summoned trait. A summoned creature can’t summon other 
  creatures, create things of value, or cast spells that require a cost. It 
  has the minion trait. If it tries to Cast a Spell of equal or higher level 
  than the spell that summoned it, it overpowers the summoning magic, 
  causing its own spell to fail and the summon spell to end. Otherwise, 
  the summoned creature uses the standard abilities for a creature of 
  its kind. It generally attacks your enemies to the best of its abilities. 
  If you can communicate with it, you can attempt to command it, but 
  the GM determines the degree to which it follows your commands. 
  Immediately when you finish Casting the Spell, the summoned creature 
  uses its 2 actions for that turn. A summoned creature can't control any 
  spawn or other creatures generated from it, and such creatures return 
  to their unaltered state (usually a corpse in the case of spawn) once 
  the summoned creature is gone. If it's unclear what this state would 
  be, the GM decides. Summoned creatures can be banished by various 
  spells and effects. They are automatically banished if reduced to 0 Hit 
  Points or if the spell that called them ends.
  Sustain an Activation � (action) Extend a magic item activation with a 
  sustained duration to the end of your next turn. CR 534
  Sustain a Spell � (action) Extend a spell with a sustained duration. 
  CR 304
  sustained A spell with this duration can be extended with Sustain a 
  Spell. CR 304
  swashbuckler (class) 82–93
   
  multiclass archetype 153
  swashbuckler (trait) This trait indicates abilities from the 
  swashbuckler class.
  talisman (trait) A talisman is a small object affixed to armor, a shield, or 
  a weapon (called the affixed item). You must be wielding or wearing 
  an item to activate a talisman attached to it. Once activated, a 
  talisman burns out permanently. 256, CR 565–570
  teleportation (trait) Teleportation effects allow you to instantaneously 
  move from one point in space to another. Teleportation does not 
  usually trigger reactions based on movement.
  temporary immunity An effect that makes a creature temporarily 
  immune lets that creature avoid new effects of the same name, but 
  it doesn’t end anything caused by the effect that gave the temporary 
  immunity. CR 453
  temporary items Some archetypes allow you to prepare temporary 
  items. These temporary items last only a short time before becoming 
  useless. 150
  tengu (trait) A creature with this trait is a member of the tengu ancestry. 
  Tengus are humanoids who resemble birds. An ability with this trait 
  can be used or selected only by tengus. An item with this trait is 
  created and used by tengus. 24–27
  thrown (weapon trait) You can throw this weapon as a ranged attack; it 
  is a ranged weapon when thrown. You add your Strength modifier to 
  damage as you would for a melee weapon. When this trait appears on 
  a melee weapon, it also includes the range increment. Ranged weapons 
  with this trait use the range increment in the weapon’s Range entry.
  tiefling (trait) A creature with this trait has the tiefling versatile heritage. 
  Tieflings are planar scions descended from fiends. An ability with this 
  trait can be used or selected only by tieflings. 39–41
  transmutation (trait) Effects and magic items with this trait are 
  associated with the transmutation school of magic, typically changing 
  something’s form.
  trap (trait) A hazard or item with this trait is constructed to hinder 
  interlopers. CR 520
  trigger A specified event when you can use a reaction or free action. 
  CR 462
  two-hand (weapon trait) This weapon can be wielded with two hands. 
  Doing so changes its weapon damage die to the indicated value. This 
  change applies to all the weapon’s damage dice, such as those from 
  striking runes.
  unarmed attack Any attack with the unarmed trait, typically those made 
  using a part of your body rather than a weapon or spell. CR 283
  uncommon (trait) Something of uncommon rarity requires special training 
  or comes from a particular culture or part of the world. Some character 
  Advanced Player's Guide
  270
  270
  
