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archives-of-nethys-scraper/parsed/archetype.json
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[
{
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Alchemist](/Archetypes.aspx?ID=1)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 220 <sup>4.0</sup></row>\n\nYou enjoy tinkering with alchemical formulas and substances in your spare time, and your studies have progressed beyond mere experimentation.\r\n\r\n<title level=\"3\">Multiclass Alchemist characters</title>\r\n\r\nThe free alchemical items from the alchemist archetype are extremely useful to characters of any class. The following are just some of the possible combinations. \n<ul><li>Barbarian alchemists can mix mutagens with their rage to ferocious effect. </li><li>Champion alchemists can focus on alchemical items that boost defenses and heal others, allowing their champions reaction and lay on hands to go further. </li><li>Fighter alchemists can use their alchemy to gain additional options in situations where their usual tactics dont work. </li><li>Ranger alchemists focus on alchemy and snares, getting extra use out of their Crafting skill and supplying bombs for the bomb snare. </li><li>Rogue alchemists can combine a rogues poison feats with free daily poisons, and bombs present an interesting way to sneak attack with various types of energy damage. </li><li>Spellcaster alchemists often use their alchemical items to take pressure off their repertoire or prepared spells. For instance, a wizard alchemist who can brew up darksight elixirs to grant darkvision can prepare another spell instead of [_darkvision_](/Spells.aspx?ID=60).</li></ul>\n\n<document level=\"2\" id=\"feat-665\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-666\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-667\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-668\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-669\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-670\"\n\n/>",
"name": "Alchemist",
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"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 220 <sup>4.0</sup></row>\r\n\r\n**Prerequisites**\r\nIntelligence 14\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou enjoy tinkering with alchemical formulas and substances in your spare time, and your studies have progressed beyond mere experimentation.\r\n</summary>",
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"text": " Alchemist Source Core Rulebook pg. 220 4.0 You enjoy tinkering with alchemical formulas and substances in your spare time, and your studies have progressed beyond mere experimentation. Multiclass Alchemist characters The free alchemical items from the alchemist archetype are extremely useful to characters of any class. The following are just some of the possible combinations. Barbarian alchemists can mix mutagens with their rage to ferocious effect. Champion alchemists can focus on alchemical items that boost defenses and heal others, allowing their champions reaction and lay on hands to go further. Fighter alchemists can use their alchemy to gain additional options in situations where their usual tactics dont work. Ranger alchemists focus on alchemy and snares, getting extra use out of their Crafting skill and supplying bombs for the bomb snare. Rogue alchemists can combine a rogues poison feats with free daily poisons, and bombs present an interesting way to sneak attack with various types of energy damage. Spellcaster alchemists often use their alchemical items to take pressure off their repertoire or prepared spells. For instance, a wizard alchemist who can brew up darksight elixirs to grant darkvision can prepare another spell instead of darkvision . <document level=\"2\" id=\"feat-666\" /> <document level=\"2\" id=\"feat-667\" /> <document level=\"2\" id=\"feat-668\" /> <document level=\"2\" id=\"feat-669\" /> <document level=\"2\" id=\"feat-670\" />",
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Barbarian](/Archetypes.aspx?ID=2)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 221 <sup>4.0</sup></row>\n\nTheres a rage deep inside you that sometimes breaks loose, granting you some of the might of a barbarian in addition to your other abilities.\r\n\r\n<title level=\"3\">Multiclass Barbarian characters</title>\r\n\r\nThe barbarian archetype is a great choice for characters that emphasize Strength and melee attacks more than usual for their class, as long as they can handle Rages spellcasting restriction. Its especially good for characters looking to add more damage.\n\n<document level=\"2\" id=\"feat-671\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-672\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-673\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-674\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-675\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-676\"\n\n/>",
"name": "Barbarian",
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"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 221 <sup>4.0</sup></row>\r\n\r\n**Prerequisites**\r\nStrength 14; Constitution 14\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nTheres a rage deep inside you that sometimes breaks loose, granting you some of the might of a barbarian in addition to your other abilities.\r\n</summary>",
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"summary": "Theres a rage deep inside you that sometimes breaks loose, granting you some of the might of a barbarian in addition to your other abilities.",
"summary_markdown": "Theres a rage deep inside you that sometimes breaks loose, granting you some of the might of a barbarian in addition to your other abilities.",
"text": " Barbarian Source Core Rulebook pg. 221 4.0 Theres a rage deep inside you that sometimes breaks loose, granting you some of the might of a barbarian in addition to your other abilities. Multiclass Barbarian characters The barbarian archetype is a great choice for characters that emphasize Strength and melee attacks more than usual for their class, as long as they can handle Rages spellcasting restriction. Its especially good for characters looking to add more damage. <document level=\"2\" id=\"feat-672\" /> <document level=\"2\" id=\"feat-673\" /> <document level=\"2\" id=\"feat-674\" /> <document level=\"2\" id=\"feat-675\" /> <document level=\"2\" id=\"feat-676\" />",
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Bard](/Archetypes.aspx?ID=3)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 222 <sup>4.0</sup></row>\n\nA muse has called you to dabble in occult lore, allowing you to cast a few spells. The deeper you delve, the more powerful your performances become.\r\n\r\n<title level=\"3\">Multiclass Bard characters</title>\r\n\r\nThe bard archetype grants powerful effects that tend to use actions; its a great choice if you have actions to spare.\n\n<document level=\"2\" id=\"feat-677\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-678\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-679\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-680\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-681\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-682\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-683\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-684\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-685\"\n\n/>",
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"summary_markdown": "A muse has called you to dabble in occult lore, allowing you to cast a few spells. The deeper you delve, the more powerful your performances become.",
"text": " Bard Source Core Rulebook pg. 222 4.0 A muse has called you to dabble in occult lore, allowing you to cast a few spells. The deeper you delve, the more powerful your performances become. Multiclass Bard characters The bard archetype grants powerful effects that tend to use actions; its a great choice if you have actions to spare. <document level=\"2\" id=\"feat-678\" /> <document level=\"2\" id=\"feat-679\" /> <document level=\"2\" id=\"feat-680\" /> <document level=\"2\" id=\"feat-681\" /> <document level=\"2\" id=\"feat-682\" /> <document level=\"2\" id=\"feat-683\" /> <document level=\"2\" id=\"feat-684\" /> <document level=\"2\" id=\"feat-685\" />",
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"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 223 <sup>4.0</sup></row>\r\n\r\n**Prerequisites**\r\nStrength 14; Charisma 14\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou have sworn a solemn oath to your deity, who has granted you champion powers to aid you in your cause.\r\n</summary>",
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"summary": "You have sworn a solemn oath to your deity, who has granted you champion powers to aid you in your cause.",
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"text": " Champion Source Core Rulebook pg. 223 4.0 You have sworn a solemn oath to your deity, who has granted you champion powers to aid you in your cause. Multiclass Champion characters The champion archetype greatly improves defenses, particularly armor. Its a great way for a character to gain armor proficiency or a powerful defensive reaction. <document level=\"2\" id=\"feat-687\" /> <document level=\"2\" id=\"feat-688\" /> <document level=\"2\" id=\"feat-689\" /> <document level=\"2\" id=\"feat-690\" /> <document level=\"2\" id=\"feat-691\" /> <document level=\"2\" id=\"feat-692\" /> <document level=\"2\" id=\"feat-693\" />",
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"summary": "You have entered a druidic circle and learned a few of the orders secrets, granting you primal power.",
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"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 227 <sup>4.0</sup></row>\r\n\r\n**Prerequisites**\r\nStrength 14; Dexterity 14\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMonastic training has taught you martial arts and allowed you to hone your mind, body, and spirit to new heights.\r\n</summary>",
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"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 228 <sup>4.0</sup></row>\r\n\r\n**Prerequisites**\r\nDexterity 14\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou have studied hunting, tracking, and wilderness survival, adding a rangers tools to your skill set.\r\n</summary>",
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"name": "Rogue",
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"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 229 <sup>4.0</sup></row>\r\n\r\n**Prerequisites**\r\nDexterity 14\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYouve learned to sneak, steal, and disable traps. With time and luck, youll become capable of moving through the shadows, striking unseen, and …\r\n</summary>",
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"summary_markdown": "You have dabbled in the arcane arts and, through discipline and academic study, learned how to cast a few spells.",
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"search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [World Guide](/Sources.aspx?ID=6) pg. 47 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\nmember of the Knights of Lastwall; [Shield Block](/Feats.aspx?ID=839)\r\n\r\n**Access**\r\nYou are from the Eye of Dread region.\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhile the nation of Lastwall is gone, leaving only the horror of the Gravelands behind, you refuse to give up and renounce your oaths. Youve renewed …\r\n</summary>",
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"summary_markdown": "While the nation of Lastwall is gone, leaving only the horror of the Gravelands behind, you refuse to give up and renounce your oaths. Youve renewed …",
"text": " Lastwall Sentry Source World Guide pg. 47 2.0 While the nation of Lastwall is gone, leaving only the horror of the Gravelands behind, you refuse to give up and renounce your oaths. Youve renewed your vows, swearing to combat the influence of the Whispering Tyrant wherever it might strike across Golarion. <document level=\"2\" id=\"feat-3597\" /> <document level=\"2\" id=\"feat-3598\" /> <document level=\"2\" id=\"feat-883\" /> <document level=\"2\" id=\"feat-3599\" /> <document level=\"2\" id=\"feat-3600\" /> <document level=\"2\" id=\"feat-884\" /> <document level=\"2\" id=\"feat-3601\" /> <document level=\"2\" id=\"feat-2167\" /> <document level=\"2\" id=\"feat-885\" /> <document level=\"2\" id=\"feat-3602\" /> <document level=\"2\" id=\"feat-3603\" /> <document level=\"2\" id=\"feat-3604\" /> <document level=\"2\" id=\"feat-3605\" /> <document level=\"2\" id=\"feat-3606\" /> <document level=\"2\" id=\"feat-886\" /> <document level=\"2\" id=\"feat-3607\" /> <document level=\"2\" id=\"feat-887\" /> <document level=\"2\" id=\"feat-3608\" /> <document level=\"2\" id=\"feat-3609\" /> <document level=\"2\" id=\"feat-3610\" /> <document level=\"2\" id=\"feat-3611\" />",
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"search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [World Guide](/Sources.aspx?ID=6) pg. 59 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\n[Ancient Osiriani](/Languages.aspx?ID=40) and [Sphinx](/Languages.aspx?ID=35) languages; Trained in [Crafting](/Skills.aspx?ID=4)\r\n\r\n**Access**\r\nYou are from the Golden Road region.\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou have delved into ancient sphinx magic to imbue your body and soul with the patience and strength of stone, as you work to create a special …\r\n</summary>",
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"text": " Living Monolith Source World Guide pg. 59 2.0 You have delved into ancient sphinx magic to imbue your body and soul with the patience and strength of stone, as you work to create a special magical ka stone to finalize your oaths. <document level=\"2\" id=\"feat-889\" /> <document level=\"2\" id=\"feat-890\" /> <document level=\"2\" id=\"feat-891\" /> <document level=\"2\" id=\"feat-892\" /> <document level=\"2\" id=\"feat-893\" /> <document level=\"2\" id=\"feat-894\" />",
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"text": " Red Mantis Assassin Source World Guide pg. 71 2.0 You are a Red Mantis assassin, inducted by the mantis god and sworn to chase your prey to the end of the world and beyond. <document level=\"2\" id=\"feat-896\" /> <document level=\"2\" id=\"feat-897\" /> <document level=\"2\" id=\"feat-898\" /> <document level=\"2\" id=\"feat-2162\" /> <document level=\"2\" id=\"feat-899\" /> <document level=\"2\" id=\"feat-2163\" /> <document level=\"2\" id=\"feat-2165\" /> <document level=\"2\" id=\"feat-2164\" />",
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"text": " Magic Warrior Source World Guide pg. 95 2.0 PFS Note Characters from the Mwangi Expanse have access to the Magic Warrior Dedication feat (page 95). You mix magic and martial prowess, following in the tradition of the Ten Magic Warriors of Old-Mage Jatembe. <document level=\"2\" id=\"feat-904\" /> <document level=\"2\" id=\"feat-905\" /> <document level=\"2\" id=\"feat-906\" />",
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"summary_markdown": "You have presented yourself to a Hellknight citadel as a candidate to become a fearsome Hellknight. You believe that all who live must be forced to …",
"text": " Hellknight Armiger Source World Guide pg. 107 2.0 You have presented yourself to a Hellknight citadel as a candidate to become a fearsome Hellknight. You believe that all who live must be forced to obey law, and you adventure as a test of your loyalty, discipline, and courage. Someday you will take the Hellknight test and battle a devil in single combat to prove your strength and join the Hellknight ranks. Hellknight Options A character who is a member of the Hellknights has access to the following uncommon options <document level=\"2\" id=\"feat-908\" /> <document level=\"2\" id=\"feat-909\" /> <document level=\"2\" id=\"feat-910\" /> <document level=\"2\" id=\"feat-911\" /> <document level=\"2\" id=\"feat-1075\" /> <document level=\"2\" id=\"feat-1076\" /> <document level=\"2\" id=\"feat-1077\" />",
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"text": " Runescarred Source World Guide pg. 119 2.0 The rune magic of Thassilon and its descendant nations has left its mark on your very flesh. As a runescarred, you have an unusually close connection to this ancient magic, which has become a newly emerging field of study for small pockets of interested scholars in both Varisia and New Thassilon. <document level=\"2\" id=\"feat-913\" /> <document level=\"2\" id=\"feat-914\" /> <document level=\"2\" id=\"feat-915\" /> <document level=\"2\" id=\"feat-916\" />",
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"summary_markdown": "Youve trained as a spy in service of Taldor, learning secrets of disguise, manipulating crowds, and deceiving various sorts of magic users with …",
"text": " Lion Blade Source World Guide pg. 131 2.0 Youve trained as a spy in service of Taldor, learning secrets of disguise, manipulating crowds, and deceiving various sorts of magic users with ease. You likely dropped out of the Kitharodian Academy, Taldors premier bardic college, in order to train at one of the Lion Blades elite Shadow Schools. <document level=\"2\" id=\"feat-918\" /> <document level=\"2\" id=\"feat-919\" /> <document level=\"2\" id=\"feat-920\" /> <document level=\"2\" id=\"feat-921\" /> <document level=\"2\" id=\"feat-922\" />",
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"summary_markdown": "Bellflower tillers handle most of the ground-level efforts of freeing slaves and escorting them to safety. They use farming-related code words to …",
"text": " Bellflower Tiller May contain spoilers from Age of Ashes Source Pathfinder #147: Tomorrow Must Burn pg. 75 Bellflower tillers handle most of the ground-level efforts of freeing slaves and escorting them to safety. They use farming-related code words to hide their work: a tillers freed slaves are her “crop,” which she moves along secretive paths termed “rows,” taking shelter in secret hideouts referred to as “barns.” <document level=\"2\" id=\"feat-930\" /> <document level=\"2\" id=\"feat-931\" /> <document level=\"2\" id=\"feat-929\" /> <document level=\"2\" id=\"feat-933\" /> <document level=\"2\" id=\"feat-932\" /> <document level=\"2\" id=\"feat-934\" />",
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"markdown": "<title level=\"1\" right=\"Archetype 4\" pfs=\"Standard\">[Firebrand Braggart](/Archetypes.aspx?ID=24)</title>\n\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 74 <sup>2.0</sup></row>\n\nThe following archetype is available to prominent members of the Firebrands. \n\n Many Firebrands travel the Inner Sea region drawing attention to themselves, making great shows of their exploits, and proclaiming their great deeds.\n\n<document level=\"2\" id=\"feat-1067\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1068\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1069\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1070\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1071\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1072\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1073\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1074\"\n\n/>",
"name": "Firebrand Braggart",
"pfs": "Standard",
"prerequisite": "Charisma 14; second mark member of the Firebrands",
"prerequisite_markdown": "Charisma 14; second mark member of the Firebrands",
"rarity": "uncommon",
"release_date": "2019-10-16",
"resistance": {},
"search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 74 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\nCharisma 14; second mark member of the Firebrands\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe following archetype is available to prominent members of the Firebrands. Many Firebrands travel the Inner Sea region drawing attention to …\r\n</summary>",
"source": [
"Character Guide"
],
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"Character Guide pg. 74"
],
"source_category": "Lost Omens",
"source_markdown": "<row gap=\"tiny\">[Character Guide](/Sources.aspx?ID=12) pg. 74 <sup>2.0</sup></row>",
"speed": {},
"summary": "The following archetype is available to prominent members of the Firebrands. Many Firebrands travel the Inner Sea region drawing attention to …",
"summary_markdown": "The following archetype is available to prominent members of the Firebrands. Many Firebrands travel the Inner Sea region drawing attention to …",
"text": " Firebrand Braggart Source Character Guide pg. 74 2.0 The following archetype is available to prominent members of the Firebrands. Many Firebrands travel the Inner Sea region drawing attention to themselves, making great shows of their exploits, and proclaiming their great deeds. <document level=\"2\" id=\"feat-1068\" /> <document level=\"2\" id=\"feat-1069\" /> <document level=\"2\" id=\"feat-1070\" /> <document level=\"2\" id=\"feat-1071\" /> <document level=\"2\" id=\"feat-1072\" /> <document level=\"2\" id=\"feat-1073\" /> <document level=\"2\" id=\"feat-1074\" />",
"trait": [
"Uncommon"
],
"trait_markdown": "[Uncommon](/Traits.aspx?ID=159)",
"trait_raw": [
"Uncommon"
],
"type": "Archetype",
"url": "/Archetypes.aspx?ID=24",
"weakness": {}
},
{
"archetype": [
"Hellknight"
],
"archetype_category": [
"Faction"
],
"breadcrumbs_spa": [],
"category": "archetype",
"exclude_from_search": false,
"id": "archetype-25",
"level": 6,
"markdown": "<title level=\"1\" right=\"Archetype 6\" pfs=\"Standard\">[Hellknight](/Archetypes.aspx?ID=25)</title>\n\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 84 <sup>2.0</sup></row>\n\nHellknights are among the fiercest warriors in the Inner Sea region, as they have emerged from hell-forged trials ready to serve as faceless bastions of law wherever chaos might threaten to rear.\r\n\r\n<title level=\"3\">Hellknight Archetypes</title>\r\n\r\nThe following archetypes represent fully inducted members of a Hellknight order. You can select the dedication feats for these archetypes even if you havent yet gained three feats from the [Hellknight armiger](/Archetypes.aspx?ID=20) archetype. A character cant have both the Hellknight and [Hellknight signifer](/Archetypes.aspx?ID=26) archetypes.\n\n<document level=\"2\" id=\"feat-1078\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1079\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1080\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1081\"\n\n/>",
"name": "Hellknight",
"pfs": "Standard",
"prerequisite": "Hellknight Armiger Dedication; lawful alignment; member of a Hellknight Order; passed the Hellknight Test",
"prerequisite_markdown": "[Hellknight Armiger Dedication](/Feats.aspx?ID=907); lawful alignment; member of a Hellknight Order; passed the Hellknight Test",
"rarity": "uncommon",
"release_date": "2019-10-16",
"resistance": {},
"search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 84 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\n[Hellknight Armiger Dedication](/Feats.aspx?ID=907); lawful alignment; member of a Hellknight Order; passed the Hellknight Test\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nHellknights are among the fiercest warriors in the Inner Sea region, as they have emerged from hell-forged trials ready to serve as faceless bastions …\r\n</summary>",
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"Character Guide"
],
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"Character Guide pg. 84"
],
"source_category": "Lost Omens",
"source_markdown": "<row gap=\"tiny\">[Character Guide](/Sources.aspx?ID=12) pg. 84 <sup>2.0</sup></row>",
"speed": {},
"summary": "Hellknights are among the fiercest warriors in the Inner Sea region, as they have emerged from hell-forged trials ready to serve as faceless bastions …",
"summary_markdown": "Hellknights are among the fiercest warriors in the Inner Sea region, as they have emerged from hell-forged trials ready to serve as faceless bastions …",
"text": " Hellknight Source Character Guide pg. 84 2.0 Hellknights are among the fiercest warriors in the Inner Sea region, as they have emerged from hell-forged trials ready to serve as faceless bastions of law wherever chaos might threaten to rear. Hellknight Archetypes The following archetypes represent fully inducted members of a Hellknight order. You can select the dedication feats for these archetypes even if you havent yet gained three feats from the Hellknight armiger archetype. A character cant have both the Hellknight and Hellknight signifer archetypes. <document level=\"2\" id=\"feat-1079\" /> <document level=\"2\" id=\"feat-1080\" /> <document level=\"2\" id=\"feat-1081\" />",
"trait": [
"Uncommon"
],
"trait_markdown": "[Uncommon](/Traits.aspx?ID=159)",
"trait_raw": [
"Uncommon"
],
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"url": "/Archetypes.aspx?ID=25",
"weakness": {}
},
{
"archetype": [
"Hellknight Signifer"
],
"archetype_category": [
"Faction"
],
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"category": "archetype",
"exclude_from_search": false,
"id": "archetype-26",
"level": 6,
"markdown": "<title level=\"1\" right=\"Archetype 6\" pfs=\"Standard\">[Hellknight Signifer](/Archetypes.aspx?ID=26)</title>\n\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 85 <sup>2.0</sup></row>\n\nSignifers are the powerful and enigmatic Hellknight spellcasters who support and sometimes lead other Hellknights on their missions to enforce unwavering law. Formidable in their own right, signifers are trained to be unstoppable forces of order and authority when they stand alongside their martial counterparts.\r\n\r\n<title level=\"3\">Hellknight Archetypes</title>\r\n\r\nThe following archetypes represent fully inducted members of a Hellknight order. You can select the dedication feats for these archetypes even if you havent yet gained three feats from the [Hellknight armiger](/Archetypes.aspx?ID=20) archetype. A character cant have both the [Hellknight](/Archetypes.aspx?ID=25) and Hellknight signifer archetypes.\n\n<document level=\"2\" id=\"feat-1082\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1083\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1084\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1085\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1086\"\n\n/>",
"name": "Hellknight Signifer",
"pfs": "Standard",
"prerequisite": "spellcasting class feature; Hellknight Armiger Dedication; lawful alignment; member of a Hellknight Order; passed the Hellknight Test",
"prerequisite_markdown": "spellcasting class feature; [Hellknight Armiger Dedication](/Feats.aspx?ID=907); lawful alignment; member of a Hellknight Order; passed the Hellknight Test",
"rarity": "uncommon",
"release_date": "2019-10-16",
"resistance": {},
"search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 85 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\nspellcasting class feature; [Hellknight Armiger Dedication](/Feats.aspx?ID=907); lawful alignment; member of a Hellknight Order; passed the Hellknight Test\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSignifers are the powerful and enigmatic Hellknight spellcasters who support and sometimes lead other Hellknights on their missions to enforce …\r\n</summary>",
"source": [
"Character Guide"
],
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"Character Guide pg. 85"
],
"source_category": "Lost Omens",
"source_markdown": "<row gap=\"tiny\">[Character Guide](/Sources.aspx?ID=12) pg. 85 <sup>2.0</sup></row>",
"speed": {},
"summary": "Signifers are the powerful and enigmatic Hellknight spellcasters who support and sometimes lead other Hellknights on their missions to enforce …",
"summary_markdown": "Signifers are the powerful and enigmatic Hellknight spellcasters who support and sometimes lead other Hellknights on their missions to enforce …",
"text": " Hellknight Signifer Source Character Guide pg. 85 2.0 Signifers are the powerful and enigmatic Hellknight spellcasters who support and sometimes lead other Hellknights on their missions to enforce unwavering law. Formidable in their own right, signifers are trained to be unstoppable forces of order and authority when they stand alongside their martial counterparts. Hellknight Archetypes The following archetypes represent fully inducted members of a Hellknight order. You can select the dedication feats for these archetypes even if you havent yet gained three feats from the Hellknight armiger archetype. A character cant have both the Hellknight and Hellknight signifer archetypes. <document level=\"2\" id=\"feat-1083\" /> <document level=\"2\" id=\"feat-1084\" /> <document level=\"2\" id=\"feat-1085\" /> <document level=\"2\" id=\"feat-1086\" />",
"trait": [
"Uncommon"
],
"trait_markdown": "[Uncommon](/Traits.aspx?ID=159)",
"trait_raw": [
"Uncommon"
],
"type": "Archetype",
"url": "/Archetypes.aspx?ID=26",
"weakness": {}
},
{
"access": "A character who is a member of the Knights of Lastwall has access to this option.",
"archetype": [
"Knight Vigilant"
],
"archetype_category": [
"Faction"
],
"breadcrumbs_spa": [],
"category": "archetype",
"exclude_from_search": false,
"id": "archetype-27",
"level": 6,
"markdown": "<title level=\"1\" right=\"Archetype 6\" pfs=\"Standard\">[Knight Vigilant](/Archetypes.aspx?ID=27)</title>\n\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 94 <sup>2.0</sup></row>\n\nTaking their lead from heroic stories of the Shining Crusade, the knights vigilant stand as a courageous example of morality and honor.\r\n\r\n<title level=\"3\">Knights of Lastwall Archetypes</title>\r\n\r\nThe following archetypes are uncommon but are available to members of the Knights of Lastwall. Qualifying characters with the [Lastwall sentry](/Archetypes.aspx?ID=15) archetype can select one of these dedications even without gaining three feats from the Lastwall sentry archetype, and each of these archetypes feats fulfills the [Lastwall Sentry Dedications](/Feats.aspx?ID=882) special requirement despite not being from the Lastwall sentry archetype.\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-1092\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3577\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3578\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3579\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-229\"\r\noverride-title-right=\"Feat 8*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1093\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3580\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1094\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3581\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3582\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3620\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2169\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1095\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3583\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1096\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-404\"\r\noverride-title-right=\"Feat 12*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3584\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3585\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3586\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3587\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3588\"\n\n/>",
"name": "Knight Vigilant",
"pfs": "Standard",
"prerequisite": "Trained in Religion; any good alignment; member of the Knights of Lastwall of knight rank",
"prerequisite_markdown": "Trained in [Religion](/Skills.aspx?ID=13); any good alignment; member of the Knights of Lastwall of knight rank",
"rarity": "uncommon",
"release_date": "2019-10-16",
"resistance": {},
"search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 94 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\nTrained in [Religion](/Skills.aspx?ID=13); any good alignment; member of the Knights of Lastwall of knight rank\r\n\r\n**Access**\r\nA character who is a member of the Knights of Lastwall has access to this option.\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nTaking their lead from heroic stories of the Shining Crusade, the knights vigilant stand as a courageous example of morality and honor.\r\n</summary>",
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"Character Guide"
],
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"Character Guide pg. 94"
],
"source_category": "Lost Omens",
"source_markdown": "<row gap=\"tiny\">[Character Guide](/Sources.aspx?ID=12) pg. 94 <sup>2.0</sup></row>",
"speed": {},
"summary": "Taking their lead from heroic stories of the Shining Crusade, the knights vigilant stand as a courageous example of morality and honor.",
"summary_markdown": "Taking their lead from heroic stories of the Shining Crusade, the knights vigilant stand as a courageous example of morality and honor.",
"text": " Knight Vigilant Source Character Guide pg. 94 2.0 Taking their lead from heroic stories of the Shining Crusade, the knights vigilant stand as a courageous example of morality and honor. Knights of Lastwall Archetypes The following archetypes are uncommon but are available to members of the Knights of Lastwall. Qualifying characters with the Lastwall sentry archetype can select one of these dedications even without gaining three feats from the Lastwall sentry archetype, and each of these archetypes feats fulfills the Lastwall Sentry Dedications special requirement despite not being from the Lastwall sentry archetype. Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-3577\" /> <document level=\"2\" id=\"feat-3578\" /> <document level=\"2\" id=\"feat-3579\" /> <document level=\"2\" id=\"feat-229\" override-title-right=\"Feat 8 \" /> <document level=\"2\" id=\"feat-1093\" /> <document level=\"2\" id=\"feat-3580\" /> <document level=\"2\" id=\"feat-1094\" /> <document level=\"2\" id=\"feat-3581\" /> <document level=\"2\" id=\"feat-3582\" /> <document level=\"2\" id=\"feat-3620\" /> <document level=\"2\" id=\"feat-2169\" /> <document level=\"2\" id=\"feat-1095\" /> <document level=\"2\" id=\"feat-3583\" /> <document level=\"2\" id=\"feat-1096\" /> <document level=\"2\" id=\"feat-404\" override-title-right=\"Feat 12 \" /> <document level=\"2\" id=\"feat-3584\" /> <document level=\"2\" id=\"feat-3585\" /> <document level=\"2\" id=\"feat-3586\" /> <document level=\"2\" id=\"feat-3587\" /> <document level=\"2\" id=\"feat-3588\" />",
"trait": [
"Uncommon"
],
"trait_markdown": "[Uncommon](/Traits.aspx?ID=159)",
"trait_raw": [
"Uncommon"
],
"type": "Archetype",
"url": "/Archetypes.aspx?ID=27",
"weakness": {}
},
{
"access": "A character who is a member of the Knights of Lastwall has access to this option.",
"archetype": [
"Knight Reclaimant"
],
"archetype_category": [
"Faction"
],
"breadcrumbs_spa": [],
"category": "archetype",
"exclude_from_search": false,
"id": "archetype-28",
"level": 6,
"markdown": "<title level=\"1\" right=\"Archetype 6\" pfs=\"Standard\">[Knight Reclaimant](/Archetypes.aspx?ID=28)</title>\n\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 95 <sup>2.0</sup></row>\n\nKnights reclaimant spend much of their time amid the horrors of the Gravelands, rescuing civilians that remain and striking back against the Whispering Tyrants agents. Accomplishing these goals requires the adoption of subtle tactics, with a focus on stealth and survival.\r\n\r\n<title level=\"3\">Knights of Lastwall Archetypes</title>\r\n\r\nThe following archetypes are uncommon but are available to members of the Knights of Lastwall. Qualifying characters with the [Lastwall sentry](/Archetypes.aspx?ID=15) archetype can select one of these dedications even without gaining three feats from the Lastwall sentry archetype, and each of these archetypes feats fulfills the [Lastwall Sentry Dedications](/Feats.aspx?ID=882) special requirement despite not being from the Lastwall sentry archetype.\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">The Crimson Oath</title>\r\n\r\n_We swear with voices cold as death,<br /> While yet we stand and yet draw breath,<br /> We shall not let the dead endure,<br /> Nor let them taint our lands verdure,<br /> We shall not falter, shall not rout,<br /> But cut them down and burn them out,<br /> We swear on Vigil's shattered walls,<br /> Our Crimson Oath: The Tyrant falls!_\r\n</aside>\r\n\r\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-1097\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3589\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3590\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1098\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-564\"\r\noverride-title-right=\"Feat 8*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-505\"\r\noverride-title-right=\"Feat 8*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1099\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3591\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2168\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1101\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-519\"\r\noverride-title-right=\"Feat 12*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3592\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1100\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3593\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3594\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-579\"\r\noverride-title-right=\"Feat 12*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3595\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3596\"\n\n/>",
"name": "Knight Reclaimant",
"pfs": "Standard",
"prerequisite": "Trained in Stealth; Trained in Survival; any non-evil alignment; member of the Knights of Lastwall of knight rank",
"prerequisite_markdown": "Trained in [Stealth](/Skills.aspx?ID=15); Trained in [Survival](/Skills.aspx?ID=16); any non-evil alignment; member of the Knights of Lastwall of knight rank",
"rarity": "uncommon",
"release_date": "2019-10-16",
"resistance": {},
"search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 95 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\nTrained in [Stealth](/Skills.aspx?ID=15); Trained in [Survival](/Skills.aspx?ID=16); any non-evil alignment; member of the Knights of Lastwall of knight rank\r\n\r\n**Access**\r\nA character who is a member of the Knights of Lastwall has access to this option.\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nKnights reclaimant spend much of their time amid the horrors of the Gravelands, rescuing civilians that remain and striking back against the …\r\n</summary>",
"source": [
"Character Guide"
],
"source_raw": [
"Character Guide pg. 95"
],
"source_category": "Lost Omens",
"source_markdown": "<row gap=\"tiny\">[Character Guide](/Sources.aspx?ID=12) pg. 95 <sup>2.0</sup></row>",
"speed": {},
"summary": "Knights reclaimant spend much of their time amid the horrors of the Gravelands, rescuing civilians that remain and striking back against the …",
"summary_markdown": "Knights reclaimant spend much of their time amid the horrors of the Gravelands, rescuing civilians that remain and striking back against the …",
"text": " Knight Reclaimant Source Character Guide pg. 95 2.0 Knights reclaimant spend much of their time amid the horrors of the Gravelands, rescuing civilians that remain and striking back against the Whispering Tyrants agents. Accomplishing these goals requires the adoption of subtle tactics, with a focus on stealth and survival. Knights of Lastwall Archetypes The following archetypes are uncommon but are available to members of the Knights of Lastwall. Qualifying characters with the Lastwall sentry archetype can select one of these dedications even without gaining three feats from the Lastwall sentry archetype, and each of these archetypes feats fulfills the Lastwall Sentry Dedications special requirement despite not being from the Lastwall sentry archetype. The Crimson Oath We swear with voices cold as death, While yet we stand and yet draw breath, We shall not let the dead endure, Nor let them taint our lands verdure, We shall not falter, shall not rout, But cut them down and burn them out, We swear on Vigil's shattered walls, Our Crimson Oath: The Tyrant falls! Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-3589\" /> <document level=\"2\" id=\"feat-3590\" /> <document level=\"2\" id=\"feat-1098\" /> <document level=\"2\" id=\"feat-564\" override-title-right=\"Feat 8 \" /> <document level=\"2\" id=\"feat-505\" override-title-right=\"Feat 8 \" /> <document level=\"2\" id=\"feat-1099\" /> <document level=\"2\" id=\"feat-3591\" /> <document level=\"2\" id=\"feat-2168\" /> <document level=\"2\" id=\"feat-1101\" /> <document level=\"2\" id=\"feat-519\" override-title-right=\"Feat 12 \" /> <document level=\"2\" id=\"feat-3592\" /> <document level=\"2\" id=\"feat-1100\" /> <document level=\"2\" id=\"feat-3593\" /> <document level=\"2\" id=\"feat-3594\" /> <document level=\"2\" id=\"feat-579\" override-title-right=\"Feat 12 \" /> <document level=\"2\" id=\"feat-3595\" /> <document level=\"2\" id=\"feat-3596\" />",
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Magaambyan Attendant](/Archetypes.aspx?ID=29)</title>\n\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 101 <sup>2.0</sup></row>\n\nMagaambyans attendants have become full members of the Magaambya and begun to learn the secrets of the university. Not all Magaambyan attendants necessarily have this archetype, and this archetype doesnt represent the abilities of all attendants; rather, the archetype represents many of those who have affiliated with a branch and are pursuing conversant rank.\r\n\r\n<title level=\"3\">Halcyon Spells</title>\r\n\r\nThrough hard study, Magaambyans can meld arcane and primal spellcasting. Halcyon spells are spells from the [arcane](/SpellLists.aspx?Tradition=1) or [primal](/SpellLists.aspx?Tradition=4) spell list. You dont gain new halcyon spells via the normal means you typically use to gain spells; instead, you gain new halcyon spells and new spell levels of halcyon spells only through feats. Halcyon spells are prepared or cast just like other spells granted by your class; for example, a [wizard](/Classes.aspx?ID=12) who gained halcyon spells would add them to their spell list and their spellbook, while a [sorcerer](/Classes.aspx?ID=11) would add them to their spell list and their spell repertoire. If you have more than one arcane or primal spellcasting class, you add halcyon spells to all such classes.\n\n Each time you cast a halcyon spell, decide whether it is an arcane or primal spell. You cant heighten a halcyon spell beyond your maximum spell level of halcyon spell, even if you have higher-level spell slots, and you cant select a halcyon spell as a signature spell.\n\n Each time you gain a level and learn new spells, and each time you gain a halcyon feat, you can swap out one of your old halcyon spells for a different halcyon spell of the same level; this is in addition to any swapping from your class, such as via a sorcerers spell repertoire class feature. You can also swap out halcyon spells by retraining during downtime. If you have a spellbook, when you swap out a halcyon spell, you lose the spell from your spellbook entirely.\r\n\r\n<title level=\"3\">Magaambyan Archetypes</title>\r\n\r\nThese archetypes are uncommon, but characters who are Magaambyans of at least attendant rank have access to them. PCs who start off a campaign as members of the Magaambya typically begin at attendant rank and thus have access to these archetypes.\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">The Five Branches of Scholarship</title>\r\n\r\nMagaambyan scholars believe in many fundamental values of scholarship. Key among them are adaptability, camaraderie, imagination, knowledge, and valor. The school's faculty and lessons are divided into five branches, each emphasizing one of these values.\n\n **Cascade Bearers** esteem **imagination**, from the dreams of the most visionary magical theorists to the innovations of creative problem-solvers of all stripes.\n\n **Emerald Boughs** emphasize **camaraderie**, the sense of community and connection to fellow Magaambyans; they also interact with those outside the Magaambya and spread the academy's message.\n\n **Rain-Scribes** value **adaptability** in thoughts and deeds, as well as a willingness to admit errors and learn from past mistakes.\n\n **Tempest-Sun Mages** inspire **valor**, not only the physical courage to stand up for friends and the school, but also the intellectual courage to consider opposing viewpoints and widen one's understanding rather than staying entrenched in a single paradigm.\n\n **Uzunjati** understand that **knowledge** lives in stories passed down through the generations and also is earned every day through personal experience. \r\n</aside>\n\n<document level=\"2\" id=\"feat-1102\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1103\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1104\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1105\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1106\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1107\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1108\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1109\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1110\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1111\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1112\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1113\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1114\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2166\"\n\n/>",
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"search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 101 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\nTrained in [Arcana](/Skills.aspx?ID=2) or Trained in [Nature](/Skills.aspx?ID=10); member of the Magaambya of attendant rank\r\n\r\n**Access**\r\nA character who is Magaambyan of at least attendant rank has access to this option.\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMagaambyans attendants have become full members of the Magaambya and begun to learn the secrets of the university. Not all Magaambyan attendants …\r\n</summary>",
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"summary": "Magaambyans attendants have become full members of the Magaambya and begun to learn the secrets of the university. Not all Magaambyan attendants …",
"summary_markdown": "Magaambyans attendants have become full members of the Magaambya and begun to learn the secrets of the university. Not all Magaambyan attendants …",
"text": " Magaambyan Attendant Source Character Guide pg. 101 2.0 Magaambyans attendants have become full members of the Magaambya and begun to learn the secrets of the university. Not all Magaambyan attendants necessarily have this archetype, and this archetype doesnt represent the abilities of all attendants; rather, the archetype represents many of those who have affiliated with a branch and are pursuing conversant rank. Halcyon Spells Through hard study, Magaambyans can meld arcane and primal spellcasting. Halcyon spells are spells from the arcane or primal spell list. You dont gain new halcyon spells via the normal means you typically use to gain spells; instead, you gain new halcyon spells and new spell levels of halcyon spells only through feats. Halcyon spells are prepared or cast just like other spells granted by your class; for example, a wizard who gained halcyon spells would add them to their spell list and their spellbook, while a sorcerer would add them to their spell list and their spell repertoire. If you have more than one arcane or primal spellcasting class, you add halcyon spells to all such classes. Each time you cast a halcyon spell, decide whether it is an arcane or primal spell. You cant heighten a halcyon spell beyond your maximum spell level of halcyon spell, even if you have higher-level spell slots, and you cant select a halcyon spell as a signature spell. Each time you gain a level and learn new spells, and each time you gain a halcyon feat, you can swap out one of your old halcyon spells for a different halcyon spell of the same level; this is in addition to any swapping from your class, such as via a sorcerers spell repertoire class feature. You can also swap out halcyon spells by retraining during downtime. If you have a spellbook, when you swap out a halcyon spell, you lose the spell from your spellbook entirely. Magaambyan Archetypes These archetypes are uncommon, but characters who are Magaambyans of at least attendant rank have access to them. PCs who start off a campaign as members of the Magaambya typically begin at attendant rank and thus have access to these archetypes. The Five Branches of Scholarship Magaambyan scholars believe in many fundamental values of scholarship. Key among them are adaptability, camaraderie, imagination, knowledge, and valor. The school's faculty and lessons are divided into five branches, each emphasizing one of these values. Cascade Bearers esteem imagination , from the dreams of the most visionary magical theorists to the innovations of creative problem-solvers of all stripes. Emerald Boughs emphasize camaraderie , the sense of community and connection to fellow Magaambyans; they also interact with those outside the Magaambya and spread the academy's message. Rain-Scribes value adaptability in thoughts and deeds, as well as a willingness to admit errors and learn from past mistakes. Tempest-Sun Mages inspire valor , not only the physical courage to stand up for friends and the school, but also the intellectual courage to consider opposing viewpoints and widen one's understanding rather than staying entrenched in a single paradigm. Uzunjati understand that knowledge lives in stories passed down through the generations and also is earned every day through personal experience. <document level=\"2\" id=\"feat-1103\" /> <document level=\"2\" id=\"feat-1104\" /> <document level=\"2\" id=\"feat-1105\" /> <document level=\"2\" id=\"feat-1106\" /> <document level=\"2\" id=\"feat-1107\" /> <document level=\"2\" id=\"feat-1108\" /> <document level=\"2\" id=\"feat-1109\" /> <document level=\"2\" id=\"feat-1110\" /> <document level=\"2\" id=\"feat-1111\" /> <document level=\"2\" id=\"feat-1112\" /> <document level=\"2\" id=\"feat-1113\" /> <document level=\"2\" id=\"feat-1114\" /> <document level=\"2\" id=\"feat-2166\" />",
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"access": "A character who is Magaambyan of at least attendant rank has access to this option.",
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"markdown": "<title level=\"1\" right=\"Archetype 6\" pfs=\"Standard\">[Halcyon Speaker](/Archetypes.aspx?ID=30)</title>\n\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 104 <sup>2.0</sup></row>\n\nOne of Old-Mage Jatembes central lessons was that magic was magic, no matter what the source. Though the Magaambya seeks to hold true to Jatembes teachings by aiming to understand magic of all kinds, the mages of the Magaambya have found the most success with magic rooted in the material world. Halcyon speakers are powerful conversants who epitomize the Magaambyan practice of blending arcane and primal magic, seeing both traditions as flowing from the same wellspring.\r\n\r\n<title level=\"3\">Halcyon Spells</title>\r\n\r\nThrough hard study, Magaambyans can meld arcane and primal spellcasting. Halcyon spells are spells from the [arcane](/SpellLists.aspx?Tradition=1) or [primal](/SpellLists.aspx?Tradition=4) spell list. You dont gain new halcyon spells via the normal means you typically use to gain spells; instead, you gain new halcyon spells and new spell levels of halcyon spells only through feats. Halcyon spells are prepared or cast just like other spells granted by your class; for example, a [wizard](/Classes.aspx?ID=12) who gained halcyon spells would add them to their spell list and their spellbook, while a [sorcerer](/Classes.aspx?ID=11) would add them to their spell list and their spell repertoire. If you have more than one arcane or primal spellcasting class, you add halcyon spells to all such classes.\n\n Each time you cast a halcyon spell, decide whether it is an arcane or primal spell. You cant heighten a halcyon spell beyond your maximum spell level of halcyon spell, even if you have higher-level spell slots, and you cant select a halcyon spell as a signature spell.\n\n Each time you gain a level and learn new spells, and each time you gain a halcyon feat, you can swap out one of your old halcyon spells for a different halcyon spell of the same level; this is in addition to any swapping from your class, such as via a sorcerers spell repertoire class feature. You can also swap out halcyon spells by retraining during downtime. If you have a spellbook, when you swap out a halcyon spell, you lose the spell from your spellbook entirely.\r\n\r\n<title level=\"3\">Magaambyan Archetypes</title>\r\n\r\nThese archetypes are uncommon, but characters who are Magaambyans of at least attendant rank have access to them. PCs who start off a campaign as members of the Magaambya typically begin at attendant rank and thus have access to these archetypes.\n\n<document level=\"2\" id=\"feat-1115\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1116\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1117\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1118\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1119\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1120\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1121\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1122\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1123\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1124\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1125\"\n\n/>",
"name": "Halcyon Speaker",
"pfs": "Standard",
"prerequisite": "Magaambyan Attendant Dedication; member of the Magaambya of conversant rank",
"prerequisite_markdown": "[Magaambyan Attendant Dedication](/Feats.aspx?ID=1102); member of the Magaambya of conversant rank",
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"search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 104 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\n[Magaambyan Attendant Dedication](/Feats.aspx?ID=1102); member of the Magaambya of conversant rank\r\n\r\n**Access**\r\nA character who is Magaambyan of at least attendant rank has access to this option.\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nOne of Old-Mage Jatembes central lessons was that magic was magic, no matter what the source. Though the Magaambya seeks to hold true to Jatembes …\r\n</summary>",
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"summary_markdown": "One of Old-Mage Jatembes central lessons was that magic was magic, no matter what the source. Though the Magaambya seeks to hold true to Jatembes …",
"text": " Halcyon Speaker Source Character Guide pg. 104 2.0 One of Old-Mage Jatembes central lessons was that magic was magic, no matter what the source. Though the Magaambya seeks to hold true to Jatembes teachings by aiming to understand magic of all kinds, the mages of the Magaambya have found the most success with magic rooted in the material world. Halcyon speakers are powerful conversants who epitomize the Magaambyan practice of blending arcane and primal magic, seeing both traditions as flowing from the same wellspring. Halcyon Spells Through hard study, Magaambyans can meld arcane and primal spellcasting. Halcyon spells are spells from the arcane or primal spell list. You dont gain new halcyon spells via the normal means you typically use to gain spells; instead, you gain new halcyon spells and new spell levels of halcyon spells only through feats. Halcyon spells are prepared or cast just like other spells granted by your class; for example, a wizard who gained halcyon spells would add them to their spell list and their spellbook, while a sorcerer would add them to their spell list and their spell repertoire. If you have more than one arcane or primal spellcasting class, you add halcyon spells to all such classes. Each time you cast a halcyon spell, decide whether it is an arcane or primal spell. You cant heighten a halcyon spell beyond your maximum spell level of halcyon spell, even if you have higher-level spell slots, and you cant select a halcyon spell as a signature spell. Each time you gain a level and learn new spells, and each time you gain a halcyon feat, you can swap out one of your old halcyon spells for a different halcyon spell of the same level; this is in addition to any swapping from your class, such as via a sorcerers spell repertoire class feature. You can also swap out halcyon spells by retraining during downtime. If you have a spellbook, when you swap out a halcyon spell, you lose the spell from your spellbook entirely. Magaambyan Archetypes These archetypes are uncommon, but characters who are Magaambyans of at least attendant rank have access to them. PCs who start off a campaign as members of the Magaambya typically begin at attendant rank and thus have access to these archetypes. <document level=\"2\" id=\"feat-1116\" /> <document level=\"2\" id=\"feat-1117\" /> <document level=\"2\" id=\"feat-1118\" /> <document level=\"2\" id=\"feat-1119\" /> <document level=\"2\" id=\"feat-1120\" /> <document level=\"2\" id=\"feat-1121\" /> <document level=\"2\" id=\"feat-1122\" /> <document level=\"2\" id=\"feat-1123\" /> <document level=\"2\" id=\"feat-1124\" /> <document level=\"2\" id=\"feat-1125\" />",
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"access": "A character who is a member of the Pathfinder Society has access to this option.",
"archetype": [
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"markdown": "<title level=\"1\" right=\"Archetype 6\" pfs=\"Standard\">[Scrollmaster](/Archetypes.aspx?ID=31)</title>\n\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 113 <sup>2.0</sup></row>\n\nMembers who align themselves with the Scrolls branch of the Pathfinder Society are fervent seekers of lore, experts in esoterica, and masters of the wealth of knowledge at the Societys disposal. In addition to maintaining and researching the Societys massive collection of tomes and artifacts, these scholars are also eager to adventure in order to add to the Pathfinders archives. They take tremendous pride in their ability to thoroughly observe, research, and catalog creatures and events. Members of the Scrolls value knowledge and preparation above strength and cunning, and they work to hone their intellectual skills. As a Scrollmaster, you are an elite member of this arm of the Society.\r\n\r\n<title level=\"3\">Pathfinder Society Archetypes</title>\r\n\r\nThe following archetypes are uncommon, but are available to members of the Pathfinder Society. Qualifying characters with the [Pathfinder agent archetype](/Archetypes.aspx?ID=13) can select one of these dedication feats even if they have not gained three feats from the Pathfinder agent archetype, and each of these archetypes feats fulfills the [Pathfinder Agent Dedications](/Feats.aspx?ID=871) special requirement despite not being from the Pathfinder agent archetype.\n\n<document level=\"2\" id=\"feat-1130\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2232\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2233\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1131\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2234\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2235\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1132\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2236\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2237\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1133\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2238\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2239\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2240\"\n\n/>",
"name": "Scrollmaster",
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"prerequisite_markdown": "expert in any [Lore](/Skills.aspx?ID=8) skill; member of the Pathfinder Society affiliated with the School of Scrolls",
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"search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 113 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\nexpert in any [Lore](/Skills.aspx?ID=8) skill; member of the Pathfinder Society affiliated with the School of Scrolls\r\n\r\n**Access**\r\nA character who is a member of the Pathfinder Society has access to this option.\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMembers who align themselves with the Scrolls branch of the Pathfinder Society are fervent seekers of lore, experts in esoterica, and masters of the …\r\n</summary>",
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"text": " Scrollmaster Source Character Guide pg. 113 2.0 Members who align themselves with the Scrolls branch of the Pathfinder Society are fervent seekers of lore, experts in esoterica, and masters of the wealth of knowledge at the Societys disposal. In addition to maintaining and researching the Societys massive collection of tomes and artifacts, these scholars are also eager to adventure in order to add to the Pathfinders archives. They take tremendous pride in their ability to thoroughly observe, research, and catalog creatures and events. Members of the Scrolls value knowledge and preparation above strength and cunning, and they work to hone their intellectual skills. As a Scrollmaster, you are an elite member of this arm of the Society. Pathfinder Society Archetypes The following archetypes are uncommon, but are available to members of the Pathfinder Society. Qualifying characters with the Pathfinder agent archetype can select one of these dedication feats even if they have not gained three feats from the Pathfinder agent archetype, and each of these archetypes feats fulfills the Pathfinder Agent Dedications special requirement despite not being from the Pathfinder agent archetype. <document level=\"2\" id=\"feat-2232\" /> <document level=\"2\" id=\"feat-2233\" /> <document level=\"2\" id=\"feat-1131\" /> <document level=\"2\" id=\"feat-2234\" /> <document level=\"2\" id=\"feat-2235\" /> <document level=\"2\" id=\"feat-1132\" /> <document level=\"2\" id=\"feat-2236\" /> <document level=\"2\" id=\"feat-2237\" /> <document level=\"2\" id=\"feat-1133\" /> <document level=\"2\" id=\"feat-2238\" /> <document level=\"2\" id=\"feat-2239\" /> <document level=\"2\" id=\"feat-2240\" />",
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"text": " Investigator Source Advanced Player's Guide pg. 151 2.0 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. <document level=\"2\" id=\"feat-1845\" /> <document level=\"2\" id=\"feat-1846\" /> <document level=\"2\" id=\"feat-1847\" /> <document level=\"2\" id=\"feat-1848\" /> <document level=\"2\" id=\"feat-1849\" /> <document level=\"2\" id=\"feat-1850\" />",
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"summary_markdown": "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 …",
"text": " Swashbuckler Source Advanced Player's Guide pg. 153 2.0 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. <document level=\"2\" id=\"feat-1860\" /> <document level=\"2\" id=\"feat-1861\" /> <document level=\"2\" id=\"feat-1862\" /> <document level=\"2\" id=\"feat-1863\" /> <document level=\"2\" id=\"feat-1864\" /> <document level=\"2\" id=\"feat-1865\" />",
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"name": "Witch",
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"summary": "The witch archetype grants versatile prepared spells, perfect for characters looking to add some extra utility.",
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"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 155 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\nTrained in [Acrobatics](/Skills.aspx?ID=1)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou have trained your body to perform incredible, seemingly superhuman feats of grace. You move in ways that leave your opponents caught off guard …\r\n</summary>",
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"text": " Acrobat Source Advanced Player's Guide pg. 155 2.0 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. <document level=\"2\" id=\"feat-1874\" /> <document level=\"2\" id=\"feat-1875\" /> <document level=\"2\" id=\"feat-1876\" /> <document level=\"2\" id=\"feat-4144\" /> <document level=\"2\" id=\"feat-1877\" /> <document level=\"2\" id=\"feat-4148\" /> <document level=\"2\" id=\"feat-1878\" /> <document level=\"2\" id=\"feat-4151\" />",
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"type": "Archetype",
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{
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"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Archaeologist](/Archetypes.aspx?ID=46)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 156 <sup>2.0</sup></row>\n\nAdventurers 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.\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-1879\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4132\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1880\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1881\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-551\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1882\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1883\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-572\"\r\noverride-title-right=\"Feat 10*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1884\"\n\n/>",
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"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 156 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\ntrained in Perception; Trained in [Society](/Skills.aspx?ID=14); Trained in [Thievery](/Skills.aspx?ID=17)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAdventurers raid tombs for material gain, but true archaeologists treasure the knowledge gained from such sites. You might accomplish your goals with …\r\n</summary>",
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"summary_markdown": "Adventurers raid tombs for material gain, but true archaeologists treasure the knowledge gained from such sites. You might accomplish your goals with …",
"text": " Archaeologist Source Advanced Player's Guide pg. 156 2.0 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 This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-4132\" /> <document level=\"2\" id=\"feat-1880\" /> <document level=\"2\" id=\"feat-1881\" /> <document level=\"2\" id=\"feat-551\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-1882\" /> <document level=\"2\" id=\"feat-1883\" /> <document level=\"2\" id=\"feat-572\" override-title-right=\"Feat 10 \" /> <document level=\"2\" id=\"feat-1884\" />",
"trait_markdown": "",
"type": "Archetype",
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{
"archetype": [
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"id": "archetype-47",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Archer](/Archetypes.aspx?ID=47)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 157 <sup>2.0</sup></row>\n\nBows 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.\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-1885\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-364\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-358\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1886\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1887\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1888\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-370\"\r\noverride-title-right=\"Feat 6*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1724\"\r\noverride-title-right=\"Feat 6*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-504\"\r\noverride-title-right=\"Feat 6*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3616\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1889\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-387\"\r\noverride-title-right=\"Feat 8*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-392\"\r\noverride-title-right=\"Feat 10*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-424\"\r\noverride-title-right=\"Feat 18*\"\r\n\r\n/>",
"name": "Archer",
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"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 157 <sup>2.0</sup></row>\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nBows of all types are powerful weapons. Generals and hunters alike recognize the power in dealing death from long distances, and from behind cover. …\r\n</summary>",
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"summary_markdown": "Bows of all types are powerful weapons. Generals and hunters alike recognize the power in dealing death from long distances, and from behind cover. …",
"text": " Archer Source Advanced Player's Guide pg. 157 2.0 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 This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-364\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-358\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-1886\" /> <document level=\"2\" id=\"feat-1887\" /> <document level=\"2\" id=\"feat-1888\" /> <document level=\"2\" id=\"feat-370\" override-title-right=\"Feat 6 \" /> <document level=\"2\" id=\"feat-1724\" override-title-right=\"Feat 6 \" /> <document level=\"2\" id=\"feat-504\" override-title-right=\"Feat 6 \" /> <document level=\"2\" id=\"feat-3616\" /> <document level=\"2\" id=\"feat-1889\" /> <document level=\"2\" id=\"feat-387\" override-title-right=\"Feat 8 \" /> <document level=\"2\" id=\"feat-392\" override-title-right=\"Feat 10 \" /> <document level=\"2\" id=\"feat-424\" override-title-right=\"Feat 18 \" />",
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{
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"name": "Assassin",
"pfs": "Standard",
"prerequisite": "Alchemical Crafting; Trained in Crafting; Trained in Deception; Trained in Stealth",
"prerequisite_markdown": "[Alchemical Crafting](/Feats.aspx?ID=752); Trained in [Crafting](/Skills.aspx?ID=4); Trained in [Deception](/Skills.aspx?ID=5); Trained in [Stealth](/Skills.aspx?ID=15)",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 158 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\n[Alchemical Crafting](/Feats.aspx?ID=752); Trained in [Crafting](/Skills.aspx?ID=4); Trained in [Deception](/Skills.aspx?ID=5); Trained in [Stealth](/Skills.aspx?ID=15)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nTargeted killing through stealth and subterfuge is the expertise of an assassin. While assassins are skilled in ending lives and many are evil, some …\r\n</summary>",
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"text": " Assassin Source Advanced Player's Guide pg. 158 2.0 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 This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-3612\" /> <document level=\"2\" id=\"feat-3613\" /> <document level=\"2\" id=\"feat-1891\" /> <document level=\"2\" id=\"feat-96\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-1892\" /> <document level=\"2\" id=\"feat-563\" override-title-right=\"Feat 6 \" /> <document level=\"2\" id=\"feat-729\" override-title-right=\"Feat 6 \" /> <document level=\"2\" id=\"feat-4143\" /> <document level=\"2\" id=\"feat-1893\" /> <document level=\"2\" id=\"feat-573\" override-title-right=\"Feat 10 \" /> <document level=\"2\" id=\"feat-1894\" />",
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Bastion](/Archetypes.aspx?ID=49)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 159 <sup>2.0</sup></row>\n\nSome 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.\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-1895\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1896\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1087\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1088\"\r\noverride-title-right=\"Feat 6*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1897\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-375\"\r\noverride-title-right=\"Feat 6*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3617\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-383\"\r\noverride-title-right=\"Feat 8*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-229\"\r\noverride-title-right=\"Feat 8*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1898\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-394\"\r\noverride-title-right=\"Feat 10*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-404\"\r\noverride-title-right=\"Feat 12*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1899\"\n\n/>",
"name": "Bastion",
"pfs": "Standard",
"prerequisite": "Shield Block",
"prerequisite_markdown": "[Shield Block](/Feats.aspx?ID=839)",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 159 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\n[Shield Block](/Feats.aspx?ID=839)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSome 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 …\r\n</summary>",
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"Advanced Player's Guide"
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"summary": "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 …",
"summary_markdown": "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 …",
"text": " Bastion Source Advanced Player's Guide pg. 159 2.0 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 This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-1896\" /> <document level=\"2\" id=\"feat-1087\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-1088\" override-title-right=\"Feat 6 \" /> <document level=\"2\" id=\"feat-1897\" /> <document level=\"2\" id=\"feat-375\" override-title-right=\"Feat 6 \" /> <document level=\"2\" id=\"feat-3617\" /> <document level=\"2\" id=\"feat-383\" override-title-right=\"Feat 8 \" /> <document level=\"2\" id=\"feat-229\" override-title-right=\"Feat 8 \" /> <document level=\"2\" id=\"feat-1898\" /> <document level=\"2\" id=\"feat-394\" override-title-right=\"Feat 10 \" /> <document level=\"2\" id=\"feat-404\" override-title-right=\"Feat 12 \" /> <document level=\"2\" id=\"feat-1899\" />",
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{
"archetype": [
"Beastmaster"
],
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"Mystical",
"Core"
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Beastmaster](/Archetypes.aspx?ID=50)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 160 <sup>2.0</sup></row>\n\nYou 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.\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Beastmaster Animal Companions</title>\r\n\r\nIf you're playing a beastmaster, you determine the statistics and abilities of your animal companions according to the rules found [here](/Rules.aspx?ID=149). 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.\n\n<document level=\"2\" id=\"action-601\" />\r\n</aside>\r\n\r\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-1900\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1901\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1902\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1765\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1903\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-499\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1904\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-500\"\r\noverride-title-right=\"Feat 6*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1905\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1906\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1773\"\r\noverride-title-right=\"Feat 10*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1907\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-339\"\r\noverride-title-right=\"Feat 14*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1908\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1909\"\n\n/>",
"name": "Beastmaster",
"pfs": "Standard",
"prerequisite": "Trained in Nature",
"prerequisite_markdown": "Trained in [Nature](/Skills.aspx?ID=10)",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 160 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\nTrained in [Nature](/Skills.aspx?ID=10)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou attract the loyalty of animals, and as your powers increase you can command more of them, briefly inhabit their body to perceive what they …\r\n</summary>",
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"Advanced Player's Guide"
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"Advanced Player's Guide pg. 160"
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"source_markdown": "<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 160 <sup>2.0</sup></row>",
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"summary": "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 …",
"summary_markdown": "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 …",