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  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to 
  some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use 
  any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to 
  cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of 
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  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only 
  to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, Skip 
  Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Stephen 
  Radney-MacFarland, and Mark Seifter.
  Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Pathfinder Advanced Player’s Guide © 2020, Paizo Inc.; Authors: Amirali Attar Olyaee, Alexander Augunas, Kate 
  Baker, Brian Bauman, Logan Bonner, Carlos Cabrera, James Case, Jessica Catalan, John Compton, Paris Crenshaw, Jesse 
  Decker, Fabby Garza Marroquín, Steven Hammond, Sasha Laranoa Harving, Joan Hong, Nicolas Hornyak, Vanessa 
  Hoskins, James Jacobs, Erik Keith, Lyz Liddell, Luis Loza, Ron Lundeen, Patchen Mortimer, Dennis Muldoon, Stephen 
  Radney-MacFarland, Jessica Redekop, Mikhail Rekun, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Kendra 
  Leigh Speedling, Jason Tondro, Clark Valentine, and Andrew White.
  choices give access to uncommon options, and the GM can choose to 
  allow access for anyone. CR 13
  undead (trait) Once living, these creatures were infused after death with 
  negative energy and soul-corrupting evil magic. When reduced to 0 
  Hit Points, an undead creature is destroyed. Undead creatures are 
  damaged by positive energy and are healed by negative energy, and 
  don’t benefit from healing effects. 
  unique (trait) A rules element with this trait is one-of-a-kind. CR 13
  until the next time you make your daily preparations A spell with this 
  duration lasts until you next prepare, and you can extend it by leaving 
  its spell slot open. CR 305
  versatile (weapon trait) A versatile weapon can be used to deal a different 
  type of damage than that listed in the Damage entry. This trait 
  indicates the alternate damage type. For instance, a piercing weapon 
  that is versatile S can be used to deal piercing or slashing damage. You 
  choose the damage type each time you make an attack.
  versatile heritage Versatile heritages can be selected by characters of 
  nearly any ancestry in place of a heritage specific to a single ancestry. 
  28–29
  vigilante (trait) Using actions and abilities with the vigilante trait while 
  in your social identity risks exposing you as a vigilante. 196–197
  visual (trait) 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.
  wand (trait) A wand contains a single spell which you can cast once per 
  day. 265, CR 597–598
  water (trait) Effects with the water trait either manipulate or conjure 
  water. Those that manipulate water have no effect in an area without 
  water. Creatures with this trait consist primarily of water or have a 
  magical connection to the element.
  weakness Increases damage you take of a certain type. CR 453
  weapon 248, CR 278–286
   
  magical weapons 261–265, CR 599–602
   
  runes 260, CR 580–585
  witch (class) 94–105
   
  hex spells 237–239
   
  multiclass archetype 154
  witch (trait) This trait indicates abilities from the witch class.
  wizard (class) 142–143, CR 202–213
   
  arcane spell list 212, CR 307–309
  wizard (trait) This indicates abilities from the wizard class.
  worn item (magic item) 260–264, CR 603–617
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying 
  Game (Second Edition).
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered trademarks, proper nouns 
  (characters, deities, locations, etc., as well as all adjectives, names, titles, and descriptive terms derived from proper 
  nouns), artworks, characters, dialogue, locations, organizations, plots, storylines, and trade dress. (Elements that have 
  previously been designated as Open Game Content, or are exclusively derived from previous Open Game Content, or 
  that are in the public domain are not included in this declaration.)
  Open Game Content: Except for material designated as Product Identity, the game mechanics of this Paizo game 
  product are Open Game Content, as defined in the Open Game License version 1.0a, Section 1(d). No portion of this work 
  other than the material designated as Open Game Content may be reproduced in any form without written permission.
  Pathfinder Advanced Player’s Guide © 2020, Paizo Inc. Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, 
  Pathfinder Society, Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; the Pathfinder P logo, 
  Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Card Society, Pathfinder Adventure 
  Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder Cards, Pathfinder Combat Pad, Pathfinder Flip-Mat, 
  Pathfinder Flip-Tiles, Pathfinder Legends, Pathfinder Lost Omens, Pathfinder Pawns, Pathfinder Roleplaying Game, 
  Pathfinder Tales, Starfinder Adventure Path, Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Pawns, Starfinder 
  Roleplaying Game, and Starfinder Society are trademarks of Paizo Inc. 
  Printed in China.
  Glossary & Index
  271
  271
  Introduction
  Ancestries & 
  Backgrounds
  Classes
  Archetypes
  Feats
  Spells
  items
  glossary 
  & Index
  
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  © 2020, Paizo Inc. Paizo, the Paizo golem logo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc.;
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SOURCE: textdata/thevault/Pathfinder/2nd Edition/Core/PF 2E - Advanced Players Guide [PZO2105].pdf