"text": " Beastmaster Source Advanced Player's Guide pg. 160 2.0 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. Beastmaster Animal Companions If you're playing a beastmaster, you determine the statistics and abilities of your animal companions according to the rules found here. 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. Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-1901\" /> <document level=\"2\" id=\"feat-1902\" /> <document level=\"2\" id=\"feat-1765\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-1903\" /> <document level=\"2\" id=\"feat-499\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-1904\" /> <document level=\"2\" id=\"feat-500\" override-title-right=\"Feat 6 \" /> <document level=\"2\" id=\"feat-1905\" /> <document level=\"2\" id=\"feat-1906\" /> <document level=\"2\" id=\"feat-1773\" override-title-right=\"Feat 10 \" /> <document level=\"2\" id=\"feat-1907\" /> <document level=\"2\" id=\"feat-339\" override-title-right=\"Feat 14 \" /> <document level=\"2\" id=\"feat-1908\" /> <document level=\"2\" id=\"feat-1909\" />",
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"type": "Archetype",
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{
"archetype": [
"Blessed One"
],
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"Mystical",
"Core"
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"id": "archetype-51",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Blessed One](/Archetypes.aspx?ID=51)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 162 <sup>2.0</sup></row>\n\nThrough 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](/Deities.aspx?ID=11) might grant a foul version of the blessed one's powers.\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-1910\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1911\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1671\"\r\noverride-title-right=\"Feat 6*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-225\"\r\noverride-title-right=\"Feat 6*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1912\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1675\"\r\noverride-title-right=\"Feat 8*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-232\"\r\noverride-title-right=\"Feat 10*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1913\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1680\"\r\noverride-title-right=\"Feat 12*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1682\"\r\noverride-title-right=\"Feat 12*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-242\"\r\noverride-title-right=\"Feat 14*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1683\"\r\noverride-title-right=\"Feat 14*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1693\"\r\noverride-title-right=\"Feat 20*\"\r\n\r\n/>",
"name": "Blessed One",
"pfs": "Standard",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 162 <sup>2.0</sup></row>\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThrough luck or deed, heritage or heroics, you carry the blessing of a deity. This blessing manifests as the ability to heal wounds and remove …\r\n</summary>",
"source": [
"Advanced Player's Guide"
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"Advanced Player's Guide pg. 162"
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"source_markdown": "<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 162 <sup>2.0</sup></row>",
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"summary": "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 …",
"summary_markdown": "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 …",
"text": " Blessed One Source Advanced Player's Guide pg. 162 2.0 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 This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-1911\" /> <document level=\"2\" id=\"feat-1671\" override-title-right=\"Feat 6 \" /> <document level=\"2\" id=\"feat-225\" override-title-right=\"Feat 6 \" /> <document level=\"2\" id=\"feat-1912\" /> <document level=\"2\" id=\"feat-1675\" override-title-right=\"Feat 8 \" /> <document level=\"2\" id=\"feat-232\" override-title-right=\"Feat 10 \" /> <document level=\"2\" id=\"feat-1913\" /> <document level=\"2\" id=\"feat-1680\" override-title-right=\"Feat 12 \" /> <document level=\"2\" id=\"feat-1682\" override-title-right=\"Feat 12 \" /> <document level=\"2\" id=\"feat-242\" override-title-right=\"Feat 14 \" /> <document level=\"2\" id=\"feat-1683\" override-title-right=\"Feat 14 \" /> <document level=\"2\" id=\"feat-1693\" override-title-right=\"Feat 20 \" />",
"trait_markdown": "",
"type": "Archetype",
"url": "/Archetypes.aspx?ID=51",
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{
"archetype": [
"Bounty Hunter"
],
"archetype_category": [
"Profession",
"Core"
],
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"category": "archetype",
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"id": "archetype-52",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Bounty Hunter](/Archetypes.aspx?ID=52)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 163 <sup>2.0</sup></row>\n\nWhether 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.\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-1914\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1916\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1915\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1917\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1918\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-526\"\r\noverride-title-right=\"Feat 14*\"\r\n\r\n/>",
"name": "Bounty Hunter",
"pfs": "Standard",
"prerequisite": "Trained in Survival",
"prerequisite_markdown": "Trained in [Survival](/Skills.aspx?ID=16)",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 163 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\nTrained in [Survival](/Skills.aspx?ID=16)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhether for coin, glory, or justice, you know how to track, defeat, and capture dangerous individuals. You're accustomed to perusing wanted posters, …\r\n</summary>",
"source": [
"Advanced Player's Guide"
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"Advanced Player's Guide pg. 163"
],
"source_category": "Rulebooks",
"source_markdown": "<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 163 <sup>2.0</sup></row>",
"speed": {},
"summary": "Whether for coin, glory, or justice, you know how to track, defeat, and capture dangerous individuals. You're accustomed to perusing wanted posters, …",
"summary_markdown": "Whether for coin, glory, or justice, you know how to track, defeat, and capture dangerous individuals. You're accustomed to perusing wanted posters, …",
"text": " Bounty Hunter Source Advanced Player's Guide pg. 163 2.0 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 This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-1916\" /> <document level=\"2\" id=\"feat-1915\" /> <document level=\"2\" id=\"feat-1917\" /> <document level=\"2\" id=\"feat-1918\" /> <document level=\"2\" id=\"feat-526\" override-title-right=\"Feat 14 \" />",
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"type": "Archetype",
"url": "/Archetypes.aspx?ID=52",
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{
"archetype": [
"Cavalier"
],
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"Profession",
"Core"
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Cavalier](/Archetypes.aspx?ID=53)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 164 <sup>2.0</sup></row>\r\n\r\n_[**PFS Note**](/pathfinder-society) A cavalier can pledge to a legal deity, religion, or pantheon, an organization they have access to, or the Pathfinder Society. The edicts and anathema of the Pathfinder Society are as follows: <br /> **Edicts:** Explore important sites, report and record your discoveries, and cooperate with fellow Pathfinders <br /> **Anathema:** Fail to explore, report and cooperate; defy the will of a venture-captain or the Decemvirate_\r\n\r\nYou 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.\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Cavalier Pledges</title>\r\n\r\nMany 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](/DruidicOrders.aspx?ID=1) would be tied to that anathema, while a cavalier pledged to the church of [Abadar](/Deities.aspx?ID=1) 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.\n\n Cavaliers who have pledged themselves can gain access to certain abilities related to that pledge, such as [Cavalier's Banner](/Feats.aspx?ID=1920). If you violate the anathema of your pledge, you lose access to those feats until you benefit from an [_atone_](/Rituals.aspx?ID=2) ritual. Changing the subject of your pledge is equivalent to retraining a class feature.\r\n</aside>\n\n<document level=\"2\" id=\"feat-1919\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1920\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1921\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1922\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1923\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1924\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1925\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1926\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3620\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1927\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1928\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1929\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3621\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1930\"\n\n/>",
"name": "Cavalier",
"pfs": "Standard",
"prerequisite": "Trained in Nature or Trained in Society",
"prerequisite_markdown": "Trained in [Nature](/Skills.aspx?ID=10) or Trained in [Society](/Skills.aspx?ID=14)",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 164 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\nTrained in [Nature](/Skills.aspx?ID=10) or Trained in [Society](/Skills.aspx?ID=14)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou are a skilled and dedicated warrior of the battlefield who specializes in fighting astride a powerful animal companion that serves as your mount. …\r\n</summary>",
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"Advanced Player's Guide"
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"summary": "You are a skilled and dedicated warrior of the battlefield who specializes in fighting astride a powerful animal companion that serves as your mount. …",
"summary_markdown": "You are a skilled and dedicated warrior of the battlefield who specializes in fighting astride a powerful animal companion that serves as your mount. …",
"text": " Cavalier Source Advanced Player's Guide pg. 164 2.0 PFS Note A cavalier can pledge to a legal deity, religion, or pantheon, an organization they have access to, or the Pathfinder Society. The edicts and anathema of the Pathfinder Society are as follows: Edicts: Explore important sites, report and record your discoveries, and cooperate with fellow Pathfinders Anathema: Fail to explore, report and cooperate; defy the will of a venture-captain or the Decemvirate 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 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. <document level=\"2\" id=\"feat-1920\" /> <document level=\"2\" id=\"feat-1921\" /> <document level=\"2\" id=\"feat-1922\" /> <document level=\"2\" id=\"feat-1923\" /> <document level=\"2\" id=\"feat-1924\" /> <document level=\"2\" id=\"feat-1925\" /> <document level=\"2\" id=\"feat-1926\" /> <document level=\"2\" id=\"feat-3620\" /> <document level=\"2\" id=\"feat-1927\" /> <document level=\"2\" id=\"feat-1928\" /> <document level=\"2\" id=\"feat-1929\" /> <document level=\"2\" id=\"feat-3621\" /> <document level=\"2\" id=\"feat-1930\" />",
"trait_markdown": "",
"type": "Archetype",
"url": "/Archetypes.aspx?ID=53",
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{
"archetype": [
"Celebrity"
],
"archetype_category": [
"Profession",
"Core"
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"id": "archetype-54",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Celebrity](/Archetypes.aspx?ID=54)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 166 <sup>2.0</sup></row>\n\nYou'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.\n\n<document level=\"2\" id=\"feat-1931\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1932\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4137\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4139\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1933\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4141\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4145\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4146\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1934\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4150\"\n\n/>",
"name": "Celebrity",
"pfs": "Standard",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 166 <sup>2.0</sup></row>\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou'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 …\r\n</summary>",
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"Advanced Player's Guide"
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"source_markdown": "<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 166 <sup>2.0</sup></row>",
"speed": {},
"summary": "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 …",
"summary_markdown": "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 …",
"text": " Celebrity Source Advanced Player's Guide pg. 166 2.0 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. <document level=\"2\" id=\"feat-1932\" /> <document level=\"2\" id=\"feat-4137\" /> <document level=\"2\" id=\"feat-4139\" /> <document level=\"2\" id=\"feat-1933\" /> <document level=\"2\" id=\"feat-4141\" /> <document level=\"2\" id=\"feat-4145\" /> <document level=\"2\" id=\"feat-4146\" /> <document level=\"2\" id=\"feat-1934\" /> <document level=\"2\" id=\"feat-4150\" />",
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"type": "Archetype",
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{
"archetype": [
"Dandy"
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"Profession",
"Core"
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"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Dandy](/Archetypes.aspx?ID=55)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 167 <sup>2.0</sup></row>\n\nYou 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.\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-1935\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1936\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1937\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4136\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4138\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4139\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1938\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1939\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4145\"\n\n/>",
"name": "Dandy",
"pfs": "Standard",
"prerequisite": "Trained in Diplomacy",
"prerequisite_markdown": "Trained in [Diplomacy](/Skills.aspx?ID=6)",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 167 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\nTrained in [Diplomacy](/Skills.aspx?ID=6)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou are a genteel master of style, culture, and decorum, aware of even the subtlest rules of etiquette. Whether you were born into status, acquired …\r\n</summary>",
"source": [
"Advanced Player's Guide"
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"source_markdown": "<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 167 <sup>2.0</sup></row>",
"speed": {},
"summary": "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 …",
"summary_markdown": "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 …",
"text": " Dandy Source Advanced Player's Guide pg. 167 2.0 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. Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-1936\" /> <document level=\"2\" id=\"feat-1937\" /> <document level=\"2\" id=\"feat-4136\" /> <document level=\"2\" id=\"feat-4138\" /> <document level=\"2\" id=\"feat-4139\" /> <document level=\"2\" id=\"feat-1938\" /> <document level=\"2\" id=\"feat-1939\" /> <document level=\"2\" id=\"feat-4145\" />",
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"access": "You are a kobold with the dragonscaled or spellscaled heritage, a dragon instinct barbarian, or a draconic bloodline sorcerer.",
"archetype": [
"Dragon Disciple"
],
"archetype_category": [
"Mystical",
"Core"
],
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"id": "archetype-56",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Dragon Disciple](/Archetypes.aspx?ID=56)</title>\n\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 168 <sup>2.0</sup></row>\n\nThe 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.\n\n 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.\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Instinct of the Wyrm</title>\r\n\r\nThe 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.\n\n 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.\n\n 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. \r\n</aside>\n\n<document level=\"2\" id=\"feat-1940\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1941\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1942\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1943\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1944\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1945\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3406\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1946\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3407\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1947\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3408\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1948\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1949\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3409\"\n\n/>",
"name": "Dragon Disciple",
"pfs": "Standard",
"rarity": "uncommon",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 168 <sup>2.0</sup></row>\n\n**Access**\r\nYou are a kobold with the dragonscaled or spellscaled heritage, a dragon instinct barbarian, or a draconic bloodline sorcerer.\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe 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 …\r\n</summary>",
"source": [
"Advanced Player's Guide"
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"summary": "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 …",
"summary_markdown": "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 …",
"text": " Dragon Disciple Source Advanced Player's Guide pg. 168 2.0 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. 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. <document level=\"2\" id=\"feat-1941\" /> <document level=\"2\" id=\"feat-1942\" /> <document level=\"2\" id=\"feat-1943\" /> <document level=\"2\" id=\"feat-1944\" /> <document level=\"2\" id=\"feat-1945\" /> <document level=\"2\" id=\"feat-3406\" /> <document level=\"2\" id=\"feat-1946\" /> <document level=\"2\" id=\"feat-3407\" /> <document level=\"2\" id=\"feat-1947\" /> <document level=\"2\" id=\"feat-3408\" /> <document level=\"2\" id=\"feat-1948\" /> <document level=\"2\" id=\"feat-1949\" /> <document level=\"2\" id=\"feat-3409\" />",
"trait": [
"Uncommon"
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"trait_markdown": "[Uncommon](/Traits.aspx?ID=159)",
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"type": "Archetype",
"url": "/Archetypes.aspx?ID=56",
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{
"archetype": [
"Dual-Weapon Warrior"
],
"archetype_category": [
"Combat Style",
"Core"
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"id": "archetype-57",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Dual-Weapon Warrior](/Archetypes.aspx?ID=57)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 170 <sup>2.0</sup></row>\n\nYou'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.\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-1950\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1951\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1952\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-377\"\r\noverride-title-right=\"Feat 6*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1953\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1954\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-523\"\r\noverride-title-right=\"Feat 12*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1955\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-418\"\r\noverride-title-right=\"Feat 16*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-420\"\r\noverride-title-right=\"Feat 16*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-425\"\r\noverride-title-right=\"Feat 18*\"\r\n\r\n/>",
"name": "Dual-Weapon Warrior",
"pfs": "Standard",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 170 <sup>2.0</sup></row>\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou're able to effortlessly fight with multiple weapons simultaneously, weaving your weapons together into a storm of quick attacks. To you, …\r\n</summary>",
"source": [
"Advanced Player's Guide"
],
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"Advanced Player's Guide pg. 170"
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"source_category": "Rulebooks",
"source_markdown": "<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 170 <sup>2.0</sup></row>",
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"summary": "You're able to effortlessly fight with multiple weapons simultaneously, weaving your weapons together into a storm of quick attacks. To you, …",
"summary_markdown": "You're able to effortlessly fight with multiple weapons simultaneously, weaving your weapons together into a storm of quick attacks. To you, …",
"text": " Dual-Weapon Warrior Source Advanced Player's Guide pg. 170 2.0 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 This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-1951\" /> <document level=\"2\" id=\"feat-1952\" /> <document level=\"2\" id=\"feat-377\" override-title-right=\"Feat 6 \" /> <document level=\"2\" id=\"feat-1953\" /> <document level=\"2\" id=\"feat-1954\" /> <document level=\"2\" id=\"feat-523\" override-title-right=\"Feat 12 \" /> <document level=\"2\" id=\"feat-1955\" /> <document level=\"2\" id=\"feat-418\" override-title-right=\"Feat 16 \" /> <document level=\"2\" id=\"feat-420\" override-title-right=\"Feat 16 \" /> <document level=\"2\" id=\"feat-425\" override-title-right=\"Feat 18 \" />",
"trait_markdown": "",
"type": "Archetype",
"url": "/Archetypes.aspx?ID=57",
"weakness": {}
},
{
"archetype": [
"Duelist"
],
"archetype_category": [
"Combat Style",
"Core"
],
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"id": "archetype-58",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Duelist](/Archetypes.aspx?ID=58)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 171 <sup>2.0</sup></row>\n\nAcross 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.\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-1956\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-367\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1957\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4136\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4140\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-380\"\r\noverride-title-right=\"Feat 8*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1958\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-389\"\r\noverride-title-right=\"Feat 10*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-400\"\r\noverride-title-right=\"Feat 12*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1959\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-407\"\r\noverride-title-right=\"Feat 14*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-409\"\r\noverride-title-right=\"Feat 14*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-417\"\r\noverride-title-right=\"Feat 16*\"\r\n\r\n/>",
"name": "Duelist",
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"prerequisite_markdown": "trained in light armor and simple weapons",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 171 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\ntrained in light armor and simple weapons\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAcross the world, students in martial academies practice with their blades to master one-on-one combat. The libraries of such schools hold deep …\r\n</summary>",
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"Advanced Player's Guide"
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"Advanced Player's Guide pg. 171"
],
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"source_markdown": "<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 171 <sup>2.0</sup></row>",
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"summary": "Across the world, students in martial academies practice with their blades to master one-on-one combat. The libraries of such schools hold deep …",
"summary_markdown": "Across the world, students in martial academies practice with their blades to master one-on-one combat. The libraries of such schools hold deep …",
"text": " Duelist Source Advanced Player's Guide pg. 171 2.0 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 This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-367\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-1957\" /> <document level=\"2\" id=\"feat-4136\" /> <document level=\"2\" id=\"feat-4140\" /> <document level=\"2\" id=\"feat-380\" override-title-right=\"Feat 8 \" /> <document level=\"2\" id=\"feat-1958\" /> <document level=\"2\" id=\"feat-389\" override-title-right=\"Feat 10 \" /> <document level=\"2\" id=\"feat-400\" override-title-right=\"Feat 12 \" /> <document level=\"2\" id=\"feat-1959\" /> <document level=\"2\" id=\"feat-407\" override-title-right=\"Feat 14 \" /> <document level=\"2\" id=\"feat-409\" override-title-right=\"Feat 14 \" /> <document level=\"2\" id=\"feat-417\" override-title-right=\"Feat 16 \" />",
"trait_markdown": "",
"type": "Archetype",
"url": "/Archetypes.aspx?ID=58",
"weakness": {}
},
{
"archetype": [
"Eldritch Archer"
],
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"Combat Style",
"Mystical",
"Core"
],
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"id": "archetype-59",
"level": 6,
"markdown": "<title level=\"1\" right=\"Archetype 6\" pfs=\"Standard\">[Eldritch Archer](/Archetypes.aspx?ID=59)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 172 <sup>2.0</sup></row>\n\nWhile 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 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.\n\n 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.\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Elven Arrows</title>\r\n\r\nThe ability to infuse eldritch energy into bow shots is often seen as a kind of [elven](/Ancestries.aspx?ID=2) 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.\n\n 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](/Planes.aspx?ID=18), 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.\r\n</aside>\r\n\r\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-1960\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1961\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1962\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1963\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1964\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1965\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1966\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1967\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1968\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1969\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-426\"\r\noverride-title-right=\"Feat 20*\"\r\n\r\n/>",
"name": "Eldritch Archer",
"pfs": "Standard",
"prerequisite": "expert in at least one type of bow",
"prerequisite_markdown": "expert in at least one type of [bow](/WeaponGroups.aspx?ID=3)",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 172 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\nexpert in at least one type of [bow](/WeaponGroups.aspx?ID=3)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhile 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, …\r\n</summary>",
"source": [
"Advanced Player's Guide"
],
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"Advanced Player's Guide pg. 172"
],
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"summary": "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, …",
"summary_markdown": "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, …",
"text": " Eldritch Archer Source Advanced Player's Guide pg. 172 2.0 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 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. 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. Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-1961\" /> <document level=\"2\" id=\"feat-1962\" /> <document level=\"2\" id=\"feat-1963\" /> <document level=\"2\" id=\"feat-1964\" /> <document level=\"2\" id=\"feat-1965\" /> <document level=\"2\" id=\"feat-1966\" /> <document level=\"2\" id=\"feat-1967\" /> <document level=\"2\" id=\"feat-1968\" /> <document level=\"2\" id=\"feat-1969\" /> <document level=\"2\" id=\"feat-426\" override-title-right=\"Feat 20 \" />",
"trait_markdown": "",
"type": "Archetype",
"url": "/Archetypes.aspx?ID=59",
"weakness": {}
},
{
"archetype": [
"Familiar Master"
],
"archetype_category": [
"Mystical",
"Core"
],
"breadcrumbs_spa": [],
"category": "archetype",
"exclude_from_search": false,
"id": "archetype-60",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Familiar Master](/Archetypes.aspx?ID=60)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 174 <sup>2.0</sup></row>\n\nFrom 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.\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-1970\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-318\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1972\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1971\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1973\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1974\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1975\"\n\n/>",
"name": "Familiar Master",
"pfs": "Standard",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 174 <sup>2.0</sup></row>\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFrom 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 …\r\n</summary>",
"source": [
"Advanced Player's Guide"
],
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"Advanced Player's Guide pg. 174"
],
"source_category": "Rulebooks",
"source_markdown": "<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 174 <sup>2.0</sup></row>",
"speed": {},
"summary": "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 …",
"summary_markdown": "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 …",
"text": " Familiar Master Source Advanced Player's Guide pg. 174 2.0 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 This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-318\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-1972\" /> <document level=\"2\" id=\"feat-1971\" /> <document level=\"2\" id=\"feat-1973\" /> <document level=\"2\" id=\"feat-1974\" /> <document level=\"2\" id=\"feat-1975\" />",
"trait_markdown": "",
"type": "Archetype",
"url": "/Archetypes.aspx?ID=60",
"weakness": {}
},
{
"archetype": [
"Gladiator"
],
"archetype_category": [
"Profession",
"Core"
],
"breadcrumbs_spa": [],
"category": "archetype",
"exclude_from_search": false,
"id": "archetype-61",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Gladiator](/Archetypes.aspx?ID=61)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 175 <sup>2.0</sup></row>\n\nThe roar of the crowd and thrill of competitive combat drive you to become the best—and the fame isn't bad either. \n\nIf 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.\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-1976\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1977\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1978\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1979\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1980\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1981\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4142\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4146\"\n\n/>",
"name": "Gladiator",
"pfs": "Standard",
"prerequisite": "Impressive Performance",
"prerequisite_markdown": "[Impressive Performance](/Feats.aspx?ID=793)",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 175 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\n[Impressive Performance](/Feats.aspx?ID=793)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe 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 …\r\n</summary>",
"source": [
"Advanced Player's Guide"
],
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"Advanced Player's Guide pg. 175"
],
"source_category": "Rulebooks",
"source_markdown": "<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 175 <sup>2.0</sup></row>",
"speed": {},
"summary": "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 …",
"summary_markdown": "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 …",
"text": " Gladiator Source Advanced Player's Guide pg. 175 2.0 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. Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-1977\" /> <document level=\"2\" id=\"feat-1978\" /> <document level=\"2\" id=\"feat-1979\" /> <document level=\"2\" id=\"feat-1980\" /> <document level=\"2\" id=\"feat-1981\" /> <document level=\"2\" id=\"feat-4142\" /> <document level=\"2\" id=\"feat-4146\" />",
"trait_markdown": "",
"type": "Archetype",
"url": "/Archetypes.aspx?ID=61",
"weakness": {}
},
{
"archetype": [
"Herbalist"
],
"archetype_category": [
"Profession",
"Core"
],
"breadcrumbs_spa": [],
"category": "archetype",
"exclude_from_search": false,
"id": "archetype-62",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Herbalist](/Archetypes.aspx?ID=62)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 176 <sup>2.0</sup></row>\n\nThe plants around you can provide more remedies than the finest hospital or temple, and you are skilled in their use.\n\n<document level=\"2\" id=\"feat-1982\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1983\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3614\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1984\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1985\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1986\"\n\n/>",
"name": "Herbalist",
"pfs": "Standard",
"prerequisite": "Trained in Nature; Natural Medicine",
"prerequisite_markdown": "Trained in [Nature](/Skills.aspx?ID=10); [Natural Medicine](/Feats.aspx?ID=815)",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 176 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\nTrained in [Nature](/Skills.aspx?ID=10); [Natural Medicine](/Feats.aspx?ID=815)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe plants around you can provide more remedies than the finest hospital or temple, and you are skilled in their use.\r\n</summary>",
"source": [
"Advanced Player's Guide"
],
"source_raw": [
"Advanced Player's Guide pg. 176"
],
"source_category": "Rulebooks",
"source_markdown": "<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 176 <sup>2.0</sup></row>",
"speed": {},
"summary": "The plants around you can provide more remedies than the finest hospital or temple, and you are skilled in their use.",
"summary_markdown": "The plants around you can provide more remedies than the finest hospital or temple, and you are skilled in their use.",
"text": " Herbalist Source Advanced Player's Guide pg. 176 2.0 The plants around you can provide more remedies than the finest hospital or temple, and you are skilled in their use. <document level=\"2\" id=\"feat-1983\" /> <document level=\"2\" id=\"feat-3614\" /> <document level=\"2\" id=\"feat-1984\" /> <document level=\"2\" id=\"feat-1985\" /> <document level=\"2\" id=\"feat-1986\" />",
"trait_markdown": "",
"type": "Archetype",
"url": "/Archetypes.aspx?ID=62",
"weakness": {}
},
{
"archetype": [
"Horizon Walker"
],
"archetype_category": [
"Mystical",
"Core"
],
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"id": "archetype-63",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Horizon Walker](/Archetypes.aspx?ID=63)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 177 <sup>2.0</sup></row>\n\nMany 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.\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-1987\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1988\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4135\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1989\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1990\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-388\"\r\noverride-title-right=\"Feat 10*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1991\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-517\"\r\noverride-title-right=\"Feat 10*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-524\"\r\noverride-title-right=\"Feat 12*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1992\"\n\n/>",
"name": "Horizon Walker",
"pfs": "Standard",
"prerequisite": "Trained in Survival",
"prerequisite_markdown": "Trained in [Survival](/Skills.aspx?ID=16)",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 177 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\nTrained in [Survival](/Skills.aspx?ID=16)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMany 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, …\r\n</summary>",
"source": [
"Advanced Player's Guide"
],
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"Advanced Player's Guide pg. 177"
],
"source_category": "Rulebooks",
"source_markdown": "<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 177 <sup>2.0</sup></row>",
"speed": {},
"summary": "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, …",
"summary_markdown": "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, …",
"text": " Horizon Walker Source Advanced Player's Guide pg. 177 2.0 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 This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-1988\" /> <document level=\"2\" id=\"feat-4135\" /> <document level=\"2\" id=\"feat-1989\" /> <document level=\"2\" id=\"feat-1990\" /> <document level=\"2\" id=\"feat-388\" override-title-right=\"Feat 10 \" /> <document level=\"2\" id=\"feat-1991\" /> <document level=\"2\" id=\"feat-517\" override-title-right=\"Feat 10 \" /> <document level=\"2\" id=\"feat-524\" override-title-right=\"Feat 12 \" /> <document level=\"2\" id=\"feat-1992\" />",
"trait_markdown": "",
"type": "Archetype",
"url": "/Archetypes.aspx?ID=63",
"weakness": {}
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{
"archetype": [
"Linguist"
],
"archetype_category": [
"Profession",
"Core"
],
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"id": "archetype-64",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Linguist](/Archetypes.aspx?ID=64)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 178 <sup>2.0</sup></row>\n\nWhether you study to further your own ambitions or simply out of fascination with the intricacies of language, your way with words is unparalleled.\n\n<document level=\"2\" id=\"feat-1993\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1994\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1995\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1996\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1997\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1998\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1999\"\n\n/>",
"name": "Linguist",
"pfs": "Standard",
"prerequisite": "you speak at least three languages",
"prerequisite_markdown": "you speak at least three languages",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 178 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\nyou speak at least three languages\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhether you study to further your own ambitions or simply out of fascination with the intricacies of language, your way with words is unparalleled.\r\n</summary>",
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"Advanced Player's Guide"
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"source_markdown": "<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 178 <sup>2.0</sup></row>",
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"summary": "Whether you study to further your own ambitions or simply out of fascination with the intricacies of language, your way with words is unparalleled.",
"summary_markdown": "Whether you study to further your own ambitions or simply out of fascination with the intricacies of language, your way with words is unparalleled.",
"text": " Linguist Source Advanced Player's Guide pg. 178 2.0 Whether you study to further your own ambitions or simply out of fascination with the intricacies of language, your way with words is unparalleled. <document level=\"2\" id=\"feat-1994\" /> <document level=\"2\" id=\"feat-1995\" /> <document level=\"2\" id=\"feat-1996\" /> <document level=\"2\" id=\"feat-1997\" /> <document level=\"2\" id=\"feat-1998\" /> <document level=\"2\" id=\"feat-1999\" />",
"trait_markdown": "",
"type": "Archetype",
"url": "/Archetypes.aspx?ID=64",
"weakness": {}
},
{
"archetype": [
"Loremaster"
],
"archetype_category": [
"Profession",
"Core"
],
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"category": "archetype",
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"id": "archetype-65",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Loremaster](/Archetypes.aspx?ID=65)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 179 <sup>2.0</sup></row>\n\nKnowledge 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.\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-2000\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-186\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2001\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2002\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2003\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1640\"\r\noverride-title-right=\"Feat 8*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2004\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1652\"\r\noverride-title-right=\"Feat 14*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-205\"\r\noverride-title-right=\"Feat 16*\"\r\n\r\n/>",
"name": "Loremaster",
"pfs": "Standard",
"prerequisite": "trained in at least one skill to Decipher Writing",
"prerequisite_markdown": "trained in at least one skill to [Decipher Writing](/Actions.aspx?ID=22)",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 179 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\ntrained in at least one skill to [Decipher Writing](/Actions.aspx?ID=22)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nKnowledge 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 …\r\n</summary>",
"source": [
"Advanced Player's Guide"
],
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"Advanced Player's Guide pg. 179"
],
"source_category": "Rulebooks",
"source_markdown": "<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 179 <sup>2.0</sup></row>",
"speed": {},
"summary": "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 …",
"summary_markdown": "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 …",
"text": " Loremaster Source Advanced Player's Guide pg. 179 2.0 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 This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-186\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-2001\" /> <document level=\"2\" id=\"feat-2002\" /> <document level=\"2\" id=\"feat-2003\" /> <document level=\"2\" id=\"feat-1640\" override-title-right=\"Feat 8 \" /> <document level=\"2\" id=\"feat-2004\" /> <document level=\"2\" id=\"feat-1652\" override-title-right=\"Feat 14 \" /> <document level=\"2\" id=\"feat-205\" override-title-right=\"Feat 16 \" />",
"trait_markdown": "",
"type": "Archetype",
"url": "/Archetypes.aspx?ID=65",
"weakness": {}
},
{
"archetype": [
"Marshal"
],
"archetype_category": [
"Profession",
"Core"
],
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"category": "archetype",
"exclude_from_search": false,
"id": "archetype-66",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Marshal](/Archetypes.aspx?ID=66)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 180 <sup>2.0</sup></row>\n\nMarshals 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.\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-2005\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4134\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2006\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2007\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3615\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2008\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2009\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2010\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2011\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-145\"\r\noverride-title-right=\"Feat 8*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2012\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2013\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2014\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2015\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2016\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2017\"\n\n/>",
"name": "Marshal",
"pfs": "Standard",
"prerequisite": "trained in martial weapons; Trained in Diplomacy or Trained in Intimidation",
"prerequisite_markdown": "trained in martial weapons; Trained in [Diplomacy](/Skills.aspx?ID=6) or Trained in [Intimidation](/Skills.aspx?ID=7)",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 180 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\ntrained in martial weapons; Trained in [Diplomacy](/Skills.aspx?ID=6) or Trained in [Intimidation](/Skills.aspx?ID=7)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMarshals are leaders, first and foremost. Marshals can come from any class or background, though they all share a willingness to sacrifice their own …\r\n</summary>",
"source": [
"Advanced Player's Guide"
],
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"Advanced Player's Guide pg. 180"
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"source_markdown": "<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 180 <sup>2.0</sup></row>",
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"summary": "Marshals are leaders, first and foremost. Marshals can come from any class or background, though they all share a willingness to sacrifice their own …",
"summary_markdown": "Marshals are leaders, first and foremost. Marshals can come from any class or background, though they all share a willingness to sacrifice their own …",
"text": " Marshal Source Advanced Player's Guide pg. 180 2.0 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 This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-4134\" /> <document level=\"2\" id=\"feat-2006\" /> <document level=\"2\" id=\"feat-2007\" /> <document level=\"2\" id=\"feat-3615\" /> <document level=\"2\" id=\"feat-2008\" /> <document level=\"2\" id=\"feat-2009\" /> <document level=\"2\" id=\"feat-2010\" /> <document level=\"2\" id=\"feat-2011\" /> <document level=\"2\" id=\"feat-145\" override-title-right=\"Feat 8 \" /> <document level=\"2\" id=\"feat-2012\" /> <document level=\"2\" id=\"feat-2013\" /> <document level=\"2\" id=\"feat-2014\" /> <document level=\"2\" id=\"feat-2015\" /> <document level=\"2\" id=\"feat-2016\" /> <document level=\"2\" id=\"feat-2017\" />",
"trait_markdown": "",
"type": "Archetype",
"url": "/Archetypes.aspx?ID=66",
"weakness": {}
},
{
"archetype": [
"Martial Artist"
],
"archetype_category": [
"Combat Style",
"Core"
],
"breadcrumbs_spa": [],
"category": "archetype",
"exclude_from_search": false,
"id": "archetype-67",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Martial Artist](/Archetypes.aspx?ID=67)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 182 <sup>2.0</sup></row>\n\nYou 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.\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-2018\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3575\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-438\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-430\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-431\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1733\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-435\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1735\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-436\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-437\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2019\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3576\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-450\"\r\noverride-title-right=\"Feat 8*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-451\"\r\noverride-title-right=\"Feat 8*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1741\"\r\noverride-title-right=\"Feat 8*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2020\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-453\"\r\noverride-title-right=\"Feat 8*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1744\"\r\noverride-title-right=\"Feat 8*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-454\"\r\noverride-title-right=\"Feat 8*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-457\"\r\noverride-title-right=\"Feat 8*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3572\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2021\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-474\"\r\noverride-title-right=\"Feat 16*\"\r\n\r\n/>",
"name": "Martial Artist",
"pfs": "Standard",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 182 <sup>2.0</sup></row>\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou have trained in the martial arts, making your unarmed strikes lethal. You seek neither mysticism nor enlightenment, and you don't view this …\r\n</summary>",
"source": [
"Advanced Player's Guide"
],
"source_raw": [
"Advanced Player's Guide pg. 182"
],
"source_category": "Rulebooks",
"source_markdown": "<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 182 <sup>2.0</sup></row>",
"speed": {},
"summary": "You have trained in the martial arts, making your unarmed strikes lethal. You seek neither mysticism nor enlightenment, and you don't view this …",
"summary_markdown": "You have trained in the martial arts, making your unarmed strikes lethal. You seek neither mysticism nor enlightenment, and you don't view this …",
"text": " Martial Artist Source Advanced Player's Guide pg. 182 2.0 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 This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-3575\" /> <document level=\"2\" id=\"feat-438\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-430\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-431\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-1733\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-435\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-1735\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-436\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-437\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-2019\" /> <document level=\"2\" id=\"feat-3576\" /> <document level=\"2\" id=\"feat-450\" override-title-right=\"Feat 8 \" /> <document level=\"2\" id=\"feat-451\" override-title-right=\"Feat 8 \" /> <document level=\"2\" id=\"feat-1741\" override-title-right=\"Feat 8 \" /> <document level=\"2\" id=\"feat-2020\" /> <document level=\"2\" id=\"feat-453\" override-title-right=\"Feat 8 \" /> <document level=\"2\" id=\"feat-1744\" override-title-right=\"Feat 8 \" /> <document level=\"2\" id=\"feat-454\" override-title-right=\"Feat 8 \" /> <document level=\"2\" id=\"feat-457\" override-title-right=\"Feat 8 \" /> <document level=\"2\" id=\"feat-3572\" /> <document level=\"2\" id=\"feat-2021\" /> <document level=\"2\" id=\"feat-474\" override-title-right=\"Feat 16 \" />",
"trait_markdown": "",
"type": "Archetype",
"url": "/Archetypes.aspx?ID=67",
"weakness": {}
},
{
"archetype": [
"Mauler"
],
"archetype_category": [
"Combat Style",
"Core"
],
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"category": "archetype",
"exclude_from_search": false,
"id": "archetype-68",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Mauler](/Archetypes.aspx?ID=68)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 183 <sup>2.0</sup></row>\n\nYou 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.\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-2022\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-372\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-359\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2023\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2024\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-403\"\r\noverride-title-right=\"Feat 12*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-406\"\r\noverride-title-right=\"Feat 14*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2025\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1625\"\r\noverride-title-right=\"Feat 14*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2026\"\n\n/>",
"name": "Mauler",
"pfs": "Standard",
"prerequisite": "Strength 14",
"prerequisite_markdown": "Strength 14",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 183 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\nStrength 14\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou 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.\r\n</summary>",
"source": [
"Advanced Player's Guide"
],
"source_raw": [
"Advanced Player's Guide pg. 183"
],
"source_category": "Rulebooks",
"source_markdown": "<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 183 <sup>2.0</sup></row>",
"speed": {},
"summary": "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.",
"summary_markdown": "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.",
"text": " Mauler Source Advanced Player's Guide pg. 183 2.0 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 This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-372\" /> <document level=\"2\" id=\"feat-359\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-2023\" /> <document level=\"2\" id=\"feat-2024\" /> <document level=\"2\" id=\"feat-403\" override-title-right=\"Feat 12 \" /> <document level=\"2\" id=\"feat-406\" override-title-right=\"Feat 14 \" /> <document level=\"2\" id=\"feat-2025\" /> <document level=\"2\" id=\"feat-1625\" override-title-right=\"Feat 14 \" /> <document level=\"2\" id=\"feat-2026\" />",
"trait_markdown": "",
"type": "Archetype",
"url": "/Archetypes.aspx?ID=68",
"weakness": {}
},
{
"archetype": [
"Medic"
],
"archetype_category": [
"Profession",
"Core"
],
"breadcrumbs_spa": [],
"category": "archetype",
"exclude_from_search": false,
"id": "archetype-69",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Medic](/Archetypes.aspx?ID=69)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 184 <sup>2.0</sup></row>\n\nYou've studied countless techniques for providing medical aid, making you a peerless doctor and healer.\n\n<document level=\"2\" id=\"feat-2027\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2028\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2029\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2030\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3618\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2031\"\n\n/>",
"name": "Medic",
"pfs": "Standard",
"prerequisite": "Trained in Medicine; Battle Medicine",
"prerequisite_markdown": "Trained in [Medicine](/Skills.aspx?ID=9); [Battle Medicine](/Feats.aspx?ID=760)",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 184 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\nTrained in [Medicine](/Skills.aspx?ID=9); [Battle Medicine](/Feats.aspx?ID=760)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou've studied countless techniques for providing medical aid, making you a peerless doctor and healer.\r\n</summary>",
"source": [
"Advanced Player's Guide"
],
"source_raw": [
"Advanced Player's Guide pg. 184"
],
"source_category": "Rulebooks",
"source_markdown": "<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 184 <sup>2.0</sup></row>",
"speed": {},
"summary": "You've studied countless techniques for providing medical aid, making you a peerless doctor and healer.",
"summary_markdown": "You've studied countless techniques for providing medical aid, making you a peerless doctor and healer.",
"text": " Medic Source Advanced Player's Guide pg. 184 2.0 You've studied countless techniques for providing medical aid, making you a peerless doctor and healer. <document level=\"2\" id=\"feat-2028\" /> <document level=\"2\" id=\"feat-2029\" /> <document level=\"2\" id=\"feat-2030\" /> <document level=\"2\" id=\"feat-3618\" /> <document level=\"2\" id=\"feat-2031\" />",
"trait_markdown": "",
"type": "Archetype",
"url": "/Archetypes.aspx?ID=69",
"weakness": {}
},
{
"archetype": [
"Pirate"
],
"archetype_category": [
"Profession",
"Core"
],
"breadcrumbs_spa": [],
"category": "archetype",
"exclude_from_search": false,
"id": "archetype-70",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Pirate](/Archetypes.aspx?ID=70)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 185 <sup>2.0</sup></row>\n\nYou 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.\n\n Pirates have much in common with swashbucklers &lt;%END>, and many pirates have the [swashbuckler](/Classes.aspx?ID=15) class or [archetype](/Archetypes.aspx?ID=43). 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](/Skills.aspx?ID=1) check for a [Boarding Assault](/Feats.aspx?ID=2032) exceeds the very hard DC for your level, you would gain panache.\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-2032\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4133\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2033\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2034\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4138\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4140\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2035\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4147\"\n\n/>",
"name": "Pirate",
"pfs": "Standard",
"prerequisite": "Trained in Intimidation",
"prerequisite_markdown": "Trained in [Intimidation](/Skills.aspx?ID=7)",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 185 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\nTrained in [Intimidation](/Skills.aspx?ID=7)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou 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 …\r\n</summary>",
"source": [
"Advanced Player's Guide"
],
"source_raw": [
"Advanced Player's Guide pg. 185"
],
"source_category": "Rulebooks",
"source_markdown": "<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 185 <sup>2.0</sup></row>",
"speed": {},
"summary": "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 …",
"summary_markdown": "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 …",
"text": " Pirate Source Advanced Player's Guide pg. 185 2.0 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 &lt;%END>, and many pirates have the swashbuckler class or archetype. 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. Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-4133\" /> <document level=\"2\" id=\"feat-2033\" /> <document level=\"2\" id=\"feat-2034\" /> <document level=\"2\" id=\"feat-4138\" /> <document level=\"2\" id=\"feat-4140\" /> <document level=\"2\" id=\"feat-2035\" /> <document level=\"2\" id=\"feat-4147\" />",
"trait_markdown": "",
"type": "Archetype",
"url": "/Archetypes.aspx?ID=70",
"weakness": {}
},
{
"archetype": [
"Poisoner"
],
"archetype_category": [
"Profession",
"Core"
],
"breadcrumbs_spa": [],
"category": "archetype",
"exclude_from_search": false,
"id": "archetype-71",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Poisoner](/Archetypes.aspx?ID=71)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 186 <sup>2.0</sup></row>\n\nPeople 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.\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-2036\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-96\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2037\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1593\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2038\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2039\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-563\"\r\noverride-title-right=\"Feat 6*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1596\"\r\noverride-title-right=\"Feat 6*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2040\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1597\"\r\noverride-title-right=\"Feat 8*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-573\"\r\noverride-title-right=\"Feat 10*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1599\"\r\noverride-title-right=\"Feat 10*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1601\"\r\noverride-title-right=\"Feat 18*\"\r\n\r\n/>",
"name": "Poisoner",
"pfs": "Standard",
"prerequisite": "Trained in Crafting",
"prerequisite_markdown": "Trained in [Crafting](/Skills.aspx?ID=4)",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 186 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\nTrained in [Crafting](/Skills.aspx?ID=4)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nPeople are so delightfully fragile when exposed to the glories of nature. The bite of a certain serpent makes the blood congeal to jelly. A …\r\n</summary>",
"source": [
"Advanced Player's Guide"
],
"source_raw": [
"Advanced Player's Guide pg. 186"
],
"source_category": "Rulebooks",
"source_markdown": "<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 186 <sup>2.0</sup></row>",
"speed": {},
"summary": "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 …",
"summary_markdown": "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 …",
"text": " Poisoner Source Advanced Player's Guide pg. 186 2.0 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 This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-96\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-2037\" /> <document level=\"2\" id=\"feat-1593\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-2038\" /> <document level=\"2\" id=\"feat-2039\" /> <document level=\"2\" id=\"feat-563\" override-title-right=\"Feat 6 \" /> <document level=\"2\" id=\"feat-1596\" override-title-right=\"Feat 6 \" /> <document level=\"2\" id=\"feat-2040\" /> <document level=\"2\" id=\"feat-1597\" override-title-right=\"Feat 8 \" /> <document level=\"2\" id=\"feat-573\" override-title-right=\"Feat 10 \" /> <document level=\"2\" id=\"feat-1599\" override-title-right=\"Feat 10 \" /> <document level=\"2\" id=\"feat-1601\" override-title-right=\"Feat 18 \" />",
"trait_markdown": "",
"type": "Archetype",
"url": "/Archetypes.aspx?ID=71",
"weakness": {}
},
{
"archetype": [
"Ritualist"
],
"archetype_category": [
"Mystical",
"Core"
],
"breadcrumbs_spa": [],
"category": "archetype",
"exclude_from_search": false,
"id": "archetype-72",
"level": 4,
"markdown": "<title level=\"1\" right=\"Archetype 4\" pfs=\"Standard\">[Ritualist](/Archetypes.aspx?ID=72)</title>\n\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 187 <sup>2.0</sup></row>\n\nWhile 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](/Rules.aspx?ID=777), whether they want that power or not.\n\n<document level=\"2\" id=\"feat-2041\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2042\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2043\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2044\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2045\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2046\"\n\n/>",
"name": "Ritualist",
"pfs": "Standard",
"prerequisite": "Expert in Arcana, Expert in Nature, Expert in Occultism, or Expert in Religion",
"prerequisite_markdown": "Expert in [Arcana](/Skills.aspx?ID=2), Expert in [Nature](/Skills.aspx?ID=10), Expert in [Occultism](/Skills.aspx?ID=11), or Expert in [Religion](/Skills.aspx?ID=13)",
"rarity": "uncommon",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 187 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\nExpert in [Arcana](/Skills.aspx?ID=2), Expert in [Nature](/Skills.aspx?ID=10), Expert in [Occultism](/Skills.aspx?ID=11), or Expert in [Religion](/Skills.aspx?ID=13)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhile some learn the art of ritual casting through rigorous study, other gifted individuals may find that a combination of natural talent and luck …\r\n</summary>",
"source": [
"Advanced Player's Guide"
],
"source_raw": [
"Advanced Player's Guide pg. 187"
],
"source_category": "Rulebooks",
"source_markdown": "<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 187 <sup>2.0</sup></row>",
"speed": {},
"summary": "While some learn the art of ritual casting through rigorous study, other gifted individuals may find that a combination of natural talent and luck …",
"summary_markdown": "While some learn the art of ritual casting through rigorous study, other gifted individuals may find that a combination of natural talent and luck …",
"text": " Ritualist Source Advanced Player's Guide pg. 187 2.0 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. <document level=\"2\" id=\"feat-2042\" /> <document level=\"2\" id=\"feat-2043\" /> <document level=\"2\" id=\"feat-2044\" /> <document level=\"2\" id=\"feat-2045\" /> <document level=\"2\" id=\"feat-2046\" />",
"trait": [
"Uncommon"
],
"trait_markdown": "[Uncommon](/Traits.aspx?ID=159)",
"trait_raw": [
"Uncommon"
],
"type": "Archetype",
"url": "/Archetypes.aspx?ID=72",
"weakness": {}
},
{
"archetype": [
"Scout"
],
"archetype_category": [
"Profession",
"Core"
],
"breadcrumbs_spa": [],
"category": "archetype",
"exclude_from_search": false,
"id": "archetype-73",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Scout](/Archetypes.aspx?ID=73)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 188 <sup>2.0</sup></row>\n\nYou'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.\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-2047\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3613\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4135\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2048\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2049\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2050\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2051\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2052\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-519\"\r\noverride-title-right=\"Feat 12*\"\r\n\r\n/>",
"name": "Scout",
"pfs": "Standard",
"prerequisite": "Trained in Stealth; Trained in Survival",
"prerequisite_markdown": "Trained in [Stealth](/Skills.aspx?ID=15); Trained in [Survival](/Skills.aspx?ID=16)",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 188 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\nTrained in [Stealth](/Skills.aspx?ID=15); Trained in [Survival](/Skills.aspx?ID=16)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou're an expert in espionage and reconnaissance, able to skulk silently through the wilderness to gather intelligence, sneak through enemy lines to …\r\n</summary>",
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"Advanced Player's Guide"
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"summary_markdown": "You're an expert in espionage and reconnaissance, able to skulk silently through the wilderness to gather intelligence, sneak through enemy lines to …",
"text": " Scout Source Advanced Player's Guide pg. 188 2.0 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 This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-3613\" /> <document level=\"2\" id=\"feat-4135\" /> <document level=\"2\" id=\"feat-2048\" /> <document level=\"2\" id=\"feat-2049\" /> <document level=\"2\" id=\"feat-2050\" /> <document level=\"2\" id=\"feat-2051\" /> <document level=\"2\" id=\"feat-2052\" /> <document level=\"2\" id=\"feat-519\" override-title-right=\"Feat 12 \" />",
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{
"archetype": [
"Scroll Trickster"
],
"archetype_category": [
"Mystical",
"Core"
],
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"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Scroll Trickster](/Archetypes.aspx?ID=74)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 189 <sup>2.0</sup></row>\n\nMagic 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.\n\n<document level=\"2\" id=\"feat-2053\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2054\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2055\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2056\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2057\"\n\n/>",
"name": "Scroll Trickster",
"pfs": "Standard",
"prerequisite": "Trained in Arcana, Trained in Nature, Trained in Occultism, or Trained in Religion",
"prerequisite_markdown": "Trained in [Arcana](/Skills.aspx?ID=2), Trained in [Nature](/Skills.aspx?ID=10), Trained in [Occultism](/Skills.aspx?ID=11), or Trained in [Religion](/Skills.aspx?ID=13)",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 189 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\nTrained in [Arcana](/Skills.aspx?ID=2), Trained in [Nature](/Skills.aspx?ID=10), Trained in [Occultism](/Skills.aspx?ID=11), or Trained in [Religion](/Skills.aspx?ID=13)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMagic has long been written down, and in myriad forms. From the classic rolled parchment to strings tied with a hundred intricate knots, from baked …\r\n</summary>",
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"Advanced Player's Guide"
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"source_category": "Rulebooks",
"source_markdown": "<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 189 <sup>2.0</sup></row>",
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"summary": "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 …",
"summary_markdown": "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 …",
"text": " Scroll Trickster Source Advanced Player's Guide pg. 189 2.0 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. <document level=\"2\" id=\"feat-2054\" /> <document level=\"2\" id=\"feat-2055\" /> <document level=\"2\" id=\"feat-2056\" /> <document level=\"2\" id=\"feat-2057\" />",
"trait_markdown": "",
"type": "Archetype",
"url": "/Archetypes.aspx?ID=74",
"weakness": {}
},
{
"archetype": [
"Scrounger"
],
"archetype_category": [
"Profession",
"Core"
],
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"category": "archetype",
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"id": "archetype-75",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Scrounger](/Archetypes.aspx?ID=75)</title>\n\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 190 <sup>2.0</sup></row>\n\nYou 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.\n\n<document level=\"2\" id=\"feat-2058\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2059\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2060\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2061\"\n\n/>",
"name": "Scrounger",
"pfs": "Standard",
"prerequisite": "Trained in Crafting",
"prerequisite_markdown": "Trained in [Crafting](/Skills.aspx?ID=4)",
"rarity": "uncommon",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 190 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\nTrained in [Crafting](/Skills.aspx?ID=4)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou have spent countless hours disassembling and rebuilding complex items to learn how they work, giving you the skill to create just about anything …\r\n</summary>",
"source": [
"Advanced Player's Guide"
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"Advanced Player's Guide pg. 190"
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"source_markdown": "<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 190 <sup>2.0</sup></row>",
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"summary_markdown": "You have spent countless hours disassembling and rebuilding complex items to learn how they work, giving you the skill to create just about anything …",
"text": " Scrounger Source Advanced Player's Guide pg. 190 2.0 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. <document level=\"2\" id=\"feat-2059\" /> <document level=\"2\" id=\"feat-2060\" /> <document level=\"2\" id=\"feat-2061\" />",
"trait": [
"Uncommon"
],
"trait_markdown": "[Uncommon](/Traits.aspx?ID=159)",
"trait_raw": [
"Uncommon"
],
"type": "Archetype",
"url": "/Archetypes.aspx?ID=75",
"weakness": {}
},
{
"archetype": [
"Sentinel"
],
"archetype_category": [
"Profession",
"Core"
],
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"category": "archetype",
"exclude_from_search": false,
"id": "archetype-76",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Sentinel](/Archetypes.aspx?ID=76)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 191 <sup>2.0</sup></row>\n\nArmor 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.\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-2062\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2063\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2064\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2065\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2066\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1678\"\r\noverride-title-right=\"Feat 10*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1688\"\r\noverride-title-right=\"Feat 16*\"\r\n\r\n/>",
"name": "Sentinel",
"pfs": "Standard",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 191 <sup>2.0</sup></row>\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nArmor 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 …\r\n</summary>",
"source": [
"Advanced Player's Guide"
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"Advanced Player's Guide pg. 191"
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"source_markdown": "<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 191 <sup>2.0</sup></row>",
"speed": {},
"summary": "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 …",
"summary_markdown": "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 …",
"text": " Sentinel Source Advanced Player's Guide pg. 191 2.0 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 This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-2063\" /> <document level=\"2\" id=\"feat-2064\" /> <document level=\"2\" id=\"feat-2065\" /> <document level=\"2\" id=\"feat-2066\" /> <document level=\"2\" id=\"feat-1678\" override-title-right=\"Feat 10 \" /> <document level=\"2\" id=\"feat-1688\" override-title-right=\"Feat 16 \" />",
"trait_markdown": "",
"type": "Archetype",
"url": "/Archetypes.aspx?ID=76",
"weakness": {}
},
{
"archetype": [
"Shadowdancer"
],
"archetype_category": [
"Mystical",
"Core"
],
"breadcrumbs_spa": [],
"category": "archetype",
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"id": "archetype-77",
"level": 8,
"markdown": "<title level=\"1\" right=\"Archetype 8\" pfs=\"Standard\">[Shadowdancer](/Archetypes.aspx?ID=77)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 192 <sup>2.0</sup></row>\n\nShadow 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.\n\n 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.\n\n 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.\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Call of Shadows</title>\r\n\r\nThe 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.\n\n 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.\n\n 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.\r\n</aside>\r\n\r\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-2067\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2069\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2068\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-732\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2070\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2071\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2072\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-586\"\r\noverride-title-right=\"Feat 14*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-530\"\r\noverride-title-right=\"Feat 16*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-593\"\r\noverride-title-right=\"Feat 18*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2073\"\n\n/>",
"name": "Shadowdancer",
"pfs": "Standard",
"prerequisite": "Master in Stealth; Expert in Performance",
"prerequisite_markdown": "Master in [Stealth](/Skills.aspx?ID=15); Expert in [Performance](/Skills.aspx?ID=12)",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 192 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\nMaster in [Stealth](/Skills.aspx?ID=15); Expert in [Performance](/Skills.aspx?ID=12)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nShadow has always been the cousin of fear. Within the darkness, monsters dwell, plans are hatched, and enemies strike with fang and dagger and dark …\r\n</summary>",
"source": [
"Advanced Player's Guide"
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"source_markdown": "<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 192 <sup>2.0</sup></row>",
"speed": {},
"summary": "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 …",
"summary_markdown": "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 …",
"text": " Shadowdancer Source Advanced Player's Guide pg. 192 2.0 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. 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. Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-2069\" /> <document level=\"2\" id=\"feat-2068\" /> <document level=\"2\" id=\"feat-732\" /> <document level=\"2\" id=\"feat-2070\" /> <document level=\"2\" id=\"feat-2071\" /> <document level=\"2\" id=\"feat-2072\" /> <document level=\"2\" id=\"feat-586\" override-title-right=\"Feat 14 \" /> <document level=\"2\" id=\"feat-530\" override-title-right=\"Feat 16 \" /> <document level=\"2\" id=\"feat-593\" override-title-right=\"Feat 18 \" /> <document level=\"2\" id=\"feat-2073\" />",
"trait_markdown": "",
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"url": "/Archetypes.aspx?ID=77",
"weakness": {}
},
{
"archetype": [
"Snarecrafter"
],
"archetype_category": [
"Profession",
"Core"
],
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"category": "archetype",
"exclude_from_search": false,
"id": "archetype-78",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Snarecrafter](/Archetypes.aspx?ID=78)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 194 <sup>2.0</sup></row>\n\nYou're able to take ordinary materials and use them to create deadly [snares](/equipment/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.\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-2074\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2075\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2076\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-509\"\r\noverride-title-right=\"Feat 8*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2077\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-516\"\r\noverride-title-right=\"Feat 10*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2078\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-527\"\r\noverride-title-right=\"Feat 14*\"\r\n\r\n/>",
"name": "Snarecrafter",
"pfs": "Standard",
"prerequisite": "Trained in Crafting; Snare Crafting",
"prerequisite_markdown": "Trained in [Crafting](/Skills.aspx?ID=4); [Snare Crafting](/Feats.aspx?ID=843)",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 194 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\nTrained in [Crafting](/Skills.aspx?ID=4); [Snare Crafting](/Feats.aspx?ID=843)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou'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. …\r\n</summary>",
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"Advanced Player's Guide"
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"summary_markdown": "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. …",
"text": " Snarecrafter Source Advanced Player's Guide pg. 194 2.0 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 This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-2075\" /> <document level=\"2\" id=\"feat-2076\" /> <document level=\"2\" id=\"feat-509\" override-title-right=\"Feat 8 \" /> <document level=\"2\" id=\"feat-2077\" /> <document level=\"2\" id=\"feat-516\" override-title-right=\"Feat 10 \" /> <document level=\"2\" id=\"feat-2078\" /> <document level=\"2\" id=\"feat-527\" override-title-right=\"Feat 14 \" />",
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"name": "Talisman Dabbler",
"pfs": "Standard",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 195 <sup>2.0</sup></row>\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe 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, …\r\n</summary>",
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"summary_markdown": "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, …",
"text": " Talisman Dabbler Source Advanced Player's Guide pg. 195 2.0 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. <document level=\"2\" id=\"feat-2080\" /> <document level=\"2\" id=\"feat-2081\" /> <document level=\"2\" id=\"feat-2082\" />",
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{
"archetype": [
"Vigilante"
],
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"Profession",
"Core"
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"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Vigilante](/Archetypes.aspx?ID=80)</title>\n\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 196 <sup>2.0</sup></row>\r\n\r\n_[**PFS Note**](/pathfinder-society) All characters have access to the vigilante archetype._\r\n\r\nAs 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.\r\n\r\n<title level=\"3\">Gray Gardener</title>\r\n\r\nThe Vigilante Dedication can also provide access to the [Gray Gardener](/Archetypes.aspx?ID=124) set of feats, if you are a member of the Gray Gardener organization. The Gray Gardener archetype contains spoilers for the Night of the Gray Death adventure.\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-2083\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2084\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2085\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-498\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2086\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2087\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2088\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2089\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2090\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2091\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3336\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2092\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4152\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2093\"\n\n/>",
"name": "Vigilante",
"pfs": "Standard",
"prerequisite": "Trained in Deception",
"prerequisite_markdown": "Trained in [Deception](/Skills.aspx?ID=5)",
"rarity": "uncommon",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 196 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\nTrained in [Deception](/Skills.aspx?ID=5)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAs a vigilante, you have two faces: a public persona, and a secret identity that lets you hide your extralegal actions from polite society. Your …\r\n</summary>",
"source": [
"Advanced Player's Guide"
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"Advanced Player's Guide pg. 196"
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"source_markdown": "<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 196 <sup>2.0</sup></row>",
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"summary": "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 …",
"summary_markdown": "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 …",
"text": " Vigilante Source Advanced Player's Guide pg. 196 2.0 PFS Note All characters have access to the vigilante archetype. 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. Gray Gardener The Vigilante Dedication can also provide access to the Gray Gardener set of feats, if you are a member of the Gray Gardener organization. The Gray Gardener archetype contains spoilers for the Night of the Gray Death adventure. Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-2084\" /> <document level=\"2\" id=\"feat-2085\" /> <document level=\"2\" id=\"feat-498\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-2086\" /> <document level=\"2\" id=\"feat-2087\" /> <document level=\"2\" id=\"feat-2088\" /> <document level=\"2\" id=\"feat-2089\" /> <document level=\"2\" id=\"feat-2090\" /> <document level=\"2\" id=\"feat-2091\" /> <document level=\"2\" id=\"feat-3336\" /> <document level=\"2\" id=\"feat-2092\" /> <document level=\"2\" id=\"feat-4152\" /> <document level=\"2\" id=\"feat-2093\" />",
"trait": [
"Uncommon"
],
"trait_markdown": "[Uncommon](/Traits.aspx?ID=159)",
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"Uncommon"
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"url": "/Archetypes.aspx?ID=80",
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{
"archetype": [
"Viking"
],
"archetype_category": [
"Profession",
"Core"
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"id": "archetype-81",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Viking](/Archetypes.aspx?ID=81)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 198 <sup>2.0</sup></row>\n\nTo 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.\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-2094\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2095\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-360\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2096\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2098\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-375\"\r\noverride-title-right=\"Feat 6*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2097\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3619\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-394\"\r\noverride-title-right=\"Feat 10*\"\r\n\r\n/>",
"name": "Viking",
"pfs": "Standard",
"prerequisite": "Trained in Athletics",
"prerequisite_markdown": "Trained in [Athletics](/Skills.aspx?ID=3)",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 198 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\nTrained in [Athletics](/Skills.aspx?ID=3)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nTo 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. …\r\n</summary>",
"source": [
"Advanced Player's Guide"
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"Advanced Player's Guide pg. 198"
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"source_markdown": "<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 198 <sup>2.0</sup></row>",
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"summary": "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. …",
"summary_markdown": "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. …",
"text": " Viking Source Advanced Player's Guide pg. 198 2.0 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 This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-2095\" /> <document level=\"2\" id=\"feat-360\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-2096\" /> <document level=\"2\" id=\"feat-2098\" /> <document level=\"2\" id=\"feat-375\" override-title-right=\"Feat 6 \" /> <document level=\"2\" id=\"feat-2097\" /> <document level=\"2\" id=\"feat-3619\" /> <document level=\"2\" id=\"feat-394\" override-title-right=\"Feat 10 \" />",
"trait_markdown": "",
"type": "Archetype",
"url": "/Archetypes.aspx?ID=81",
"weakness": {}
},
{
"archetype": [
"Weapon Improviser"
],
"archetype_category": [
"Combat Style",
"Core"
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"category": "archetype",
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"id": "archetype-82",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Weapon Improviser](/Archetypes.aspx?ID=82)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 199 <sup>2.0</sup></row>\n\nAs 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.\n\n 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.\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Improvised Weapon Ideas</title>\r\n\r\n**Cavern**: broken stalagmites, large mushrooms, old bones <br />**Docks**: barrel, crate, hook <br />**Forest**: branch, needles or thorns <br />**Market**: box, fruit, scale, sign <br />**Noble Court**: gavel, goblet, quill, lectern <br />**Tavern**: bottle, mug, serving tray, stool\r\n</aside>\n\n<document level=\"2\" id=\"feat-2099\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2100\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2101\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2102\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2103\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2104\"\n\n/>",
"name": "Weapon Improviser",
"pfs": "Standard",
"prerequisite": "trained in all martial weapons",
"prerequisite_markdown": "trained in all martial weapons",
"rarity": "common",
"release_date": "2020-07-30",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 199 <sup>2.0</sup></row>\r\n\r\n**Prerequisites**\r\ntrained in all martial weapons\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAs 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 …\r\n</summary>",
"source": [
"Advanced Player's Guide"
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"Advanced Player's Guide pg. 199"
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"summary": "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 …",
"summary_markdown": "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 …",
"text": " Weapon Improviser Source Advanced Player's Guide pg. 199 2.0 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. 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 <document level=\"2\" id=\"feat-2100\" /> <document level=\"2\" id=\"feat-2101\" /> <document level=\"2\" id=\"feat-2102\" /> <document level=\"2\" id=\"feat-2103\" /> <document level=\"2\" id=\"feat-2104\" />",
"trait_markdown": "",
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{
"archetype": [
"Oozemorph"
],
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"Mystical"
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"text": " Oozemorph May contain spoilers from The Slithering Source The Slithering pg. 59 You have suffered from the deadly touch of an ooze or other amorphous creature, like a gibbering mouther or a shoggoth, and have come away changed. Alternatively, you might have been exposed to some alchemical accident involving experiments with oozes, such as those performed in the city of Oenopion in Nex. Parts of your body occasionally liquefy and threaten to slough off, and only through force of will can you keep your natural form intact. Your affliction is plainly supernatural in origin and distressingly permanent. <document level=\"2\" id=\"feat-2186\" /> <document level=\"2\" id=\"feat-2187\" /> <document level=\"2\" id=\"feat-2188\" /> <document level=\"2\" id=\"feat-2189\" /> <document level=\"2\" id=\"feat-2190\" /> <document level=\"2\" id=\"feat-2191\" /> <document level=\"2\" id=\"feat-2192\" />",
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Limited\">[Ghost Hunter](/Archetypes.aspx?ID=88)</title>\r\n\r\n<spoilers>May contain spoilers from Abomination Vaults</spoilers>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Pathfinder #163: Ruins of Gauntlight](/Sources.aspx?ID=71) pg. 81</row>\n\n[Ghosts](/MonsterFamilies.aspx?ID=51) have a wide range of capabilities and features— no two ghosts are exactly alike, as the nature of their abilities depends as much upon who they were in life as on how they died. [Haunts](/Traits.aspx?ID=88), the spectral phenomena remaining in a site of death or powerful emotions, are related to but distinct from ghosts.\n\n The ghost hunter knows that ghosts and haunts share many features. By focusing on these similarities, they can track down, confront, and defeat all manner of unquiet souls, helping them to find peace and move on to the afterlife.\n\n<document level=\"2\" id=\"feat-2277\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2278\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2279\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2280\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2281\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2282\"\n\n/>",
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"text": " Ghost Hunter May contain spoilers from Abomination Vaults Source Pathfinder #163: Ruins of Gauntlight pg. 81 Ghosts have a wide range of capabilities and features— no two ghosts are exactly alike, as the nature of their abilities depends as much upon who they were in life as on how they died. Haunts, the spectral phenomena remaining in a site of death or powerful emotions, are related to but distinct from ghosts. The ghost hunter knows that ghosts and haunts share many features. By focusing on these similarities, they can track down, confront, and defeat all manner of unquiet souls, helping them to find peace and move on to the afterlife. <document level=\"2\" id=\"feat-2278\" /> <document level=\"2\" id=\"feat-2279\" /> <document level=\"2\" id=\"feat-2280\" /> <document level=\"2\" id=\"feat-2281\" /> <document level=\"2\" id=\"feat-2282\" />",
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{
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"resistance": {},
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"text": " Eldritch Researcher May contain spoilers from Abomination Vaults Source Pathfinder #164: Hands of the Devil pg. 76 An eager student of occult lore, you enjoy reading rare or forgotten tomes with ancient rituals and hidden secrets. You connect disparate facts to unlock deeper mysteries and uncover the truths of the universe, and you zealously hoard the knowledge your painstaking research produces. Aberrations fascinate you for many reasons, not the least of which is because their anatomy is wholly alien and yet, to the insightful, eminently sensible. You've been particularly enlightened by the accumulated lore in Thresholds of Truth , and you know Zarmavdian was a kindred soul in occult research. With this book in hand, you feel like you stand at the doorway to unprecedented occult discoveries. You scoff at those fools who claim you meddle in things mortals aren't meant to know—for isn't it the duty of the enlightened to gather the universe's deepest truths? <document level=\"2\" id=\"feat-2659\" /> <document level=\"2\" id=\"feat-2660\" /> <document level=\"2\" id=\"feat-2661\" /> <document level=\"2\" id=\"feat-2662\" /> <document level=\"2\" id=\"feat-2663\" /> <document level=\"2\" id=\"feat-2664\" /> <document level=\"2\" id=\"feat-2665\" /> <document level=\"2\" id=\"feat-2666\" /> <document level=\"2\" id=\"feat-2667\" /> <document level=\"2\" id=\"feat-2668\" />",
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{
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Summoner](/Archetypes.aspx?ID=96)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 76 <sup>1.1</sup></row>\n\nYou have a tenuous connection to an eidolon, a bodiless being that shares your life force, and with effort you can manifest the eidolon into the world.\r\n\r\n<title level=\"3\">Multiclass Summoner Characters</title>\r\n\r\nThe summoner archetype grants you an eidolon to join you in battle. It's a particularly helpful multiclass for characters with weaker martial abilities. \n<ul><li>[Alchemist](/Classes.aspx?ID=1) summoners can use their eidolons as lab assistants or even as the source of experiments. They are a good fit for [construct](/Eidolons.aspx?ID=4) or [plant](/Eidolons.aspx?ID=9) eidolons.</li><li>[Barbarian](/Classes.aspx?ID=2) summoners find themselves drawn to the fury of [anger phantoms](/Eidolons.aspx?ID=2), the two fueled by the same inner instinct.</li><li>[Bard](/Classes.aspx?ID=3) summoners inspire their eidolons to greater heights with their bardic performances. They often team up with eidolons who pair well with their muse, such as a [fey](/Eidolons.aspx?ID=8) eidolon for a [polymath muse](/Muses.aspx?ID=3) or a phantom eidolon for a [warrior muse](/Muses.aspx?ID=4).</li><li>[Champion](/Classes.aspx?ID=4) summoners get along best with divine eidolons matching the alignment associated with their cause—[angel](/Eidolons.aspx?ID=1) eidolons for the [tenets of good](/Tenets.aspx?ID=1), devil eidolons for a [tyrant](/Causes.aspx?ID=4), and so on. This allows the champion and eidolon to have a unity in philosophy and purpose that other eidolon choices might lack.</li><li>[Cleric](/Classes.aspx?ID=5) summoners often find a connection to eidolons associated with their deity, such as a [Sarenite](/Deities.aspx?ID=16) cleric who chooses an angel eidolon. Clerics' ability to heal and support allows them to keep their eidolon healthy.</li><li>[Druid](/Classes.aspx?ID=6) summoners find the life link with primal eidolons to be a religious experience. They are especially likely to bond with eidolons that match their order, such as plant eidolons for the [leaf order](/DruidicOrders.aspx?ID=2) or [beast](/Eidolons.aspx?ID=3) eidolons for the [animal](/DruidicOrders.aspx?ID=1) or [wild ](/DruidicOrders.aspx?ID=4) order.</li><li>[Fighter](/Classes.aspx?ID=7) summoners use tactics and techniques with their eidolons to best foes. They can partner with eidolons of any kind, but they work especially well with eidolons who provide utilities that complement their fighting style.</li><li>[Monk](/Classes.aspx?ID=8) summoners often choose eidolons that are on their own path to enlightenment, to help enrich the monk's journey. These might be divine eidolons, especially if the monk is religious or uses divine ki spells, but they also might be phantoms seeking to transcend their phantom existence to reach the afterlife.</li><li>[Ranger](/Classes.aspx?ID=9) summoners get along best with beast and plant eidolons, but they make a good team with other eidolons as well, especially when an archer ranger teams up with a melee eidolon.</li><li>[Rogue](/Classes.aspx?ID=10) summoners gain a partner in crime that can disappear when necessary, providing the eidolon with the ultimate getaway as long as no one expects it to carry back loot from a heist. Rogues work well with tricky eidolons, such as fey, and they get a lot of mileage out of sharing their skills with their eidolon. The [Unfetter Eidolon](/Feats.aspx?ID=2893) feat can be especially useful if the rogue wants to establish a quick alibi far from the eidolon's crimes.</li><li>[Sorcerer](/Classes.aspx?ID=11) summoners often choose eidolons that match closely to their bloodline, such as a [psychopomp](/Eidolons.aspx?ID=10) eidolon for the [psychopomp bloodline](/Bloodlines.aspx?ID=13). The eidolon might even be part of the story of how the sorcerer gained their bloodline.</li><li>[Wizard](/Classes.aspx?ID=12) summoners are especially appreciative of an eidolon to help them in combat, and they tend to favor arcane eidolons like [dragon](/Eidolons.aspx?ID=7) and construct eidolons.</li></ul>\n\n<document level=\"2\" id=\"feat-2953\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2954\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2955\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2956\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2957\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2958\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2959\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2960\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2961\"\n\n/>",
"name": "Summoner",
"pfs": "Standard",
"prerequisite": "Charisma 14",
"prerequisite_markdown": "Charisma 14",
"rarity": "common",
"release_date": "2021-09-01",
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"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 76 <sup>1.1</sup></row>\r\n\r\n**Prerequisites**\r\nCharisma 14\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou have a tenuous connection to an eidolon, a bodiless being that shares your life force, and with effort you can manifest the eidolon into the …\r\n</summary>",
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"Secrets of Magic"
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"source_markdown": "<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 76 <sup>1.1</sup></row>",
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"summary": "You have a tenuous connection to an eidolon, a bodiless being that shares your life force, and with effort you can manifest the eidolon into the …",
"summary_markdown": "You have a tenuous connection to an eidolon, a bodiless being that shares your life force, and with effort you can manifest the eidolon into the …",
"text": " Summoner Source Secrets of Magic pg. 76 1.1 You have a tenuous connection to an eidolon, a bodiless being that shares your life force, and with effort you can manifest the eidolon into the world. Multiclass Summoner Characters The summoner archetype grants you an eidolon to join you in battle. It's a particularly helpful multiclass for characters with weaker martial abilities. Alchemist summoners can use their eidolons as lab assistants or even as the source of experiments. They are a good fit for construct or plant eidolons. Barbarian summoners find themselves drawn to the fury of anger phantoms, the two fueled by the same inner instinct. Bard summoners inspire their eidolons to greater heights with their bardic performances. They often team up with eidolons who pair well with their muse, such as a fey eidolon for a polymath muse or a phantom eidolon for a warrior muse. Champion summoners get along best with divine eidolons matching the alignment associated with their cause—angel eidolons for the tenets of good, devil eidolons for a tyrant, and so on. This allows the champion and eidolon to have a unity in philosophy and purpose that other eidolon choices might lack. Cleric summoners often find a connection to eidolons associated with their deity, such as a Sarenite cleric who chooses an angel eidolon. Clerics' ability to heal and support allows them to keep their eidolon healthy. Druid summoners find the life link with primal eidolons to be a religious experience. They are especially likely to bond with eidolons that match their order, such as plant eidolons for the leaf order or beast eidolons for the animal or wild order. Fighter summoners use tactics and techniques with their eidolons to best foes. They can partner with eidolons of any kind, but they work especially well with eidolons who provide utilities that complement their fighting style. Monk summoners often choose eidolons that are on their own path to enlightenment, to help enrich the monk's journey. These might be divine eidolons, especially if the monk is religious or uses divine ki spells, but they also might be phantoms seeking to transcend their phantom existence to reach the afterlife. Ranger summoners get along best with beast and plant eidolons, but they make a good team with other eidolons as well, especially when an archer ranger teams up with a melee eidolon. Rogue summoners gain a partner in crime that can disappear when necessary, providing the eidolon with the ultimate getaway as long as no one expects it to carry back loot from a heist. Rogues work well with tricky eidolons, such as fey, and they get a lot of mileage out of sharing their skills with their eidolon. The Unfetter Eidolon feat can be especially useful if the rogue wants to establish a quick alibi far from the eidolon's crimes. Sorcerer summoners often choose eidolons that match closely to their bloodline, such as a psychopomp eidolon for the psychopomp bloodline. The eidolon might even be part of the story of how the sorcerer gained their bloodline. Wizard summoners are especially appreciative of an eidolon to help them in combat, and they tend to favor arcane eidolons like dragon and construct eidolons. <document level=\"2\" id=\"feat-2954\" /> <document level=\"2\" id=\"feat-2955\" /> <document level=\"2\" id=\"feat-2956\" /> <document level=\"2\" id=\"feat-2957\" /> <document level=\"2\" id=\"feat-2958\" /> <document level=\"2\" id=\"feat-2959\" /> <document level=\"2\" id=\"feat-2960\" /> <document level=\"2\" id=\"feat-2961\" />",
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"type": "Archetype",
"url": "/Archetypes.aspx?ID=96",
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{
"archetype": [
"Cathartic Mage"
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"Core"
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"id": "archetype-97",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Limited\">[Cathartic Mage](/Archetypes.aspx?ID=97)</title>\n\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 194 <sup>1.1</sup></row>\n\nEmotions are powerful, and you can tap into that power to enhance your magic for a time. You learn to harness a particular emotional state under the right conditions, but be warned: emotions are volatile and destructive if left unchecked. The experience often leaves you reeling from the unhindered emotion, requiring a rest or distraction before tapping into it again.\n\n[Click here for more rules on using this archetype.](/Rules.aspx?ID=1512)\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Emotional Focus</title>\r\n\r\nSome emotional states, such as love or hatred, require the caster to focus on a specific individual called their emotional focus. Your emotional focus can change over time with you choosing a new focus after an important part of your story is resolved. Work with your GM to determine when this change happens. An emotional focus doesn't get a say in the matter; the cathartic spellcaster's emotions determine the bond. However, making another PC your emotional focus could result in an uncomfortable social dynamic. You should check with that PC's player in advance to see if such a link is acceptable.\r\n</aside>\n\n<document level=\"2\" id=\"feat-2963\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2964\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2965\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2966\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2967\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2968\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2969\"\n\n/>\r\n\r\n<title level=\"1\">Emotional States</title>\r\n\r\nThe following emotional states are used in the Cathartic Mage archetype. Each emotional\r\nstate's entry lists the following pieces of information.\r\n\r\n<column gap=\"tiny\">\r\n**Catharsis Trigger** The event or conditions you must meet to take your Catharsis reaction.\r\n\r\n**Catharsis Activation** The benefit when you use Catharsis.\r\n\r\n**Emotional Fervor** Benefits you gain for 3 rounds after you use Catharsis. This entry\r\nalso lists a spell you're able to cast while in your emotional fervor. You must expend\r\na spell slot to cast it. This slot most be of at least the spell's level, and the spell\r\nis automatically heightened to the level of slot you expended.\r\n\r\n**Emotional Fallout** The effect you experience when your emotional fervor ends.\r\n\r\n**Focus Spell** The focus spell you gain if you select the Cathartic Focus Spell archetype feat. \r\n</column>\r\n\r\n<title level=\"2\">Anger</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 196 <sup>1.1</sup></row>\r\n\r\nYour destructive wrath allows you to harm your foes but causes you pain in the process.\r\n\r\n<column gap=\"tiny\">\r\n**Catharsis Trigger** An enemy deals damage to you. You can't use this reaction if you're [fatigued](/Conditions.aspx?ID=15).\r\n\r\n**Catharsis Activation** If you're [grabbed](/Conditions.aspx?ID=20), [immobilized](/Conditions.aspx?ID=24), or [restrained](/Conditions.aspx?ID=33), you can attempt to [Escape](/Actions.aspx?ID=79). If you succeed, the creature or hazard imposing the condition on you (if applicable) takes force damage equal to your level.\r\n\r\n**Emotional Fervor** When you Cast a Spell from your spell slots, if the spell deals damage and doesn't have a duration, you gain a status bonus to that spell's damage equal to the spell's level. Spell: [_draw ire_](/Spells.aspx?ID=897)\r\n\r\n**Emotional Fallout** You become [fatigued](/Conditions.aspx?ID=15) until you Settle your Emotions.\r\n\r\n**Focus Spell** [Athletic Rush](/Spells.aspx?ID=402)\n\n</column>\r\n\r\n<title level=\"2\">Awe</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 196 <sup>1.1</sup></row>\r\n\r\nYour powerful sense of wonderment can be infectious and distracting.\r\n\r\n<column gap=\"tiny\">\r\n**Catharsis Trigger** You or an ally within 30 feet critically succeeds on an attack roll against an enemy's AC or a skill check against one of an enemy's DCs.\r\n\r\n**Catharsis Activation** If you're [fascinated](/Conditions.aspx?ID=14) or [stupefied](/Conditions.aspx?ID=37), you can attempt an additional save to end the effect if it allowed a save.\r\n\r\n**Emotional Fervor** When you cast a spell, choose one creature that was hit by your spell attack roll or that failed its saving throw, if any. That creature becomes fascinated with you until the end of its next turn. It's then temporarily immune to this fervor effect for 1 hour. Spell: [_glitterdust_](/Spells.aspx?ID=136)\r\n\r\n**Emotional Fallout** You become [flat-footed](/Conditions.aspx?ID=16) until you Settle your Emotions.\r\n\r\n**Focus Spell** [Dazzling Flash](/Spells.aspx?ID=412)\r\n(doesn't require a [religious symbol](/Equipment.aspx?ID=41))\r\n\r\n</column>\r\n\r\n<title level=\"2\">Dedication</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 196 <sup>1.1</sup></row>\r\n\r\nYour commitment protects those you are dedicated to but can lead to dependency. Your emotional focus is an individual creature you're bound to (see Emotional Focus sidebar above.\r\n\r\n<column gap=\"tiny\">\r\n**Catharsis Trigger** Your emotional focus takes damage from an enemy while within 30 feet of you.\r\n\r\n**Catharsis Activation** Your emotional focus gains a number of temporary Hit Points equal to half your level rounded up. These temporary HP last for 1 minute.\r\n\r\n**Emotional Fervor** Your spells that target your emotional focus gain the benefits of [Reach Spell](/Feats.aspx?ID=181). When you cast a [healing](/Traits.aspx?ID=89) spell that affects your emotional focus, your emotional focus also gains temporary HP equal to the spell's level in addition to the spell's effects. These temporary HP last for 1 minute. Spell: [_spirit link_](/Spells.aspx?ID=302)\r\n\r\n**Emotional Fallout** Until you Settle your Emotions, you can't Cast Spells unless you're adjacent to your emotional focus.\r\n\r\n**Focus Spell** [Protector's Sacrifice](/Spells.aspx?ID=441)\n\n</column>\r\n\r\n<title level=\"2\">Fear</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 196 <sup>1.1</sup></row>\r\n\r\nYou let your fear fuel you, rather than consume you, but it burns your endurance.\r\n\r\n<column gap=\"tiny\">\r\n**Catharsis Trigger** An enemy makes you [frightened](/Conditions.aspx?ID=19).\r\n\r\n**Catharsis Activation** Increase your frightened value by 1, to a maximum of frightened 4.\r\n\r\n**Emotional Fervor** You don't take the status penalty from the frightened condition to your spell DCs or spell attack bonus. Instead, you gain a status bonus to spell attack rolls equal to the penalty you would've taken, and your foes take the same status penalty to their saving throws against your spells. Any other statistic takes the status penalty as normal. Spell: [_fear_](/Spells.aspx?ID=110)\r\n\r\n**Emotional Fallout** You are [fleeing](/Conditions.aspx?ID=17) for 2 rounds, running from the source of the frightened condition that triggered your Catharsis. If that source is no longer present, you instead flee from the position where you were at the start of your emotional fallout.\r\n\r\n**Focus Spell** [Waking Nightmare](/Spells.aspx?ID=468)\n\n</column>\r\n\r\n<title level=\"2\">Hatred</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 196 <sup>1.1</sup></row>\r\n\r\nYour unabashed hatred consumes your soul and causes your foe to falter. Your emotional focus is an individual enemy you detest (see Emotional Focus sidebar on page 197).\r\n\r\n<column gap=\"tiny\">\r\n**Catharsis Trigger** You start your first turn in an encounter against your emotional focus or one of their followers. If the encounter includes multiple eligible followers and doesn't include your actual emotional focus, choose one of the followers to act as your emotional focus for this encounter (or until your actual emotional focus shows up).\r\n\r\n**Catharsis Activation** You can Step or Stride. You must end this movement closer to your emotional focus.\r\n\r\n**Emotional Fervor** Your emotional focus is [flat-footed](/Conditions.aspx?ID=16) to you and takes a 2 status penalty to saves against your spells. You're flat-footed to your emotional focus and take a 2 status penalty to saves against it. Spell: [_blood vendetta_](/Spells.aspx?ID=675)\r\n\r\n**Emotional Fallout** You become [stunned 2](/Conditions.aspx?ID=36).\r\n\r\n**Focus Spell** [Cry of Destruction](/Spells.aspx?ID=410)\n\n</column>\r\n\r\n<title level=\"2\">Joy</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 197 <sup>1.1</sup></row>\r\n\r\nYour unbridled enthusiasm and positive attitude can lead you to success, but you might expend more energy than you planned.\r\n\r\n<column gap=\"tiny\">\r\n**Catharsis Trigger** You critically succeed on an attack roll or save, or an enemy critically fails on a save against you.\r\n\r\n**Catharsis Activation** Reduce the value of any [frightened](/Conditions.aspx?ID=19) or [stupefied](/Conditions.aspx?ID=37) condition you have by 1 and end any [persistent mental damage](/Conditions.aspx?ID=29) you have.\r\n\r\n**Emotional Fervor** You gain a +1 status bonus to [Performance](/Skills.aspx?ID=12) checks and to the spell attack rolls of [emotion](/Traits.aspx?ID=60) spells, and enemies take a 1 status penalty to saves against your emotion spells. Spell: [_hideous laughter_](/Spells.aspx?ID=150)\r\n\r\n**Emotional Fallout** You become [fatigued](/Conditions.aspx?ID=15) until you Settle your Emotions.\r\n\r\n**Focus Spell** [Unimpeded Stride](/Spells.aspx?ID=464)\n\n</column>\r\n\r\n<title level=\"2\">Love</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 197 <sup>1.1</sup></row>\r\n\r\nYou're joined by the bonds of love and nothing can break that, but love can distract you from other things in your life. Your emotional focus is someone you're in love with; they aren't required to love you back.\r\n\r\n<column gap=\"tiny\">\r\n**Catharsis Trigger** Your emotional focus takes damage from an enemy while within 30 feet of you.\r\n\r\n**Catharsis Activation** If either you or your emotional focus is [confused](/Conditions.aspx?ID=5) or [controlled](/Conditions.aspx?ID=6), one of you can attempt a new saving throw against one confusing or controlling effect (if it allowed a save), ending the condition if the new save is a success. If both of you are eligible, your emotional focus gets the new save.\r\n\r\n**Emotional Fervor** You gain a +1 status bonus to Will saves. If you cast a spell to benefit your emotional focus, this bonus increases to +3 until the start of your next turn. Spell: [_soothe_](/Spells.aspx?ID=291)\r\n\r\n**Emotional Fallout** You're [fascinated](/Conditions.aspx?ID=14) with your emotional focus for 1 minute.\r\n\r\n**Focus Spell** [Soothing Words](/Spells.aspx?ID=452)\n\n</column>\r\n\r\n<title level=\"2\">Misery</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 197 <sup>1.1</sup></row>\r\n\r\nTo suffer is to know you're alive; to make your enemies suffer as greatly as you have eases your suffering.\r\n\r\n<column gap=\"tiny\">\r\n**Catharsis Trigger** You gain [persistent damage](/Conditions.aspx?ID=29) from a foe.\r\n\r\n**Catharsis Activation** You gain a number of temporary Hit Points equal to your level. They last for 1 minute.\r\n\r\n**Emotional Fervor** You can choose not to attempt a flat check to end persistent damage you're taking. When you cast a damaging spell, you can choose one creature that failed its save or that you hit with your spell attack roll. That target takes persistent damage of the same type the spell dealt, of an amount equal to the highest amount of persistent damage you currently have. You can't choose a creature that's already taking persistent damage. Spell: [_phantom pain_](/Spells.aspx?ID=220)\r\n\r\n**Emotional Fallout** You take an untyped penalty to any damage you would deal with any spell you cast until you Settle your Emotions. The penalty is 1 per spell level.\r\n\r\n**Focus Spell** [Savor the Sting](/Spells.aspx?ID=449)\n\n</column>\r\n\r\n<title level=\"2\">Pride</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 197 <sup>1.1</sup></row>\r\n\r\nAll is well as long as you appear well, but you get caught up in the moment and lose track of what's important.\r\n\r\n<column gap=\"tiny\">\r\n**Catharsis Trigger** You critically fail on an attack roll or saving throw.\r\n\r\n**Catharsis Activation** The critical failure becomes a failure.\r\n\r\n**Emotional Fervor** Each time you cast an [illusion](/Traits.aspx?ID=92) spell, until the start of your next turn, any critical failure you roll on an attack roll or saving throw is a failure instead. Spell: [_color spray_](/Spells.aspx?ID=44)\r\n\r\n**Emotional Fallout** You momentarily lose track of what's real, becoming [confused](/Conditions.aspx?ID=5) for 1 round. Spell: [_mirror image_](/Spells.aspx?ID=197)\r\n\r\n**Focus Spell** [Veil of Confidence](/Spells.aspx?ID=466)\n\n</column>\r\n\r\n<title level=\"2\">Remorse</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 197 <sup>1.1</sup></row>\r\n\r\nYou attempt to overcome your failings, but your guilt stays with you.\r\n\r\n<column gap=\"tiny\">\r\n**Catharsis Trigger** An ally within 30 feet drops to 0 Hit Points.\r\n\r\n**Catharsis Activation** You Step or Stride. You must end this movement closer to the triggering ally.\r\n\r\n**Emotional Fervor** Any spell you cast that restores Hit Points to the triggering ally gets a status bonus to the Hit Points healed equal to the spell's level, or double the spell's level if the ally is at 0 Hit Points. Spell: [_warrior's regret_](/Spells.aspx?ID=1030)\r\n\r\n**Emotional Fallout** Your emotional weight crushes you, leaving you [stupefied 2](/Conditions.aspx?ID=37) until you Settle your Emotions.\r\n\r\n**Focus Spell** [Healer's Blessing](/Spells.aspx?ID=426)\n\n</column>",
"name": "Cathartic Mage",
"pfs": "Limited",
"prerequisite": "Charisma 14 or ability to cast spells from spell slots",
"prerequisite_markdown": "Charisma 14 or ability to cast spells from spell slots",
"rarity": "uncommon",
"release_date": "2021-09-01",
"resistance": {},
"search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 194 <sup>1.1</sup></row>\r\n\r\n**Prerequisites**\r\nCharisma 14 or ability to cast spells from spell slots\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nEmotions are powerful, and you can tap into that power to enhance your magic for a time. You learn to harness a particular emotional state under the …\r\n</summary>",
"source": [
"Secrets of Magic"
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"Secrets of Magic pg. 194"
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"source_category": "Rulebooks",
"source_markdown": "<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 194 <sup>1.1</sup></row>",
"speed": {},
"summary": "Emotions are powerful, and you can tap into that power to enhance your magic for a time. You learn to harness a particular emotional state under the …",
"summary_markdown": "Emotions are powerful, and you can tap into that power to enhance your magic for a time. You learn to harness a particular emotional state under the …",
"text": " Cathartic Mage Source Secrets of Magic pg. 194 1.1 Emotions are powerful, and you can tap into that power to enhance your magic for a time. You learn to harness a particular emotional state under the right conditions, but be warned: emotions are volatile and destructive if left unchecked. The experience often leaves you reeling from the unhindered emotion, requiring a rest or distraction before tapping into it again. Click here for more rules on using this archetype. Emotional Focus Some emotional states, such as love or hatred, require the caster to focus on a specific individual called their emotional focus. Your emotional focus can change over time with you choosing a new focus after an important part of your story is resolved. Work with your GM to determine when this change happens. An emotional focus doesn't get a say in the matter; the cathartic spellcaster's emotions determine the bond. However, making another PC your emotional focus could result in an uncomfortable social dynamic. You should check with that PC's player in advance to see if such a link is acceptable. <document level=\"2\" id=\"feat-2964\" /> <document level=\"2\" id=\"feat-2965\" /> <document level=\"2\" id=\"feat-2966\" /> <document level=\"2\" id=\"feat-2967\" /> <document level=\"2\" id=\"feat-2968\" /> <document level=\"2\" id=\"feat-2969\" /> Emotional States The following emotional states are used in the Cathartic Mage archetype. Each emotional state's entry lists the following pieces of information. Catharsis Trigger The event or conditions you must meet to take your Catharsis reaction. Catharsis Activation The benefit when you use Catharsis. Emotional Fervor Benefits you gain for 3 rounds after you use Catharsis. This entry also lists a spell you're able to cast while in your emotional fervor. You must expend a spell slot to cast it. This slot most be of at least the spell's level, and the spell is automatically heightened to the level of slot you expended. Emotional Fallout The effect you experience when your emotional fervor ends. Focus Spell The focus spell you gain if you select the Cathartic Focus Spell archetype feat. Anger Source Secrets of Magic pg. 196 1.1 Your destructive wrath allows you to harm your foes but causes you pain in the process. Catharsis Trigger An enemy deals damage to you. You can't use this reaction if you're fatigued. Catharsis Activation If you're grabbed, immobilized, or restrained, you can attempt to Escape. If you succeed, the creature or hazard imposing the condition on you (if applicable) takes force damage equal to your level. Emotional Fervor When you Cast a Spell from your spell slots, if the spell deals damage and doesn't have a duration, you gain a status bonus to that spell's damage equal to the spell's level. Spell: draw ire Emotional Fallout You become fatigued until you Settle your Emotions. Focus Spell Athletic Rush Awe Source Secrets of Magic pg. 196 1.1 Your powerful sense of wonderment can be infectious and distracting. Catharsis Trigger You or an ally within 30 feet critically succeeds on an attack roll against an enemy's AC or a skill check against one of an enemy's DCs. Catharsis Activation If you're fascinated or stupefied, you can attempt an additional save to end the effect if it allowed a save. Emotional Fervor When you cast a spell, choose one creature that was hit by your spell attack roll or that failed its saving throw, if any. That creature becomes fascinated with you until the end of its next turn. It's then temporarily immune to this fervor effect for 1 hour. Spell: glitterdust Emotional Fallout You become flat-footed until you Settle your Emotions. Focus Spell Dazzling Flash (doesn't require a religious symbol) Dedication Source Secrets of Magic pg. 196 1.1 Your commitment protects those you are dedicated to but can lead to dependency. Your emotional focus is an individual creature you're bound to (see Emotional Focus sidebar above. Catharsis Trigger Your emotional focus takes damage from an enemy while within 30 feet of you. Catharsis Activation Your emotional focus gains a number of temporary Hit Points equal to half your level rounded up. These temporary HP last for 1 minute. Emotional Fervor Your spells that target your emotional focus gain the benefits of Reach Spell. When you cast a healing spell that affects your emotional focus, your emotional focus also gains temporary HP equal to the spell's level in addition to the spell's effects. These temporary HP last for 1 minute. Spell: spirit link Emotional Fallout Until you Settle your Emotions, you can't Cast Spells unless you're adjacent to your emotional focus. Focus Spell Protector's Sacrifice Fear Source Secrets of Magic pg. 196 1.1 You let your fear fuel you, rather than consume you, but it burns your endurance. Catharsis Trigger An enemy makes you frightened. Catharsis Activation Increase your frightened value by 1, to a maximum of frightened 4. Emotional Fervor You don't take the status penalty from the frightened condition to your spell DCs or spell attack bonus. Instead, you gain a status bonus to spell attack rolls equal to the penalty you would've taken, and your foes take the same status penalty to their saving throws against your spells. Any other statistic takes the status penalty as normal. Spell: fear Emotional Fallout You are fleeing for 2 rounds, running from the source of the frightened condition that triggered your Catharsis. If that source is no longer present, you instead flee from the position where you were at the start of your emotional fallout. Focus Spell Waking Nightmare Hatred Source Secrets of Magic pg. 196 1.1 Your unabashed hatred consumes your soul and causes your foe to falter. Your emotional focus is an individual enemy you detest (see Emotional Focus sidebar on page 197). Catharsis Trigger You start your first turn in an encounter against your emotional focus or one of their followers. If the encounter includes multiple eligible followers and doesn't include your actual emotional focus, choose one of the followers to act as your emotional focus for this encounter (or until your actual emotional focus shows up). Catharsis Activation You can Step or Stride. You must end this movement closer to your emotional focus. Emotional Fervor Your emotional focus is flat-footed to you and takes a 2 status penalty to saves against your spells. You're flat-footed to your emotional focus and take a 2 status penalty to saves against it. Spell: blood vendetta Emotional Fallout You become stunned 2. Focus Spell Cry of Destruction Joy Source Secrets of Magic pg. 197 1.1 Your unbridled enthusiasm and positive attitude can lead you to success, but you might expend more energy than you planned. Catharsis Trigger You critically succeed on an attack roll or save, or an enemy critically fails on a save against you. Catharsis Activation Reduce the value of any frightened or stupefied condition you have by 1 and end any persistent mental damage you have. Emotional Fervor You gain a +1 status bonus to Performance checks and to the spell attack rolls of emotion spells, and enemies take a 1 status penalty to saves against your emotion spells. Spell: hideous laughter Emotional Fallout You become fatigued until you Settle your Emotions. Focus Spell Unimpeded Stride Love Source Secrets of Magic pg. 197 1.1 You're joined by the bonds of love and nothing can break that, but love can distract you from other things in your life. Your emotional focus is someone you're in love with; they aren't required to love you back. Catharsis Trigger Your emotional focus takes damage from an enemy while within 30 feet of you. Catharsis Activation If either you or your emotional focus is confused or controlled, one of you can attempt a new saving throw against one confusing or controlling effect (if it allowed a save), ending the condition if the new save is a success. If both of you are eligible, your emotional focus gets the new save. Emotional Fervor You gain a +1 status bonus to Will saves. If you cast a spell to benefit your emotional focus, this bonus increases to +3 until the start of your next turn. Spell: soothe Emotional Fallout You're fascinated with your emotional focus for 1 minute. Focus Spell Soothing Words Misery Source Secrets of Magic pg. 197 1.1 To suffer is to know you're alive; to make your enemies suffer as greatly as you have eases your suffering. Catharsis Trigger You gain persistent damage from a foe. Catharsis Activation You gain a number of temporary Hit Points equal to your level. They last for 1 minute. Emotional Fervor You can choose not to attempt a flat check to end persistent damage you're taking. When you cast a damaging spell, you can choose one creature that failed its save or that you hit with your spell attack roll. That target takes persistent damage of the same type the spell dealt, of an amount equal to the highest amount of persistent damage you currently have. You can't choose a creature that's already taking persistent damage. Spell: phantom pain Emotional Fallout You take an untyped penalty to any damage you would deal with any spell you cast until you Settle your Emotions. The penalty is 1 per spell level. Focus Spell Savor the Sting Pride Source Secrets of Magic pg. 197 1.1 All is well as long as you appear well, but you get caught up in the moment and lose track of what's important. Catharsis Trigger You critically fail on an attack roll or saving throw. Catharsis Activation The critical failure becomes a failure. Emotional Fervor Each time you cast an illusion spell, until the start of your next turn, any critical failure you roll on an attack roll or saving throw is a failure instead. Spell: color spray Emotional Fallout You momentarily lose track of what's real, becoming confused for 1 round. Spell: mirror image Focus Spell Veil of Confidence Remorse Source Secrets of Magic pg. 197 1.1 You attempt to overcome your failings, but your guilt stays with you. Catharsis Trigger An ally within 30 feet drops to 0 Hit Points. Catharsis Activation You Step or Stride. You must end this movement closer to the triggering ally. Emotional Fervor Any spell you cast that restores Hit Points to the triggering ally gets a status bonus to the Hit Points healed equal to the spell's level, or double the spell's level if the ally is at 0 Hit Points. Spell: warrior's regret Emotional Fallout Your emotional weight crushes you, leaving you stupefied 2 until you Settle your Emotions. Focus Spell Healer's Blessing\n",
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Elementalist](/Archetypes.aspx?ID=98)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 206 <sup>1.1</sup></row>\n\nYou revere the four elements—air, earth, fire, and water—as the building blocks of creation and the source of all life. You believe that by balancing, mixing, and rearranging these four elements, magic is made. This belief has led you to eschew traditional magical theories and divisions, and you instead focus on harnessing, manipulating, and shaping the four elements. You cast spells drawn from multiple traditions and can use the four elements to alter and empower your spells, making them manifest and mixing them in unique ways. Most elementalists embrace the four elements equally as a mystical quaternity, and they strengthen their connection to one of these elements each day to protect themselves from harm. Others, notably [sorcerer](/Classes.aspx?ID=11) and [wizard](/Classes.aspx?ID=12) elementalists, feel a stronger connection to a singular element that they hone to great heights, utilizing the other three elements to support and augment their favored element.\r\n\r\n<title level=\"3\">Elemental Magic (1st)</title>\r\n\r\nYou're a spellcaster that's specialized in harnessing the four elements. Though you might feel a stronger kinship for one element over the others, you're capable of shaping all of them. Due to your specialization in elemental magic, you have a smaller, more focused spell list than other spellcasters, though your magic is drawn from multiple traditions. If you choose this class archetype, you must select the Elementalist Dedication as your 2nd-level class feat.\n\n **Prerequisites**: You must have a spellcasting class feature that chooses spells from the [arcane](/SpellLists.aspx?Tradition=1) or [primal](/SpellLists.aspx?Tradition=4) spell list.\n\n **Elementalist Adjustments**: Replace your spell list with the [elemental spell list](/SpellLists.aspx?Tradition=5). Your actual magical tradition is unchanged, but you choose your spells from the elemental list instead.\n\n If you're a sorcerer with the [elemental bloodline](/Bloodlines.aspx?ID=6), you can replace your initial bloodline spell with an initial elemental focus spell, and your advanced bloodline spell with an advanced elemental focus spell. The initial and advanced elemental focus spells you select must have the same trait as your elemental bloodline and come from the options listed below.\n\n **Druid Elementalist Adjustments**: If you're a druid of the [storm order](/DruidicOrders.aspx?ID=3), you can choose to replace your starting order spell, [_tempest surge_](/Spells.aspx?ID=479), with [_updraft_](/Spells.aspx?ID=1058).\n\n **Wizard Elementalist Adjustments**: If you're a wizard with an arcane school, instead of specializing in a school of magic, you specialize in one of the four elements: air, earth, fire, or water. Any benefits your arcane school would grant you that are associated with a selected spell school, you instead apply to your selected element. For example, if you select air as your element, you can prepare only spells that have the [air](/Traits.aspx?ID=5) trait in your extra arcane school slots, you can prepare an extra air cantrip, and you add an extra air spell from the elemental spell list to your spellbook. Additionally, in place of your arcane school spell, you learn the initial elemental focus spell of your selected element. In all other ways, your arcane school functions as written in the _Core Rulebook_. If you later select the [Advanced School Spell](/Feats.aspx?ID=647) wizard feat, instead of gaining the listed school spell, you gain the advanced elemental focus spell of your selected element. \n\n**Elemental Focus Spells** \n<ul><li>**Air** initial: [_updraft_](/Spells.aspx?ID=1058); advanced: [_powerful inhalation_](/Spells.aspx?ID=1054)</li><li>**Earth** initial: [_crushing ground_](/Spells.aspx?ID=1053); advanced: [_stone lance_](/Spells.aspx?ID=1057)</li><li>**Fire** initial: [_wildfire_](/Spells.aspx?ID=1059); advanced: [_combustion_](/Spells.aspx?ID=1052)</li><li>**Water** initial: [_rising surf_](/Spells.aspx?ID=1056); advanced: [_pulverizing cascade_](/Spells.aspx?ID=1055)</li></ul>\n\n[Click here for more rules on using this archetype.](/Rules.aspx?ID=1516)\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-2986\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2987\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2988\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-604\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2989\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-318\"\r\noverride-title-right=\"Feat 6*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1714\"\r\noverride-title-right=\"Feat 8*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2990\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-455\"\r\noverride-title-right=\"Feat 8*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2991\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2992\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2993\"\n\n/>",
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"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 206 <sup>1.1</sup></row>\r\n\r\n**Prerequisites**\r\nelemental magic\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou revere the four elements—air, earth, fire, and water—as the building blocks of creation and the source of all life. You believe that by …\r\n</summary>",
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"text": " Elementalist Source Secrets of Magic pg. 206 1.1 You revere the four elements—air, earth, fire, and water—as the building blocks of creation and the source of all life. You believe that by balancing, mixing, and rearranging these four elements, magic is made. This belief has led you to eschew traditional magical theories and divisions, and you instead focus on harnessing, manipulating, and shaping the four elements. You cast spells drawn from multiple traditions and can use the four elements to alter and empower your spells, making them manifest and mixing them in unique ways. Most elementalists embrace the four elements equally as a mystical quaternity, and they strengthen their connection to one of these elements each day to protect themselves from harm. Others, notably sorcerer and wizard elementalists, feel a stronger connection to a singular element that they hone to great heights, utilizing the other three elements to support and augment their favored element. Elemental Magic (1st) You're a spellcaster that's specialized in harnessing the four elements. Though you might feel a stronger kinship for one element over the others, you're capable of shaping all of them. Due to your specialization in elemental magic, you have a smaller, more focused spell list than other spellcasters, though your magic is drawn from multiple traditions. If you choose this class archetype, you must select the Elementalist Dedication as your 2nd-level class feat. Prerequisites : You must have a spellcasting class feature that chooses spells from the arcane or primal spell list. Elementalist Adjustments : Replace your spell list with the elemental spell list. Your actual magical tradition is unchanged, but you choose your spells from the elemental list instead. If you're a sorcerer with the elemental bloodline, you can replace your initial bloodline spell with an initial elemental focus spell, and your advanced bloodline spell with an advanced elemental focus spell. The initial and advanced elemental focus spells you select must have the same trait as your elemental bloodline and come from the options listed below. Druid Elementalist Adjustments : If you're a druid of the storm order, you can choose to replace your starting order spell, tempest surge , with updraft . Wizard Elementalist Adjustments : If you're a wizard with an arcane school, instead of specializing in a school of magic, you specialize in one of the four elements: air, earth, fire, or water. Any benefits your arcane school would grant you that are associated with a selected spell school, you instead apply to your selected element. For example, if you select air as your element, you can prepare only spells that have the air trait in your extra arcane school slots, you can prepare an extra air cantrip, and you add an extra air spell from the elemental spell list to your spellbook. Additionally, in place of your arcane school spell, you learn the initial elemental focus spell of your selected element. In all other ways, your arcane school functions as written in the Core Rulebook . If you later select the Advanced School Spell wizard feat, instead of gaining the listed school spell, you gain the advanced elemental focus spell of your selected element. Elemental Focus Spells Air initial: updraft ; advanced: powerful inhalation Earth initial: crushing ground ; advanced: stone lance Fire initial: wildfire ; advanced: combustion Water initial: rising surf ; advanced: pulverizing cascade Click here for more rules on using this archetype. Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-2987\" /> <document level=\"2\" id=\"feat-2988\" /> <document level=\"2\" id=\"feat-604\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-2989\" /> <document level=\"2\" id=\"feat-318\" override-title-right=\"Feat 6 \" /> <document level=\"2\" id=\"feat-1714\" override-title-right=\"Feat 8 \" /> <document level=\"2\" id=\"feat-2990\" /> <document level=\"2\" id=\"feat-455\" override-title-right=\"Feat 8 \" /> <document level=\"2\" id=\"feat-2991\" /> <document level=\"2\" id=\"feat-2992\" /> <document level=\"2\" id=\"feat-2993\" />",
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Flexible Spellcaster](/Archetypes.aspx?ID=99)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 209 <sup>1.1</sup></row>\n\nYou've learned how to cast spells flexibly, blending the best elements of spontaneous and prepared spellcasting at the cost of casting fewer spells each day.\r\n\r\n<title level=\"3\">Flexible Spell Preparation (1st)</title>\r\n\r\nThis class feature alters your spellcasting class feature (such as Arcane Spellcasting for the wizard or Divine Spellcasting for the cleric). If you choose this class archetype, you must select Flexible Spellcaster Dedication as your 2nd-level class feat. \n\n**Prerequisites**: You must have a class, such as [clerics](/Classes.aspx?ID=5), [druids](/Classes.aspx?ID=6), [witches](/Classes.aspx?ID=16), and [wizards](/Classes.aspx?ID=12), that prepares spells in spell slots using the same number of prepared spells per day. \n\n**Flexible Spellcaster Adjustments**: You learn spells as normal for your class (a wizard uses a [spellbook](/Equipment.aspx?ID=53), a witch teaches spells to their [familiar](/familiar-abilities), and so on), but change your spellcasting from your class as follows. \n<ul><li>You can cast fewer spells each day. Your number of spell slots per day don't advance from 2 to 3 spells at even levels (see Table 5—1).</li><li>Reduce the number of cantrips you gain from your class by 2. This archetype doesn't change the way you prepare cantrips.</li><li>During your daily preparations, you prepare a spell collection rather than preparing spells into each spell slot individually. The number of spells in your spell collection each day equals the total number of spell slots you get each day from your class spells. Select these spells from the same source as normal, such as from a spellbook for a wizard.</li><li>You can cast any of the spells in your collection by using a spell slot of an appropriate level. For instance, if you were level 1 and had [_feather fall_](/Spells.aspx?ID=111) and [_magic missile_](/Spells.aspx?ID=180) in your spell collection, you could cast _feather fall_ twice that day, _magic missile_ twice, or each spell once.</li><li>Extra spell slots you gain that have additional restrictions, like the wizard's specialist school spells or the cleric's divine font spells, don't change due to this archetype, nor do such spells count toward the number of spells you place in your spell collection. See the Restricted Spell Slots sidebar.</li></ul>\n\n## Table 5-1: Flexible Spellcaster Spells per Day\n<row gap=\"tiny\">\n<table> <tr><td>**Level**</td><td>**Cantrips**</td><td>**1st**</td><td>**2nd**</td><td>**3rd**</td><td>**4th**</td><td>**5th**</td><td>**6th**</td><td>**7th**</td><td>**8th**</td><td>**9th**</td><td>**10th**</td><td>**Collection**</td></tr> <tr><td>1</td><td>3</td><td>2</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>2</td></tr> <tr><td>2</td><td>4</td><td>2</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>2</td></tr> <tr><td>3</td><td>4</td><td>2</td><td>2</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>4</td></tr> <tr><td>4</td><td>5</td><td>2</td><td>2</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>4</td></tr> <tr><td>5</td><td>5</td><td>2</td><td>2</td><td>2</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>6</td></tr> <tr><td>6</td><td>5</td><td>2</td><td>2</td><td>2</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>6</td></tr> <tr><td>7</td><td>5</td><td>2</td><td>2</td><td>2</td><td>2</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>8</td></tr> <tr><td>8</td><td>5</td><td>2</td><td>2</td><td>2</td><td>2</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>8</td></tr> <tr><td>9</td><td>5</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>10</td></tr> <tr><td>10</td><td>5</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>10</td></tr> <tr><td>11</td><td>5</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>—</td><td>—</td><td>—</td><td>—</td><td>12</td></tr> <tr><td>12</td><td>5</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>—</td><td>—</td><td>—</td><td>—</td><td>12</td></tr> <tr><td>13</td><td>5</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>—</td><td>—</td><td>—</td><td>14</td></tr> <tr><td>14</td><td>5</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>—</td><td>—</td><td>—</td><td>14</td></tr> <tr><td>15</td><td>5</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>—</td><td>—</td><td>16</td></tr> <tr><td>16</td><td>5</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>—</td><td>—</td><td>16</td></tr> <tr><td>17</td><td>5</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>—</td><td>18</td></tr> <tr><td>18</td><td>5</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>—</td><td>18</td></tr> <tr><td>19</td><td>5</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>*</td><td>18</td></tr> <tr><td>20</td><td>5</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>*</td><td>18</td></tr> </table>* Your class most likely has a class feature that gives you a single 10th level spell slot that works a bit differently from other slots. If so, flexible spellcaster doesn't change the way that spell works.</row>\n\n<title level=\"2\" right=\"\">Heightening Spells</title> Once you gain 2nd-level spells, you can heighten any spell in your spell collection to any level you can cast, similar to a spontaneous spellcaster's signature spells. The only restriction is that you must select at least one 1st-level spell for your collection each time you prepare, ensuring that you can use all your spell slots each day. \n\n<title level=\"2\" right=\"\">Adjudicating Class Feats And Features</title> Some of your class feats or features might rely on the fact that you prepare spells in spell slots. While some class feats might no longer work or be necessary with the flexible spellcaster archetype, in many cases you can make a simple replacement and continue using the class feat. The following class feats simply require replacing “a spell you have prepared” or “a prepared spell” for “a spell in your collection” or “a spell slot.” For example, in [Counterspell](/Feats.aspx?ID=633), you'd replace “a spell you have prepared” in the trigger for “a spell in your collection” and “expend a prepared spell” for “expend a spell slot.” Similarly, in arcane bond, you'd replace “cast one spell you prepared today and already cast” with “cast one spell in your collection you've already cast today.”\n\n The Counterspell and [Leyline Conduit](/Feats.aspx?ID=354) feats in the _Core Rulebook_ need these substitutions, as does [Form Retention](/Feats.aspx?ID=1839) from the _Advanced Player's Guide_. [Spell Mastery](/Feats.aspx?ID=1843) provides additional restricted spells, like divine font or specialist spells; you can take it, but it doesn't add to your collection and works like normal prepared spells. \n\n<title level=\"2\" right=\"\">Disallowed Feats</title> The following feats from the _Core Rulebook_ aren't available for a flexible spellcaster: [Call of the Wild](/Feats.aspx?ID=317), [Clever Counterspell](/Feats.aspx?ID=653), [Infinite Possibilities](/Feats.aspx?ID=660), [Reprepare Spell](/Feats.aspx?ID=661), and [Spell Combination](/Feats.aspx?ID=664). The disallowed feats from the _Advanced Player's Guide_ are as follows: [Elemental Summons](/Feats.aspx?ID=1712), [Miraculous Possibility](/Feats.aspx?ID=1709), [Rites of Convocation](/Feats.aspx?ID=1573), and [Rites of Transfiguration](/Feats.aspx?ID=1585).\n\n[Click here for more rules on using this archetype.](/Rules.aspx?ID=1519)\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Restricted Spell Slots</title>\r\n\r\nWhen applying this archetype to a class that grants additional spell slots with restrictions, such as the specialist wizard's specialist school spells or the cleric's divine bond, you still gain those additional slots, but they work as normal for your class, and they don't add more spells to your spell collection. A healing font grants you additional spell slots to cast heal spells of the highest level you can cast, but doesn't add heal to your spell collection. A harming font does the same for the harm spell. 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"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 209 <sup>1.1</sup></row>\r\n\r\n**Prerequisites**\r\nflexible spell preparation\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou've learned how to cast spells flexibly, blending the best elements of spontaneous and prepared spellcasting at the cost of casting fewer spells …\r\n</summary>",
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"text": " Flexible Spellcaster Source Secrets of Magic pg. 209 1.1 You've learned how to cast spells flexibly, blending the best elements of spontaneous and prepared spellcasting at the cost of casting fewer spells each day. Flexible Spell Preparation (1st) This class feature alters your spellcasting class feature (such as Arcane Spellcasting for the wizard or Divine Spellcasting for the cleric). If you choose this class archetype, you must select Flexible Spellcaster Dedication as your 2nd-level class feat. Prerequisites : You must have a class, such as clerics, druids, witches, and wizards, that prepares spells in spell slots using the same number of prepared spells per day. Flexible Spellcaster Adjustments : You learn spells as normal for your class (a wizard uses a spellbook, a witch teaches spells to their familiar, and so on), but change your spellcasting from your class as follows. You can cast fewer spells each day. Your number of spell slots per day don't advance from 2 to 3 spells at even levels (see Table 5—1). Reduce the number of cantrips you gain from your class by 2. This archetype doesn't change the way you prepare cantrips. During your daily preparations, you prepare a spell collection rather than preparing spells into each spell slot individually. The number of spells in your spell collection each day equals the total number of spell slots you get each day from your class spells. Select these spells from the same source as normal, such as from a spellbook for a wizard. You can cast any of the spells in your collection by using a spell slot of an appropriate level. For instance, if you were level 1 and had feather fall and magic missile in your spell collection, you could cast feather fall twice that day, magic missile twice, or each spell once. Extra spell slots you gain that have additional restrictions, like the wizard's specialist school spells or the cleric's divine font spells, don't change due to this archetype, nor do such spells count toward the number of spells you place in your spell collection. See the Restricted Spell Slots sidebar. ## Table 5-1: Flexible Spellcaster Spells per Day Level Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Collection 1 3 2 — — — — — — — — — 2 2 4 2 — — — — — — — — — 2 3 4 2 2 — — — — — — — — 4 4 5 2 2 — — — — — — — — 4 5 5 2 2 2 — — — — — — — 6 6 5 2 2 2 — — — — — — — 6 7 5 2 2 2 2 — — — — — — 8 8 5 2 2 2 2 — — — — — — 8 9 5 2 2 2 2 2 — — — — — 10 10 5 2 2 2 2 2 — — — — — 10 11 5 2 2 2 2 2 2 — — — — 12 12 5 2 2 2 2 2 2 — — — — 12 13 5 2 2 2 2 2 2 2 — — — 14 14 5 2 2 2 2 2 2 2 — — — 14 15 5 2 2 2 2 2 2 2 2 — — 16 16 5 2 2 2 2 2 2 2 2 — — 16 17 5 2 2 2 2 2 2 2 2 2 — 18 18 5 2 2 2 2 2 2 2 2 2 — 18 19 5 2 2 2 2 2 2 2 2 2 18 20 5 2 2 2 2 2 2 2 2 2 18 Your class most likely has a class feature that gives you a single 10th level spell slot that works a bit differently from other slots. If so, flexible spellcaster doesn't change the way that spell works. Heightening Spells Once you gain 2nd-level spells, you can heighten any spell in your spell collection to any level you can cast, similar to a spontaneous spellcaster's signature spells. The only restriction is that you must select at least one 1st-level spell for your collection each time you prepare, ensuring that you can use all your spell slots each day. Adjudicating Class Feats And Features Some of your class feats or features might rely on the fact that you prepare spells in spell slots. While some class feats might no longer work or be necessary with the flexible spellcaster archetype, in many cases you can make a simple replacement and continue using the class feat. The following class feats simply require replacing “a spell you have prepared” or “a prepared spell” for “a spell in your collection” or “a spell slot.” For example, in Counterspell, you'd replace “a spell you have prepared” in the trigger for “a spell in your collection” and “expend a prepared spell” for “expend a spell slot.” Similarly, in arcane bond, you'd replace “cast one spell you prepared today and already cast” with “cast one spell in your collection you've already cast today.” The Counterspell and Leyline Conduit feats in the Core Rulebook need these substitutions, as does Form Retention from the Advanced Player's Guide . Spell Mastery provides additional restricted spells, like divine font or specialist spells; you can take it, but it doesn't add to your collection and works like normal prepared spells. Disallowed Feats The following feats from the Core Rulebook aren't available for a flexible spellcaster: Call of the Wild, Clever Counterspell, Infinite Possibilities, Reprepare Spell, and Spell Combination. The disallowed feats from the Advanced Player's Guide are as follows: Elemental Summons, Miraculous Possibility, Rites of Convocation, and Rites of Transfiguration. Click here for more rules on using this archetype. Restricted Spell Slots When applying this archetype to a class that grants additional spell slots with restrictions, such as the specialist wizard's specialist school spells or the cleric's divine bond, you still gain those additional slots, but they work as normal for your class, and they don't add more spells to your spell collection. A healing font grants you additional spell slots to cast heal spells of the highest level you can cast, but doesn't add heal to your spell collection. A harming font does the same for the harm spell. As a specialist wizard, you prepare one spell per level from your specialty school, which also aren't added to your spell collection. ",
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"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 212 <sup>1.1</sup></row>\r\n\r\n**Prerequisites**\r\nTrained in [Nature](/Skills.aspx?ID=10); ability to cast spells from spell slots; at least one spell with the [air](/Traits.aspx?ID=5), [cold](/Traits.aspx?ID=27), [earth](/Traits.aspx?ID=55), [fire](/Traits.aspx?ID=72), [plant](/Traits.aspx?ID=125), or [water](/Traits.aspx?ID=165) trait\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou know how to draw power from the land around you, no matter the terrain, by attuning your magic to match its mystical properties. You might be a …\r\n</summary>",
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"text": " Geomancer Source Secrets of Magic pg. 212 1.1 You know how to draw power from the land around you, no matter the terrain, by attuning your magic to match its mystical properties. You might be a druid with an elemental focus (such as the flame, stone, or wave orders) or a naturalist with a touch of magic at your disposal. You could concentrate on a single type of terrain to wring every last drop of power from it or choose to wander the land to experience every type of terrain possible. Click here for more rules on using this archetype. <document level=\"2\" id=\"feat-2996\" /> <document level=\"2\" id=\"feat-2997\" /> <document level=\"2\" id=\"feat-2998\" /> <document level=\"2\" id=\"feat-2999\" /> <document level=\"2\" id=\"feat-3000\" /> <document level=\"2\" id=\"feat-3001\" /> <document level=\"2\" id=\"feat-3003\" /> <document level=\"2\" id=\"feat-3002\" /> <document level=\"2\" id=\"feat-3004\" />",
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"search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 226 <sup>1.1</sup></row>\r\n\r\n**Prerequisites**\r\nability to cast spells\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe world is full of shadows, but each living creature possesses a form of inner light to ward against that ever-present darkness… all except …\r\n</summary>",
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"summary": "The world is full of shadows, but each living creature possesses a form of inner light to ward against that ever-present darkness… all except …",
"summary_markdown": "The world is full of shadows, but each living creature possesses a form of inner light to ward against that ever-present darkness… all except …",
"text": " Shadowcaster Source Secrets of Magic pg. 226 1.1 The world is full of shadows, but each living creature possesses a form of inner light to ward against that ever-present darkness… all except shadowcasters. By trading away that piece of their spirit, shadowcasters have removed a limiter, allowing them to gain magical power rooted in the darkness; however, this trade also exposes them to otherworldly whispers from the realms of shadow. Click here for more rules on using this archetype. Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-604\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-3010\" /> <document level=\"2\" id=\"feat-3011\" /> <document level=\"2\" id=\"feat-318\" override-title-right=\"Feat 6 \" /> <document level=\"2\" id=\"feat-3012\" /> <document level=\"2\" id=\"feat-3013\" /> <document level=\"2\" id=\"feat-3014\" /> <document level=\"2\" id=\"feat-2069\" override-title-right=\"Feat 12 \" /> <document level=\"2\" id=\"feat-2070\" override-title-right=\"Feat 14 \" /> <document level=\"2\" id=\"feat-2071\" override-title-right=\"Feat 14 \" /> <document level=\"2\" id=\"feat-3015\" /> <document level=\"2\" id=\"feat-2072\" override-title-right=\"Feat 16 \" />",
"trait": [
"Uncommon"
],
"trait_markdown": "[Uncommon](/Traits.aspx?ID=159)",
"trait_raw": [
"Uncommon"
],
"type": "Archetype",
"url": "/Archetypes.aspx?ID=101",
"weakness": {}
},
{
"archetype": [
"Soulforger"
],
"archetype_category": [
"Mystical",
"Core"
],
"breadcrumbs_spa": [],
"category": "archetype",
"exclude_from_search": false,
"id": "archetype-102",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Limited\">[Soulforger](/Archetypes.aspx?ID=102)</title>\n\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 236 <sup>1.1</sup></row>\n\nYour devotion to a cause unifies your soul with an armament tethered to the very essence of your spirit.\n\n[Click here for more rules on using this archetype.](/Rules.aspx?ID=1560)\n\n<document level=\"2\" id=\"feat-3016\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3017\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3018\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3019\"\n\n/>\n\n<title level=\"1\">Essence Powers</title>\r\n\r\nYour soulforged armament has an essence power you choose when you first bind it. It\r\ngains the power temporarily when you manifest its essence form. Each power has a\r\ncorruption flaw that affects you if you have _soulforged corruption_. Essence powers\r\nthat only apply to some types of armament indicate which.\n\n<title level=\"2\">Adaptable Persona</title>\r\n\r\n<traits>\r\n<trait label=\"Transmutation\" url=\"/Traits.aspx?ID=157\" />\r\n</traits>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 236 <sup>1.1</sup></row>\r\n\r\nArmor only. When you manifest the essence form, gain your choice of a climb Speed or swim Speed equal to your land Speed. If you're 8th level or higher, you can choose a fly Speed instead.\r\n\r\n**Corruption Flaw** You take a 10-foot penalty to all your Speeds.\r\n\r\n<title level=\"2\">Bounding Spirit</title>\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 236 <sup>1.1</sup></row>\r\n\r\nMelee weapon only. The weapon gains the [thrown 30 feet](/Traits.aspx?ID=195) trait and has the [_returning_](/Equipment.aspx?ID=301) rune (even if it already has its maximum number of property runes).\r\n\r\n**Corruption Flaw** When you make a Strike with a thrown or ranged weapon and miss, reroll the Strike, targeting your ally nearest to the target. This Strike uses the same multiple attack penalty as the missed Strike and doesn't count toward your multiple attack penalty.\r\n\r\n<title level=\"2\">Deep-Seeded Fear</title>\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 236 <sup>1.1</sup></row>\r\n\r\nYou gain a +2 status bonus to your [Intimidation](/Skills.aspx?ID=7) checks and don't take any penalties for not sharing a language when [Demoralizing](/Actions.aspx?ID=53) foes who can perceive your armament's essence form. When you manifest the essence form, you can attempt to Demoralize an enemy who can perceive the manifestation.\r\n\r\n**Corruption Flaw** If you attempt to Demoralize an enemy, your Demoralize also targets the ally closest to you.\r\n\r\n<title level=\"2\">Determined Toughness</title>\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 236 <sup>1.1</sup></row>\r\n\r\nAny status penalties you take from the following conditions are 1 less than their condition's value: [clumsy](/Conditions.aspx?ID=3), [drained](/Conditions.aspx?ID=10), [enfeebled](/Conditions.aspx?ID=13), [frightened](/Conditions.aspx?ID=19), [sickened](/Conditions.aspx?ID=34), [stupefied](/Conditions.aspx?ID=37). This doesn't change the actual condition value, or any other effects of the condition (such as stupefied's disruption and its DC).\r\n\r\n**Corruption Flaw** Whenever you take a status penalty from the listed conditions, you also take a 1 penalty to the same statistics.\r\n\r\n<title level=\"2\">Harmful Malice</title>\r\n\r\n<traits>\r\n<trait label=\"Necromancy\" url=\"/Traits.aspx?ID=117\" />\r\n<trait label=\"Negative\" url=\"/Traits.aspx?ID=118\" />\r\n</traits>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 237 <sup>1.1</sup></row>\r\n\r\nYour Strikes deal an additional 1d4 negative damage. Once while the armament is manifested, you can cast [_harm_](/Spells.aspx?ID=146) as an innate spell, with a level equal to half your level rounded up.\r\n\r\n**Corruption Flaw** Reduce any damage you would deal by half your level.\r\n\r\n<title level=\"2\">Heroic Heart</title>\r\n\r\n<traits>\r\n<trait label=\"Enchantment\" url=\"/Traits.aspx?ID=61\" />\r\n<trait label=\"Mental\" url=\"/Traits.aspx?ID=106\" />\r\n</traits>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 237 <sup>1.1</sup></row>\r\n\r\nYou gain a +1 status bonus to attack rolls, Perception checks, skill checks, and saves.\r\n\r\n**Corruption Flaw** You take a 1 penalty to attack rolls.\r\n\r\n<title level=\"2\">Healing Grace</title>\r\n\r\n<traits>\r\n<trait label=\"Healing\" url=\"/Traits.aspx?ID=89\" />\r\n<trait label=\"Necromancy\" url=\"/Traits.aspx?ID=117\" />\r\n<trait label=\"Positive\" url=\"/Traits.aspx?ID=128\" />\r\n</traits>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 237 <sup>1.1</sup></row>\r\n\r\nYou gain [fast healing](/MonsterAbilities.aspx?ID=15) equal to half your level. You can cast [_heal_](/Spells.aspx?ID=148) once as an innate spell with a level equal to half your level rounded up.\r\n\r\n**Corruption Flaw** Reduce all healing you would receive or grant with a spell by half your level.\r\n\r\n<title level=\"2\">Magical Resilience</title>\r\n\r\n<traits>\r\n<trait label=\"Abjuration\" url=\"/Traits.aspx?ID=2\" />\r\n</traits>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 237 <sup>1.1</sup></row>\r\n\r\nArmor or shield only. You gain a +2 status bonus to saving throws and AC against spells. If you're 5th level or higher, you can cast [_dispel magic_](/Spells.aspx?ID=78) once as an innate spell. The spell level is equal to 1 lower than half your level rounded up (2nd level if you're 5th or 6th level, and so on).\r\n\r\n**Corruption Flaw** You take a 1 penalty to saving throws and AC against spells.\r\n\r\n<title level=\"2\">Planar Bond</title>\r\n\r\n<traits>\r\n<trait label=\"Abjuration\" url=\"/Traits.aspx?ID=2\" />\r\n</traits>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 237 <sup>1.1</sup></row>\r\n\r\nArmor or shield only. When you manifest the essence form, choose one damage type: acid, chaotic, cold, electricity, evil, fire, good, lawful, negative, positive, or sonic. You gain resistance equal to your level + 2 to damage of the selected type.\r\n\r\n**Corruption Flaw** You gain weakness 1 to all damage.\r\n\r\n<title level=\"2\">Planar Pain</title>\r\n\r\n<traits>\r\n<trait label=\"Evocation\" url=\"/Traits.aspx?ID=65\" />\r\n</traits>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 237 <sup>1.1</sup></row>\r\n\r\nWeapon only. When you manifest the essence form, choose one damage type: acid, chaotic, cold, electricity, evil, fire, good, lawful, negative, positive, or sonic. Attacks with the weapon deal this type of damage instead of their physical damage with a +2 status bonus to the damage.\r\n\r\n**Corruption Flaw** When you deal damage with a weapon or unarmed attack, you take 2 damage of the last type you chose for planar pain, even if the damage type normally wouldn't harm you, such as good damage if you aren't evil.\r\n\r\n<title level=\"2\">Pull of Stasis</title>\r\n\r\n<traits>\r\n<trait label=\"Transmutation\" url=\"/Traits.aspx?ID=157\" />\r\n</traits>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 237 <sup>1.1</sup></row>\r\n\r\nWeapon only. Any time you hit with the soulforged weapon, the target takes a 10-foot penalty to its Speeds for 1 round. On a critical hit, the creature is [immobilized](/Conditions.aspx?ID=24) for 1 round instead.\r\n\r\n**Corruption Flaw** You take a 10-foot penalty to all your Speeds.\r\n\r\n<title level=\"2\">Reflecting Spirit</title>\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 237 <sup>1.1</sup></row>\r\n\r\nArmor or shield only. You gain a +2 status bonus to AC against physical ranged attacks. If an enemy's physical ranged attack misses you, you can use your reaction to immediately attempt a ranged Strike against the attacker using the projectile that missed.\r\n\r\n**Corruption Flaw** You have weakness 5 to physical ranged attacks.\r\n\r\n<title level=\"2\">Resolute Defiance</title>\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 237 <sup>1.1</sup></row>\r\n\r\nShield only. The shield gains a +2 status bonus to its Hardness and gains temporary Hit Points equal to your level + 2 that last until the essence effect ends. If you don't have the [Shield Block](/Feats.aspx?ID=839) reaction, you gain it while your shield is manifested.\r\n\r\n**Corruption Flaw** When you take damage while [Raising a Shield](/Actions.aspx?ID=98) or use Shield Block, attempt a DC 5 flat check. If you fail, the shield is Dismissed if it's your soulforged armament or Dropped if it's a different shield.",
"name": "Soulforger",
"pfs": "Limited",
"prerequisite": "Wisdom 14 or ability to cast divine spells",
"prerequisite_markdown": "Wisdom 14 or ability to cast [divine](/SpellLists.aspx?Tradition=2) spells",
"rarity": "uncommon",
"release_date": "2021-09-01",
"resistance": {},
"search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 236 <sup>1.1</sup></row>\r\n\r\n**Prerequisites**\r\nWisdom 14 or ability to cast [divine](/SpellLists.aspx?Tradition=2) spells\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYour devotion to a cause unifies your soul with an armament tethered to the very essence of your spirit.\r\n</summary>",
"source": [
"Secrets of Magic"
],
"source_raw": [
"Secrets of Magic pg. 236"
],
"source_category": "Rulebooks",
"source_markdown": "<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 236 <sup>1.1</sup></row>",
"speed": {},
"summary": "Your devotion to a cause unifies your soul with an armament tethered to the very essence of your spirit.",
"summary_markdown": "Your devotion to a cause unifies your soul with an armament tethered to the very essence of your spirit.",
"text": " Soulforger Source Secrets of Magic pg. 236 1.1 Your devotion to a cause unifies your soul with an armament tethered to the very essence of your spirit. Click here for more rules on using this archetype. <document level=\"2\" id=\"feat-3017\" /> <document level=\"2\" id=\"feat-3018\" /> <document level=\"2\" id=\"feat-3019\" /> Essence Powers Your soulforged armament has an essence power you choose when you first bind it. It gains the power temporarily when you manifest its essence form. Each power has a corruption flaw that affects you if you have soulforged corruption . Essence powers that only apply to some types of armament indicate which. Adaptable Persona Source Secrets of Magic pg. 236 1.1 Armor only. When you manifest the essence form, gain your choice of a climb Speed or swim Speed equal to your land Speed. If you're 8th level or higher, you can choose a fly Speed instead. Corruption Flaw You take a 10-foot penalty to all your Speeds. Bounding Spirit Source Secrets of Magic pg. 236 1.1 Melee weapon only. The weapon gains the thrown 30 feet trait and has the returning rune (even if it already has its maximum number of property runes). Corruption Flaw When you make a Strike with a thrown or ranged weapon and miss, reroll the Strike, targeting your ally nearest to the target. This Strike uses the same multiple attack penalty as the missed Strike and doesn't count toward your multiple attack penalty. Deep-Seeded Fear Source Secrets of Magic pg. 236 1.1 You gain a +2 status bonus to your Intimidation checks and don't take any penalties for not sharing a language when Demoralizing foes who can perceive your armament's essence form. When you manifest the essence form, you can attempt to Demoralize an enemy who can perceive the manifestation. Corruption Flaw If you attempt to Demoralize an enemy, your Demoralize also targets the ally closest to you. Determined Toughness Source Secrets of Magic pg. 236 1.1 Any status penalties you take from the following conditions are 1 less than their condition's value: clumsy, drained, enfeebled, frightened, sickened, stupefied. This doesn't change the actual condition value, or any other effects of the condition (such as stupefied's disruption and its DC). Corruption Flaw Whenever you take a status penalty from the listed conditions, you also take a 1 penalty to the same statistics. Harmful Malice Source Secrets of Magic pg. 237 1.1 Your Strikes deal an additional 1d4 negative damage. Once while the armament is manifested, you can cast harm as an innate spell, with a level equal to half your level rounded up. Corruption Flaw Reduce any damage you would deal by half your level. Heroic Heart Source Secrets of Magic pg. 237 1.1 You gain a +1 status bonus to attack rolls, Perception checks, skill checks, and saves. Corruption Flaw You take a 1 penalty to attack rolls. Healing Grace Source Secrets of Magic pg. 237 1.1 You gain fast healing equal to half your level. You can cast heal once as an innate spell with a level equal to half your level rounded up. Corruption Flaw Reduce all healing you would receive or grant with a spell by half your level. Magical Resilience Source Secrets of Magic pg. 237 1.1 Armor or shield only. You gain a +2 status bonus to saving throws and AC against spells. If you're 5th level or higher, you can cast dispel magic once as an innate spell. The spell level is equal to 1 lower than half your level rounded up (2nd level if you're 5th or 6th level, and so on). Corruption Flaw You take a 1 penalty to saving throws and AC against spells. Planar Bond Source Secrets of Magic pg. 237 1.1 Armor or shield only. When you manifest the essence form, choose one damage type: acid, chaotic, cold, electricity, evil, fire, good, lawful, negative, positive, or sonic. You gain resistance equal to your level + 2 to damage of the selected type. Corruption Flaw You gain weakness 1 to all damage. Planar Pain Source Secrets of Magic pg. 237 1.1 Weapon only. When you manifest the essence form, choose one damage type: acid, chaotic, cold, electricity, evil, fire, good, lawful, negative, positive, or sonic. Attacks with the weapon deal this type of damage instead of their physical damage with a +2 status bonus to the damage. Corruption Flaw When you deal damage with a weapon or unarmed attack, you take 2 damage of the last type you chose for planar pain, even if the damage type normally wouldn't harm you, such as good damage if you aren't evil. Pull of Stasis Source Secrets of Magic pg. 237 1.1 Weapon only. Any time you hit with the soulforged weapon, the target takes a 10-foot penalty to its Speeds for 1 round. On a critical hit, the creature is immobilized for 1 round instead. Corruption Flaw You take a 10-foot penalty to all your Speeds. Reflecting Spirit Source Secrets of Magic pg. 237 1.1 Armor or shield only. You gain a +2 status bonus to AC against physical ranged attacks. If an enemy's physical ranged attack misses you, you can use your reaction to immediately attempt a ranged Strike against the attacker using the projectile that missed. Corruption Flaw You have weakness 5 to physical ranged attacks. Resolute Defiance Source Secrets of Magic pg. 237 1.1 Shield only. The shield gains a +2 status bonus to its Hardness and gains temporary Hit Points equal to your level + 2 that last until the essence effect ends. If you don't have the Shield Block reaction, you gain it while your shield is manifested. Corruption Flaw When you take damage while Raising a Shield or use Shield Block, attempt a DC 5 flat check. If you fail, the shield is Dismissed if it's your soulforged armament or Dropped if it's a different shield.",
"trait": [
"Uncommon"
],
"trait_markdown": "[Uncommon](/Traits.aspx?ID=159)",
"trait_raw": [
"Uncommon"
],
"type": "Archetype",
"url": "/Archetypes.aspx?ID=102",
"weakness": {}
},
{
"archetype": [
"Runelord"
],
"archetype_category": [
"Mystical",
"Class",
"Core"
],
"breadcrumbs_spa": [],
"category": "archetype",
"exclude_from_search": false,
"id": "archetype-103",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Runelord](/Archetypes.aspx?ID=103)</title>\n\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 240 <sup>1.1</sup></row>\n\nYou've learned arcane magic following the path of the runelords. You unlock secrets of a chosen school of magic while forsaking lesser schools. You learn the secrets of runic magic, the building blocks of magic. But be warned: you might succumb to sin in your pursuit of power.\n\n You also learn to use polearms, the signature weapons of the runelords, and can acquire the secrets of the mighty, ancient magic items called [_aeon stones_](/Equipment.aspx?ID=407), embedding them into your skin.\r\n\r\n<title level=\"3\">Runelord Specialization (1st)</title>\r\n\r\nYou draw untold power from runes, sometimes called sin magic. You associate with one of the seven vices, also known as the seven rewards of rule: envy ([abjuration](/Traits.aspx?ID=2)), gluttony ([necromancy](/Traits.aspx?ID=117)), greed ([transmutation](/Traits.aspx?ID=157)), lust ([enchantment](/Traits.aspx?ID=61)), pride ([illusion](/Traits.aspx?ID=92)), sloth ([conjuration](/Traits.aspx?ID=33)), and wrath ([evocation](/Traits.aspx?ID=65)). Studying these techniques often tempts you with the associated sin. While leaning into it could corrupt you, it might make you more powerful. If you choose this class archetype, you must select Runelord Dedication as your 2nd-level class feat. \n\n**Prerequisites**: You must be a wizard specializing in one of the [seven schools](/classes/wizard/arcane-schools) other than [divination](/Traits.aspx?ID=47). \n\n**Runelord Adjustments**: In addition to the normal school spell for your chosen school of magic, you learn the initial rune spell associated with your school, with its school adjusted to your chosen school of magic if it wasn't from that school already. Your pool of Focus Points increases to 2 Focus Points. At 8th level, you also learn the advanced rune spell associated with your school, also adjusting its school to match your chosen school of magic if it wasn't already, and your pool of Focus Points increases to 3 Focus Points.\n\n You can [Refocus](/Actions.aspx?ID=71) by indulging in your school's sin in lieu of studying your spellbook. As you become more powerful, your indulgence grows. At 12th level, if you indulge in your sin to Refocus, 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. At 18th level, if you indulge in your sin to Refocus, 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.\n\n You are trained in martial [polearms](/WeaponGroups.aspx?ID=11). At 11th level, if you gain weapon expertise, you become an expert in martial polearms.\n\n Finally, you lose the ability to prepare or cast any spell from your school's prohibited schools. You remove all spells of those schools from your spell list, meaning you can't even activate [scrolls](/Rules.aspx?ID=720) or [wands](/Rules.aspx?ID=756) of such spells.\r\n\r\n<title level=\"3\">The Seven Schools</title>\r\n\r\nThe following seven schools are considered proper specializations of Thassilonian rune magic. In this paradigm, the Thassilonians considered divination magic to be something every wizard should learn but that none need take the effort to master. \n\n<title level=\"4\">Abjuration (Envy)</title> Runelords of [abjuration](/Traits.aspx?ID=2) specialize in protective magic and in suppressing all other magic to glorify their own.<br /> **Prohibited Schools** [evocation](/Traits.aspx?ID=65), [necromancy](/Traits.aspx?ID=117); **Rune Spells** initial: [_blind ambition_](/Spells.aspx?ID=404) advanced: [_competitive edge_](/Spells.aspx?ID=409) \n\n<title level=\"4\">Conjuration (Sloth)</title> Runelords of [conjuration](/Traits.aspx?ID=33) use their magic to create what they need as they need it, and call forth servants to do their bidding.<br /> **Prohibited Schools** [evocation](/Traits.aspx?ID=65), [illusion](/Traits.aspx?ID=92); **Rune Spells** initial: [_efficient apport_](/Spells.aspx?ID=1062), advanced: [_swamp of sloth_](/Spells.aspx?ID=516) \n\n<title level=\"4\">Enchantment (Lust)</title> Runelords of [enchantment](/Traits.aspx?ID=61) specialize in magic that compels and controls the minds of others, often to fulfill their own needs and desires.<br /> **Prohibited Schools** [necromancy](/Traits.aspx?ID=117), [transmutation](/Traits.aspx?ID=157); **Rune Spells** initial: [_charming touch_](/Spells.aspx?ID=406), advanced: [_captivating adoration_](/Spells.aspx?ID=405) \n\n<title level=\"4\">Evocation (Wrath)</title> Runelords of [evocation](/Traits.aspx?ID=65) channel raw destructive energies and direct them toward all who would oppose their will.<br /> **Prohibited Schools** [abjuration](/Traits.aspx?ID=2), [conjuration](/Traits.aspx?ID=33); **Rune Spells** initial: [_weapon surge_](/Spells.aspx?ID=469), advanced: [_zeal for battle_](/Spells.aspx?ID=472) \n\n<title level=\"4\">Illusion (Pride)</title> Runelords of [illusion](/Traits.aspx?ID=92) use magic to create the perfect appearance and fool others through trickery, deception, and misdirection.<br /> **Prohibited Schools** [conjuration](/Traits.aspx?ID=33), [transmutation](/Traits.aspx?ID=157); **Rune Spells** initial: [_veil of confidence_](/Spells.aspx?ID=466), advanced: [_delusional pride_](/Spells.aspx?ID=414) \n\n<title level=\"4\">Necromancy (Gluttony)</title> Runelords of [necromancy](/Traits.aspx?ID=117) tap into their constant hunger for more power and enhancing their longevity, potentially even unto undeath.<br /> **Prohibited Schools** [abjuration](/Traits.aspx?ID=2), [enchantment](/Traits.aspx?ID=61); **Rune Spells** initial: [_overstuff_](/Spells.aspx?ID=436), advanced: [_take its course_](/Spells.aspx?ID=456) \n\n<title level=\"4\">Transmutation (Greed)</title> Runelords of [transmutation](/Traits.aspx?ID=157) not only transform objects to create value, but also transform and enhance their own power.<br /> **Prohibited Schools** [enchantment](/Traits.aspx?ID=61), [illusion](/Traits.aspx?ID=92); **Rune Spells** initial: [_appearance of wealth_](/Spells.aspx?ID=400), advanced: [_precious metals_](/Spells.aspx?ID=440)\r\n\r\n[Click here for more rules on using this archetype.](/Rules.aspx?ID=1567)\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-3020\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3021\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2962\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3022\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3023\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3024\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3025\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3026\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3027\"\n\n/>",
"name": "Runelord",
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"search_markdown": "<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 240 <sup>1.1</sup></row>\r\n\r\n**Prerequisites**\r\nrunelord specialization\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou've learned arcane magic following the path of the runelords. You unlock secrets of a chosen school of magic while forsaking lesser schools. You …\r\n</summary>",
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"summary": "You've learned arcane magic following the path of the runelords. You unlock secrets of a chosen school of magic while forsaking lesser schools. You …",
"summary_markdown": "You've learned arcane magic following the path of the runelords. You unlock secrets of a chosen school of magic while forsaking lesser schools. You …",
"text": " Runelord Source Secrets of Magic pg. 240 1.1 You've learned arcane magic following the path of the runelords. You unlock secrets of a chosen school of magic while forsaking lesser schools. You learn the secrets of runic magic, the building blocks of magic. But be warned: you might succumb to sin in your pursuit of power. You also learn to use polearms, the signature weapons of the runelords, and can acquire the secrets of the mighty, ancient magic items called aeon stones , embedding them into your skin. Runelord Specialization (1st) You draw untold power from runes, sometimes called sin magic. You associate with one of the seven vices, also known as the seven rewards of rule: envy (abjuration), gluttony (necromancy), greed (transmutation), lust (enchantment), pride (illusion), sloth (conjuration), and wrath (evocation). Studying these techniques often tempts you with the associated sin. While leaning into it could corrupt you, it might make you more powerful. If you choose this class archetype, you must select Runelord Dedication as your 2nd-level class feat. Prerequisites : You must be a wizard specializing in one of the seven schools other than divination. Runelord Adjustments : In addition to the normal school spell for your chosen school of magic, you learn the initial rune spell associated with your school, with its school adjusted to your chosen school of magic if it wasn't from that school already. Your pool of Focus Points increases to 2 Focus Points. At 8th level, you also learn the advanced rune spell associated with your school, also adjusting its school to match your chosen school of magic if it wasn't already, and your pool of Focus Points increases to 3 Focus Points. You can Refocus by indulging in your school's sin in lieu of studying your spellbook. As you become more powerful, your indulgence grows. At 12th level, if you indulge in your sin to Refocus, 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. At 18th level, if you indulge in your sin to Refocus, 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. You are trained in martial polearms. At 11th level, if you gain weapon expertise, you become an expert in martial polearms. Finally, you lose the ability to prepare or cast any spell from your school's prohibited schools. You remove all spells of those schools from your spell list, meaning you can't even activate scrolls or wands of such spells. The Seven Schools The following seven schools are considered proper specializations of Thassilonian rune magic. In this paradigm, the Thassilonians considered divination magic to be something every wizard should learn but that none need take the effort to master. Abjuration (Envy) Runelords of abjuration specialize in protective magic and in suppressing all other magic to glorify their own. Prohibited Schools evocation, necromancy; Rune Spells initial: blind ambition advanced: competitive edge Conjuration (Sloth) Runelords of conjuration use their magic to create what they need as they need it, and call forth servants to do their bidding. Prohibited Schools evocation, illusion; Rune Spells initial: efficient apport , advanced: swamp of sloth Enchantment (Lust) Runelords of enchantment specialize in magic that compels and controls the minds of others, often to fulfill their own needs and desires. Prohibited Schools necromancy, transmutation; Rune Spells initial: charming touch , advanced: captivating adoration Evocation (Wrath) Runelords of evocation channel raw destructive energies and direct them toward all who would oppose their will. Prohibited Schools abjuration, conjuration; Rune Spells initial: weapon surge , advanced: zeal for battle Illusion (Pride) Runelords of illusion use magic to create the perfect appearance and fool others through trickery, deception, and misdirection. Prohibited Schools conjuration, transmutation; Rune Spells initial: veil of confidence , advanced: delusional pride Necromancy (Gluttony) Runelords of necromancy tap into their constant hunger for more power and enhancing their longevity, potentially even unto undeath. Prohibited Schools abjuration, enchantment; Rune Spells initial: overstuff , advanced: take its course Transmutation (Greed) Runelords of transmutation not only transform objects to create value, but also transform and enhance their own power. Prohibited Schools enchantment, illusion; Rune Spells initial: appearance of wealth , advanced: precious metals Click here for more rules on using this archetype. Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-3021\" /> <document level=\"2\" id=\"feat-2962\" /> <document level=\"2\" id=\"feat-3022\" /> <document level=\"2\" id=\"feat-3023\" /> <document level=\"2\" id=\"feat-3024\" /> <document level=\"2\" id=\"feat-3025\" /> <document level=\"2\" id=\"feat-3026\" /> <document level=\"2\" id=\"feat-3027\" />",
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Limited\">[Wellspring Mage](/Archetypes.aspx?ID=104)</title>\n\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 248 <sup>1.1</sup></row>\n\nThe source of your magic buckles against your control, always pressing to be released.\r\n\r\n<title level=\"3\">Wellspring Magic (1st)</title>\r\n\r\nYou regain magic power quickly, but it can be difficult for you to control. You must select Wellspring Mage Dedication as your 2nd-level class feat.\n\n **Prerequisites**: You must have a class that casts spells with a spell repertoire.\n\n **Wellspring Mage Adjustments**: You learn spells as normal for your class, but change your spontaneous spellcasting in the following ways.\n\n You can cast fewer spells each day unless you gain more spells thanks to your wellspring. Reduce your number of spell slots of each spell level by 1. Reduce the number of cantrips you gain from your class by 1.\n\n A wellspring of magic fills you with power that's not fully under your control. When you roll initiative for a non-trivial combat encounter, as well as in other high-stress situations of the GM's choice, magic wells up within you. Attempt a DC 6 flat check. \n\n **Critical Success** You temporarily recover an expended spell slot of any level of your choice. The temporary spell slot lasts for 1 minute, and if you don't use it by then, you experience an immediate wellspring surge. <br />**Success** As critical success, except you randomly determine the level of spell slot from among your top three spell levels (or all your levels of spell slots if you have fewer than three). The slot lasts 3 rounds instead of 1 minute. <br />**Failure** You generate a wellspring surge, with a spell level chosen randomly among your top three levels of spell slots (or all your levels if you have fewer than three). \n\nYou can gain a temporary spell slot no more than twice per day. If you would gain a temporary spell slot for a level that has no expended spell slots, there's no effect. If you use a temporary slot to cast a spell with a duration, the spell ends whenever you would have lost the slot if its duration hasn't yet elapsed. If you roll for wellspring magic while you currently have a temporary spell slot, you automatically fail the flat check.\r\n\r\n<title level=\"3\">Wellspring Surges</title>\r\n\r\nWhen your wellspring magic goes out of control, it becomes a wellspring surge. Typically, this happens when you fail the flat check from wellspring magic, but other wellspring mage feats have effects that sometimes cause you to generate a wellspring surge, or might even cause your foes to do so.\n\n Roll 1d20 and use Table 52: Wellspring Surges below to determine the surge's effect. If the effect calls for a damage type, the GM chooses the type based on the types of spells you know or your current location. The wellspring surge uses your spell DC. You have no control over the way your wellspring surge manifests. You are the point of origin for your wellspring surges, and you are not excluded from their effects. If you force a foe to generate a surge, they are the origin point of that surge instead.\n\n If your wellspring was granted by a being like a god or muse, the entity's intentions might sometimes alter the results of wellspring surges, or move the point of origin for an area to any point within 30 feet if the GM determines this fits the situation. For example, instead of uncontrolled damage, the entity might choose to damage only creatures opposing its plan, even if they are your allies.\n\n A wellspring surge always has the trait of your magical tradition, plus any traits that appear in parentheses at the end of the surge's effects.\n\n## Table 5-2: Wellspring Surges\n<row gap=\"tiny\">\n<table> <tr><td>**d20**</td><td>**Effect**</td></tr> <tr><td>1</td><td>**Energy Unleashed** ([evocation](/Traits.aspx?ID=65)) Raw energy deals 2d6 damage per spell level of the surge ([basic](/Rules.aspx?ID=329) Reflex save) in a 10-foot burst.</td></tr> <tr><td>2</td><td>**Positive Energy Expulsion** ([healing](/Traits.aspx?ID=89), [necromancy](/Traits.aspx?ID=117), [positive](/Traits.aspx?ID=128)) Positive energy explodes outward, healing living creatures for 1d8 Hit Points per spell level of the surge in a 20-foot burst. [Undead](/Traits.aspx?ID=160) creatures instead take the same amount of positive damage, with a [basic](/Rules.aspx?ID=329) Will save.</td></tr> <tr><td>3</td><td>**Mass Siphon** ([transmutation](/Traits.aspx?ID=157)) Creatures and objects within a 30-foot emanation become nearly weightless until the end of your next turn. Nearly weightless creatures can [Climb](/Actions.aspx?ID=33) at their land Speed and can [Leap](/Actions.aspx?ID=81) as far upward as they could normally Leap horizontally.</td></tr> <tr><td>4</td><td>**Magical Nemesis** ([conjuration](/Traits.aspx?ID=33), [teleportation](/Traits.aspx?ID=156)) A random creature connected to your magic (or inimical to it) appears within 60 feet. The creature should be of a level approximately equal to the level of an animal summoned by [_summon animal_](/Spells.aspx?ID=316) of the spell level, although it can be of any type. The GM determines the specific creature. The creature is [unfriendly](/Conditions.aspx?ID=40) to you and [friendly](/Conditions.aspx?ID=18) to your apparent enemies. After 1 minute, the creature can choose either to return where it came from or to remain. It is not [summoned](/Traits.aspx?ID=154) or a [minion](/Traits.aspx?ID=109).</td></tr> <tr><td>5</td><td>**Monstrous Transformation** ([mental](/Traits.aspx?ID=106), [morph](/Traits.aspx?ID=113), [transmutation](/Traits.aspx?ID=157)) Your head and arms transform into an exaggerated imitation of a creature connected to your magic for 1 minute. The GM determines the creature. You gain a status bonus to weapon and [unarmed](/Traits.aspx?ID=199) damage rolls equal to the spell level. At the start of each of your turns while you are transformed, you must succeed at a Will saving throw or be [confused](/Conditions.aspx?ID=5) until the start of your next turn. On a critical success, you can choose to end the effect entirely, also losing the status bonus.</td></tr> <tr><td>6</td><td>**Sudden Gale** ([air](/Traits.aspx?ID=5), [evocation](/Traits.aspx?ID=65)) Weather in a 40-foot emanation is disturbed. Strong winds blow in a random direction for 1 minute. Each creature that starts its turn in the area must succeed at a Fortitude save or fall [prone](/Conditions.aspx?ID=31) (and be [pushed](/Rules.aspx?ID=451) 10 feet on a critical failure), and you must succeed at this save immediately after the surge. Any movement against the wind is difficult terrain, or greater difficult terrain while flying.</td></tr> <tr><td>7</td><td>**Tremor** ([earth](/Traits.aspx?ID=55), [evocation](/Traits.aspx?ID=65)) The earth trembles in a 40-foot emanation. Each creature on a surface must immediately succeed at a Fortitude save or fall prone. The surface then becomes difficult terrain for 1 minute.</td></tr> <tr><td>8</td><td>**Oppressive Voice** ([divination](/Traits.aspx?ID=47), [mental](/Traits.aspx?ID=106), [nonlethal](/Traits.aspx?ID=188)) The voice of your muse, your deity, an ancestor, or another appropriate entity suddenly overwhelms your mind. You must attempt a Will saving throw. You take 1d4 mental damage per spell level with a [basic](/Rules.aspx?ID=329) Will save. On a failure, you're also [stunned 1](/Conditions.aspx?ID=36) (stunned 2 on a critical failure).</td></tr> <tr><td>9</td><td>**Trinket Squall** ([illusion](/Traits.aspx?ID=92)) Visual illusions of objects related to your magic fall like rain throughout a 40-foot burst for 1 minute, giving concealment in the area. Creatures can attempt to [disbelieve](/Rules.aspx?ID=267) this illusion.</td></tr> <tr><td>10</td><td>**Antimagic Eruption** ([abjuration](/Traits.aspx?ID=2)) The surge attempts to [counteract](/Rules.aspx?ID=371) a random spell active on you and on each creature within a 10-foot burst.</td></tr> <tr><td>11</td><td>**Mental Broadcast** ([detection](/Traits.aspx?ID=43), [divination](/Traits.aspx?ID=47), [mental](/Traits.aspx?ID=106)) For 1 minute, everyone within 30 feet of you can hear your surface thoughts.</td></tr> <tr><td>12</td><td>**Verdant Clutch** ([conjuration](/Traits.aspx?ID=33), [plant](/Traits.aspx?ID=125)) Plants and vines grow from all surfaces within 20 feet, causing all creatures in the area to be [immobilized](/Conditions.aspx?ID=24) unless they succeed at a Reflex save. The [Escape](/Actions.aspx?ID=79) DC is equal to the spell DC.</td></tr> <tr><td>13</td><td>**Tinge of Terror** ([emotion](/Traits.aspx?ID=60), [enchantment](/Traits.aspx?ID=61), [fear](/Traits.aspx?ID=68), [mental](/Traits.aspx?ID=106)) All creatures within 20 feet are affected by powerful fright. They attempt a Will save, becoming [frightened 1](/Conditions.aspx?ID=19) on a failure or frightened 2 on a critical failure.</td></tr> <tr><td>14</td><td>**Strike up the Band** ([auditory](/Traits.aspx?ID=16), [illusion](/Traits.aspx?ID=92)) For 1 minute, you are followed by orchestral theme music tied to the emotional content of the actions you're performing. This grants you a +2 status bonus to [Diplomacy](/Skills.aspx?ID=6), [Intimidation](/Skills.aspx?ID=7), and [Performance](/Skills.aspx?ID=12) checks, a 2 status penalty to [Deception](/Skills.aspx?ID=5) checks, and makes certain uses of [Stealth](/Skills.aspx?ID=15) virtually impossible. It might have other effects as the GM sees fit.</td></tr> <tr><td>15</td><td>**Life Sap** ([necromancy](/Traits.aspx?ID=117)) The surge drains your life force and strength. You become [drained 1](/Conditions.aspx?ID=10) and [doomed 1](/Conditions.aspx?ID=9), and you are [enfeebled 2](/Conditions.aspx?ID=13) for 1 minute.</td></tr> <tr><td>16</td><td>**Ablative Barrier** ([abjuration](/Traits.aspx?ID=2)) Energy forms a protective barrier that ablates slowly as creatures in the area take damage. All creatures in a 40-foot burst gain resistance to all damage equal to double the surge's spell level for up to 1 minute. Whenever a creature applies this resistance, the resistance for all affected creatures reduces by 1. The effect ends for all creatures when it reduces to 0.</td></tr> <tr><td>17</td><td>**Luminous Pests** ([illusion](/Traits.aspx?ID=92), [visual](/Traits.aspx?ID=163)) Numerous tiny flying creatures formed of bright colorful light, such as bats or hummingbirds, emerge from you, flying in a 30-foot cone. You and all creatures in the cone must succeed at a Will save or be [dazzled](/Conditions.aspx?ID=7) for 1 minute, or [blinded](/Conditions.aspx?ID=1) for 1 round and then dazzled for 1 minute on a critical failure.</td></tr> <tr><td>18</td><td>**Emotional Turmoil** ([emotion](/Traits.aspx?ID=60), [enchantment](/Traits.aspx?ID=61), [mental](/Traits.aspx?ID=106)) A swirl of conflicting emotions overwhelm you from the surging magic. For 1 minute, attempt a DC 11 flat check at the start of each of your turns. On a success, you gain a +2 status bonus to all attack rolls, saving throws, and skill checks; on a failure, you take a 2 status penalty to them instead.</td></tr> <tr><td>19</td><td>**Sudden Downpour** ([evocation](/Traits.aspx?ID=65), [water](/Traits.aspx?ID=165)) Water cascades from above, putting out non-magical fires in a 10-foot burst and attempting to counteract magical fires.</td></tr> <tr><td>20</td><td>**Spell Surge** You immediately cast any spell in your repertoire of the surge's spell level or lower (or from your prepared spells or innate spells if you don't have a repertoire but have been forced to generate a wellspring surge). You must choose a spell that takes 3 or fewer actions to cast.</td></tr></table></row>\r\n\r\n[Click here for more rules on using this archetype.](/Rules.aspx?ID=1576)\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-3029\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3030\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3031\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1816\"\r\noverride-title-right=\"Feat 8*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1817\"\r\noverride-title-right=\"Feat 8*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1499\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3032\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1829\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1831\"\n\n/>",
"name": "Wellspring Mage",
"pfs": "Limited",
"prerequisite": "wellspring magic",
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"rarity": "rare",
"release_date": "2021-09-01",
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"search_markdown": "<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 248 <sup>1.1</sup></row>\r\n\r\n**Prerequisites**\r\nwellspring magic\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe source of your magic buckles against your control, always pressing to be released.\r\n</summary>",
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"summary": "The source of your magic buckles against your control, always pressing to be released.",
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"text": " Wellspring Mage Source Secrets of Magic pg. 248 1.1 The source of your magic buckles against your control, always pressing to be released. Wellspring Magic (1st) You regain magic power quickly, but it can be difficult for you to control. You must select Wellspring Mage Dedication as your 2nd-level class feat. Prerequisites : You must have a class that casts spells with a spell repertoire. Wellspring Mage Adjustments : You learn spells as normal for your class, but change your spontaneous spellcasting in the following ways. You can cast fewer spells each day unless you gain more spells thanks to your wellspring. Reduce your number of spell slots of each spell level by 1. Reduce the number of cantrips you gain from your class by 1. A wellspring of magic fills you with power that's not fully under your control. When you roll initiative for a non-trivial combat encounter, as well as in other high-stress situations of the GM's choice, magic wells up within you. Attempt a DC 6 flat check. Critical Success You temporarily recover an expended spell slot of any level of your choice. The temporary spell slot lasts for 1 minute, and if you don't use it by then, you experience an immediate wellspring surge. Success As critical success, except you randomly determine the level of spell slot from among your top three spell levels (or all your levels of spell slots if you have fewer than three). The slot lasts 3 rounds instead of 1 minute. Failure You generate a wellspring surge, with a spell level chosen randomly among your top three levels of spell slots (or all your levels if you have fewer than three). You can gain a temporary spell slot no more than twice per day. If you would gain a temporary spell slot for a level that has no expended spell slots, there's no effect. If you use a temporary slot to cast a spell with a duration, the spell ends whenever you would have lost the slot if its duration hasn't yet elapsed. If you roll for wellspring magic while you currently have a temporary spell slot, you automatically fail the flat check. Wellspring Surges When your wellspring magic goes out of control, it becomes a wellspring surge. Typically, this happens when you fail the flat check from wellspring magic, but other wellspring mage feats have effects that sometimes cause you to generate a wellspring surge, or might even cause your foes to do so. Roll 1d20 and use Table 52: Wellspring Surges below to determine the surge's effect. If the effect calls for a damage type, the GM chooses the type based on the types of spells you know or your current location. The wellspring surge uses your spell DC. You have no control over the way your wellspring surge manifests. You are the point of origin for your wellspring surges, and you are not excluded from their effects. If you force a foe to generate a surge, they are the origin point of that surge instead. If your wellspring was granted by a being like a god or muse, the entity's intentions might sometimes alter the results of wellspring surges, or move the point of origin for an area to any point within 30 feet if the GM determines this fits the situation. For example, instead of uncontrolled damage, the entity might choose to damage only creatures opposing its plan, even if they are your allies. A wellspring surge always has the trait of your magical tradition, plus any traits that appear in parentheses at the end of the surge's effects. ## Table 5-2: Wellspring Surges d20 Effect 1 Energy Unleashed (evocation) Raw energy deals 2d6 damage per spell level of the surge (basic Reflex save) in a 10-foot burst. 2 Positive Energy Expulsion (healing, necromancy, positive) Positive energy explodes outward, healing living creatures for 1d8 Hit Points per spell level of the surge in a 20-foot burst. Undead creatures instead take the same amount of positive damage, with a basic Will save. 3 Mass Siphon (transmutation) Creatures and objects within a 30-foot emanation become nearly weightless until the end of your next turn. Nearly weightless creatures can Climb at their land Speed and can Leap as far upward as they could normally Leap horizontally. 4 Magical Nemesis (conjuration, teleportation) A random creature connected to your magic (or inimical to it) appears within 60 feet. The creature should be of a level approximately equal to the level of an animal summoned by summon animal of the spell level, although it can be of any type. The GM determines the specific creature. The creature is unfriendly to you and friendly to your apparent enemies. After 1 minute, the creature can choose either to return where it came from or to remain. It is not summoned or a minion. 5 Monstrous Transformation (mental, morph, transmutation) Your head and arms transform into an exaggerated imitation of a creature connected to your magic for 1 minute. The GM determines the creature. You gain a status bonus to weapon and unarmed damage rolls equal to the spell level. At the start of each of your turns while you are transformed, you must succeed at a Will saving throw or be confused until the start of your next turn. On a critical success, you can choose to end the effect entirely, also losing the status bonus. 6 Sudden Gale (air, evocation) Weather in a 40-foot emanation is disturbed. Strong winds blow in a random direction for 1 minute. Each creature that starts its turn in the area must succeed at a Fortitude save or fall prone (and be pushed 10 feet on a critical failure), and you must succeed at this save immediately after the surge. Any movement against the wind is difficult terrain, or greater difficult terrain while flying. 7 Tremor (earth, evocation) The earth trembles in a 40-foot emanation. Each creature on a surface must immediately succeed at a Fortitude save or fall prone. The surface then becomes difficult terrain for 1 minute. 8 Oppressive Voice (divination, mental, nonlethal) The voice of your muse, your deity, an ancestor, or another appropriate entity suddenly overwhelms your mind. You must attempt a Will saving throw. You take 1d4 mental damage per spell level with a basic Will save. On a failure, you're also stunned 1 (stunned 2 on a critical failure). 9 Trinket Squall (illusion) Visual illusions of objects related to your magic fall like rain throughout a 40-foot burst for 1 minute, giving concealment in the area. Creatures can attempt to disbelieve this illusion. 10 Antimagic Eruption (abjuration) The surge attempts to counteract a random spell active on you and on each creature within a 10-foot burst. 11 Mental Broadcast (detection, divination, mental) For 1 minute, everyone within 30 feet of you can hear your surface thoughts. 12 Verdant Clutch (conjuration, plant) Plants and vines grow from all surfaces within 20 feet, causing all creatures in the area to be immobilized unless they succeed at a Reflex save. The Escape DC is equal to the spell DC. 13 Tinge of Terror (emotion, enchantment, fear, mental) All creatures within 20 feet are affected by powerful fright. They attempt a Will save, becoming frightened 1 on a failure or frightened 2 on a critical failure. 14 Strike up the Band (auditory, illusion) For 1 minute, you are followed by orchestral theme music tied to the emotional content of the actions you're performing. This grants you a +2 status bonus to Diplomacy, Intimidation, and Performance checks, a 2 status penalty to Deception checks, and makes certain uses of Stealth virtually impossible. It might have other effects as the GM sees fit. 15 Life Sap (necromancy) The surge drains your life force and strength. You become drained 1 and doomed 1, and you are enfeebled 2 for 1 minute. 16 Ablative Barrier (abjuration) Energy forms a protective barrier that ablates slowly as creatures in the area take damage. All creatures in a 40-foot burst gain resistance to all damage equal to double the surge's spell level for up to 1 minute. Whenever a creature applies this resistance, the resistance for all affected creatures reduces by 1. The effect ends for all creatures when it reduces to 0. 17 Luminous Pests (illusion, visual) Numerous tiny flying creatures formed of bright colorful light, such as bats or hummingbirds, emerge from you, flying in a 30-foot cone. You and all creatures in the cone must succeed at a Will save or be dazzled for 1 minute, or blinded for 1 round and then dazzled for 1 minute on a critical failure. 18 Emotional Turmoil (emotion, enchantment, mental) A swirl of conflicting emotions overwhelm you from the surging magic. For 1 minute, attempt a DC 11 flat check at the start of each of your turns. On a success, you gain a +2 status bonus to all attack rolls, saving throws, and skill checks; on a failure, you take a 2 status penalty to them instead. 19 Sudden Downpour (evocation, water) Water cascades from above, putting out non-magical fires in a 10-foot burst and attempting to counteract magical fires. 20 Spell Surge You immediately cast any spell in your repertoire of the surge's spell level or lower (or from your prepared spells or innate spells if you don't have a repertoire but have been forced to generate a wellspring surge). You must choose a spell that takes 3 or fewer actions to cast. 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"text": " Overwatch Source Guns &amp; Gears pg. 50 With a stalwart mind and sharp eyes, you observe the battlefield as though you and your allies are pieces on a chessboard. By predicting dangers and hazards and offering your insights to your comrades, you win battles through keen observation and teamwork. Whenever there's a threat or opening, you're the first to point it out, and you're ready to help your allies directly when necessary. As a group's overwatch, you might let the position go to your head. In such cases, you might think of yourself as the mastermind behind the chessboard and feel detached from your allies, thinking of them as little more than pawns on the field. But more likely your role allows you to feel a deeper connection to your allies, and your coordination and heroics stand out most when you subsume your individual ego to serve the group's needs. In that case, you might think of yourself as a part of a functional whole—if your party was a single living body, you serve as the eyes, but that doesn't mean you're the brain, the heart, or other vital organs. Everyone has a crucial role to play. Overwatch Training Not just anyone can train to become their party's overwatch. A keen and incisive perception is necessary, of course, but that alone won't be sufficient. While many a ranger or rogue must sharpen their senses or face a short career, a true overwatch must be able to apply information received from all five senses (and any additional special senses they might have) to make split-second decisions that work toward achieving a tactical goal. Such a response can partially be trained through hours of daily drills designed to help a potential overwatch separate true threats and situations requiring their skills from false positives, and even situations where they would cause a problem if they didn't hold back. However, while training helps ingrain good practice into one's reflexes and muscle memory, ultimately, an overwatch candidate who lacks an innate degree of good tactical instinct will find such training slow to produce results, or in the worst case, even impossible. Beyond senses and instinct, the role of overwatch requires the ability to innovate your enhanced visual gear to assist in removing blind spots and seeing what others miss. This is essential, since you must keep track of your team and nearby foes. While it isn't explicitly necessary for you to be the one with enough skill in Crafting to maintain and upgrade your enhanced visual gear, many successful overwatches choose to do so in order to better understand how every piece works together to create the whole. <document level=\"2\" id=\"feat-3119\" /> <document level=\"2\" id=\"feat-3120\" /> <document level=\"2\" id=\"feat-3121\" /> <document level=\"2\" id=\"feat-3122\" /> <document level=\"2\" id=\"feat-3123\" /> <document level=\"2\" id=\"feat-3124\" /> <document level=\"2\" id=\"feat-3125\" /> <document level=\"2\" id=\"feat-3126\" />",
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"text": " Sterling Dynamo Source Guns &amp; Gears pg. 52 While many people across Golarion use prosthetic devices, you've acquired and outfitted yourself with a particularly advanced combat model of clockwork prosthesis: a piece of cutting edge technology called a sterling dynamo. You know how to maintain your dynamo and how to customize it to suit your needs and style, incorporating any promising new technologies you encounter into its design. There's a significant distinction, however, between someone who merely has a sterling dynamo prosthesis and someone like you who is a true sterling dynamo. With their recent invention, people in Absalom and Dongun Hold with access to the technology have begun to adopt sterling dynamos as their prostheses of choice, among the wide variety of amazing options already available in both markets. However, not everyone who chooses to use sterling dynamo technology is a member of the sterling dynamo archetype. With the sterling dynamo archetype, you both use a sterling dynamo prosthesis and truly understand its advantages, limitations, and limitless potential. You don't have to literally be your own mechanic, as there's no requirement for a sterling dynamo to be particularly skilled at crafting, but even if you aren't, you can still “feel” what's right when it comes to adjusting and optimizing your dynamo. Whether you implement these improvements yourself or present your mechanic with ideas and insights that allow them to achieve something special on your behalf, your strength and ingenuity are what make you a sterling dynamo. As you train to use your dynamo in all sorts of adventures, you may become capable of feats its original inventors never dreamed possible. In fact, as you progress in the archetype and explore the possibilities, you might find that these inventors want to interview you in order to apply your insights and help them create a new generation of the technology with even greater capabilities. The sterling dynamo's adaptability grants it vast potential, so the sky's the limit! Prosthetics in Golarion Prosthetics in Golarion don't require membership in an archetype or special organization to obtain. A character can purchase a simple prosthetic foot, eye, hand, or virtually any other body part for as little as 5 silver pieces, with more expensive prosthetics that are decorated with unique customizations or designs available for a corresponding mark-up. For more information on prosthetics, see page 69 of Pathfinder Lost Omens Grand Bazaar. The sterling dynamo prosthetic technology presented here was created through collaboration between a Dongun Hold prosthesis inventor, who created the flexible silvery clockwork joint system, and a researcher from the Clockwork Cathedral in Absalom, who created a prototype variant that increased how customizable the model was and sent it back to the dwarven inventor to iterate further. That iteration became the sterling dynamo that entered the market in late 4721 AR. It has been widely applauded for its adaptability in both combat and everyday use. <document level=\"2\" id=\"feat-3128\" /> <document level=\"2\" id=\"feat-3129\" /> <document level=\"2\" id=\"feat-3130\" /> <document level=\"2\" id=\"feat-3131\" /> <document level=\"2\" id=\"feat-3132\" /> <document level=\"2\" id=\"feat-3133\" />",
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"text": " Trapsmith Source Guns &amp; Gears pg. 54 Wielding a wrench or blowtorch, you manufacture snares that whir and tick with delicate precision. Your best work requires the right materials—a glorious set of brass fittings and cogwheels—with which you create snares that are as elegantly lethal as they are subtle. As a trapsmith, you're always improving your snares: adjusting timing, tweaking triggers, and finding new ways to hide them from foes. You can select the dedication feat for the trapsmith archetype even if you haven't yet gained three feats from the snarecrafter archetype. <document level=\"2\" id=\"feat-3135\" /> <document level=\"2\" id=\"feat-3136\" /> <document level=\"2\" id=\"feat-3137\" /> <document level=\"2\" id=\"feat-3138\" /> <document level=\"2\" id=\"feat-3139\" />",
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"text": " Trick Driver Source Guns &amp; Gears pg. 55 While cavaliers follow an old and tired tradition of mounted combat, you take a more modern road. Through aggressive use of vehicles, you roll across the battlefield, taking down your opponents. You go beyond simply operating a vehicle, pushing it to perform stunts that its builders never intended, transforming the vehicle into something much greater than a mere conveyance. Using Vehicles While many of the options in this book are uncommon to allow you to insert the thematic elements into your game as you see fit, there are some options you should consider very carefully before including. This archetype is one of them. Vehicles are relatively complicated and can move very fast, which can make mapping encounters quite difficult. They can also move characters too far from the fight for other participants to respond. Think carefully before deciding whether to include the trick driver archetype, and make sure that vehicle use is right for your campaign's style and encounter area size. <document level=\"2\" id=\"feat-3141\" /> <document level=\"2\" id=\"feat-3143\" /> <document level=\"2\" id=\"feat-3142\" /> <document level=\"2\" id=\"feat-3144\" /> <document level=\"2\" id=\"feat-3145\" /> <document level=\"2\" id=\"feat-3146\" />",
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Vehicle Mechanic](/Archetypes.aspx?ID=113)</title>\n\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 56</row>\n\nYou have always felt that vehicles are as much works of art as they are means of transportation. It doesn't matter if it's as common as a chariot or as complex as an airship, there's always some aspect of the vehicle you can improve upon. Pilots, drivers, and sailors alike value your expertise, and many seek you out to work on their vehicles. While you can make a great profit working on custom vehicles for wealthy clients, you still keep a vehicle of your own to tinker with as your personal passion project.\n\n You might be part of a vehicle mechanic union, working with other mechanics and engineers to find fair jobs and support each other's labor. While some vehicle mechanic unions are secular, many realize the benefits of organizing alongside a sympathetic religion, and so they typically adopt the ideals of economically-focused gods like [Abadar](/Deities.aspx?ID=1) or deities interested in crafting such as the goddess [Brigh](/Deities.aspx?ID=33)—the Whisper in Bronze—the goddess of invention. Whether religious or secular, vehicle mechanic unions take the bonds between fellow union members seriously. While this might mean your character becomes obligated to help a fellow union member who needs your help, it also means you have steadfast allies you can fall back on in your own time of need. In dire straits, such a connection can be worth its weight in gold.\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Unions</title>\r\n\r\nVehicle mechanics typically ply their trade to those who need to keep their vehicles finely tuned. As in most other such trades, some vehicle mechanics form unions to keep business practices fair and to protect each other from predatory employers. The Absalom Shipwright's Union is the largest union for vehicle mechanics in Absalom, with over a thousand builders, carpenters, and engineers among its membership. **Almenia Oarstone** (LG female dwarf shipwright) is the current leader of the union, having been a member for more than 60 years. It is said that you can count on one hand the number of ships that have docked in Absalom on which she has never worked. The Shipwright's Union manages shipbuilding and repairs in both the Devil's Own and the Sea King Shipyard, and sometimes dispatches members to handle jobs that need doing at the Docks.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Using Vehicles</title>\r\n\r\nThe vehicle mechanic plays best in a campaign where the PCs adventure together in one shared vehicle that the mechanic can enhance, such as in a pirate campaign on a single vessel. In this way, the vehicle mechanic archetype pairs excellently with a PC who has chosen the [trick driver](/Archetypes.aspx?ID=112) archetype. Vehicles are an element you should consider carefully before deciding to include, even in a guns and gears campaign. Vehicles are relatively complicated and can move very fast, which may make mapping encounters quite difficult. They can also move characters too far from the fight for other participants to respond. Think carefully before deciding whether to include the vehicle mechanic archetype, and make sure that vehicle use is right for your campaign's style and encounter area size.\r\n</aside>\n\n<document level=\"2\" id=\"feat-3147\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3148\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3149\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3150\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3151\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3152\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3153\"\n\n/>",
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"text": " Vehicle Mechanic Source Guns &amp; Gears pg. 56 You have always felt that vehicles are as much works of art as they are means of transportation. It doesn't matter if it's as common as a chariot or as complex as an airship, there's always some aspect of the vehicle you can improve upon. Pilots, drivers, and sailors alike value your expertise, and many seek you out to work on their vehicles. While you can make a great profit working on custom vehicles for wealthy clients, you still keep a vehicle of your own to tinker with as your personal passion project. You might be part of a vehicle mechanic union, working with other mechanics and engineers to find fair jobs and support each other's labor. While some vehicle mechanic unions are secular, many realize the benefits of organizing alongside a sympathetic religion, and so they typically adopt the ideals of economically-focused gods like Abadar or deities interested in crafting such as the goddess Brigh—the Whisper in Bronze—the goddess of invention. Whether religious or secular, vehicle mechanic unions take the bonds between fellow union members seriously. While this might mean your character becomes obligated to help a fellow union member who needs your help, it also means you have steadfast allies you can fall back on in your own time of need. In dire straits, such a connection can be worth its weight in gold. Unions Vehicle mechanics typically ply their trade to those who need to keep their vehicles finely tuned. As in most other such trades, some vehicle mechanics form unions to keep business practices fair and to protect each other from predatory employers. The Absalom Shipwright's Union is the largest union for vehicle mechanics in Absalom, with over a thousand builders, carpenters, and engineers among its membership. Almenia Oarstone (LG female dwarf shipwright) is the current leader of the union, having been a member for more than 60 years. It is said that you can count on one hand the number of ships that have docked in Absalom on which she has never worked. The Shipwright's Union manages shipbuilding and repairs in both the Devil's Own and the Sea King Shipyard, and sometimes dispatches members to handle jobs that need doing at the Docks. Using Vehicles The vehicle mechanic plays best in a campaign where the PCs adventure together in one shared vehicle that the mechanic can enhance, such as in a pirate campaign on a single vessel. In this way, the vehicle mechanic archetype pairs excellently with a PC who has chosen the trick driver archetype. Vehicles are an element you should consider carefully before deciding to include, even in a guns and gears campaign. Vehicles are relatively complicated and can move very fast, which may make mapping encounters quite difficult. They can also move characters too far from the fight for other participants to respond. Think carefully before deciding whether to include the vehicle mechanic archetype, and make sure that vehicle use is right for your campaign's style and encounter area size. <document level=\"2\" id=\"feat-3148\" /> <document level=\"2\" id=\"feat-3149\" /> <document level=\"2\" id=\"feat-3150\" /> <document level=\"2\" id=\"feat-3151\" /> <document level=\"2\" id=\"feat-3152\" /> <document level=\"2\" id=\"feat-3153\" />",
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"text": " Gunslinger Source Guns &amp; Gears pg. 127 PFS Note All Pathfinder Society agents have access to the Gunslinger archetype. You like a weapon that makes an impression almost as much as you like making an impression. Multiclass Gunslinger Characters Gunslinger is a great fit for dexterous characters who want a weapon that hits hard from a distance, especially rangers and rogues who already have abilities that can make their first hit count. Spellcasters with true strike might favor firearms with the fatal property and gunslinger abilities that improve options for supporting their allies. <document level=\"2\" id=\"feat-3216\" /> <document level=\"2\" id=\"feat-3217\" /> <document level=\"2\" id=\"feat-3218\" /> <document level=\"2\" id=\"feat-3219\" /> <document level=\"2\" id=\"feat-3220\" /> <document level=\"2\" id=\"feat-3221\" />",
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"text": " Artillerist Source Guns &amp; Gears pg. 128 The artillerist's maxim holds that while fights might be won with swords, battles are won with cannons. Or in a pinch, with trebuchets, siege towers, catapults, hwachas, and all other lethal miscellanea of a combat engineers' corp. As a true artillerist, you leave the penny-ante pistols and knives to those who only need to operate on a small scale. You're a consummate professional in the art of big guns, a maestro at merging mathematics and manpower to transform whatever castle wall, infantry battalion, or rampaging dragon offends you into a smoking crater in the ground. You're not just some daredevil demolitionist, though. You're part of a team, accustomed to coordinating with your unit to maximize your time and effectiveness. Whether jumping in to help your crew load the next round, quickly calculating the trajectory of the engine's next shot, or taking the shot yourself, your presence on the team ensures their chances of success are maximized, creating a whole that is greater than the sum of its parts. Leading with a Cannon A proper artillerist is more than an engineer, though their skills in that field certainly shouldn't be underestimated. When a war becomes unavoidable, the presence of knights and pikemen might decide a skirmish or battle, but a well-trained artillerist with a reliable squad and a few good siege weapons can make the difference between prolonged months of battle with countless lives lost and a shorter, less bloody affair with fewer deaths and a more lasting victory. Castles and fortifications are critical tools for holding land in a world full of empires, kingdoms, and duchies all vying for power. Many wars are won or lost not based on the military might of either side, but on a castle's ability to withstand an extended siege. Without a team of engineers capable of penetrating a castle or keep's defenses, the occupants can wait out an invading force for as long as they have enough food and water to keep their citizens and defenders healthy and fed. Many wars have been “won” when the besieged force manages to last through a single winter. Besieging armies whose supply lines break down due to snow-clogged passes or insufficient cold weather gear are forced to retreat due to losses from poor hygiene or hypothermia long before attrition has had an opportunity to impact their opponents. An artillerist changes this dynamic, completely rewriting the rules of war. Rather than time being on the side of the besieged, it becomes the tool of the besieger. Each day that passes while a skilled artillerist hammers the castle walls with cannon fire and catapult stones brings the fortifications ever closer to crumbling down. Some wise nobles and warlords who realize their opponents have brought siege weapons, especially powerful black powder siege weapons like cannons, will choose to negotiate surrender before battle is even started, recognizing an inevitable defeat that can be staved off temporarily by sacrificing many soldiers but not thwarted without outside intervention. Ruthless or evil artillerists, or the warlords they follow, might take things a step further, specifically targeting granaries to starve enemies out or launching rotting food, corpses, or diseased livestock into parts of the town near water sources. As food and water supplies dwindle, so too does the morale of the castle's inhabitants and defenders. Even a stubborn noble or warlord will find it hard to continue resisting a siege when their own troops mutiny and their citizens begin seeking a way out. <document level=\"2\" id=\"feat-3223\" /> <document level=\"2\" id=\"feat-3224\" /> <document level=\"2\" id=\"feat-3225\" /> <document level=\"2\" id=\"feat-3226\" /> <document level=\"2\" id=\"feat-3227\" /> <document level=\"2\" id=\"feat-3228\" />",
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"markdown": "<title level=\"1\" right=\"Archetype 6\" pfs=\"Standard\">[Beast Gunner](/Archetypes.aspx?ID=116)</title>\n\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 130</row>\r\n\r\n_[**PFS Note**](/pathfinder-society) Characters with a Home Region of Arcadia have access to all archetypes from Chapter 3 with the exception of fireworks technician and demolitionist._\r\n\r\nThe art of creating the weapons most commonly referred to as “[beast guns](/equipment/beast-guns)” is truly ancient, with the first iterations of the weapons created on the continent of Arcadia well over 10,000 years ago. This means that beast guns predate all other forms of firearm crafting in Arcadia, even the legendary star guns, whose secrets have been lost to the ages. The tradition of designing beast guns has persisted throughout Arcadia well into the modern era, though it has become increasingly rare as the proliferation of classic firearms and the prestige associated with star guns has allowed more people access to equivalent destructive power without the intense requirements behind crafting a beast gun. However, beast gunners remain virtually unknown outside of Arcadia.\n\n The art of bonding to a beast gun and gaining the full magic of a beast gunner is an extended ritual with multiple steps, beginning with the hunt. A person seeking to bond to a beast gun typically does so with a brand new weapon made after they hunt down the creature themselves. This involves telling the story of the hunt, the beast, and the weapon created from the hunted creature. Finally, the weapon is carefully modified and tailored to ensure a proper bond between the beast gun and the prospective beast gunner. However, it's also possible to bond to an heirloom beast gun passed down through the generations by adding symbolic fresh components from the same kind of creature, after performing the same ritual hunt necessary to forge a new weapon with the intent of establishing a bond.\n\n To perform the ritual the prospective beast gunner must first plan a hunt to slay the creature corresponding to the beast gun, whether they wish to bond with a brand new beast gun or establish a link to an old beast gun. Typically, these ritualized hunts can include up to five assistants plus hunting beasts like canines or birds who help corner the beast and bring it down. If the assistants are significantly more powerful than the hunted creature, or if there are so many assistants the creature never stood a chance at survival, the magic simply fails during the bonding process and the hunt and organic materials are wasted, usually much to the shame and chagrin of the hunter. The same doesn't apply if the prospective beast gunner hunts the creature alone, even if they are significantly more powerful than the creature, such that the creature never stood a chance against them in a one on one fight.\n\n You're one of those who successfully completed the hunt and bonded with your prized weapon. Now, you seek to discover the hidden depths that others who think they know how to use beast guns can only imagine.\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Choosing Your Beast Gun</title>\r\n\r\nA beast gunner's bond with their beast gun is deep and mystical, so if you hope to be a successful beast gunner, it's important to choose a beast gun that suits your temperament, magic, and combat style. For example, if you favor strength and intimidation, a [_screech shooter_](/Equipment.aspx?ID=1169) is the right choice for you, whereas a [_spider gun_](/Equipment.aspx?ID=1170) might be optimal if you prefer a more careful style of setting up the battlefield in advance. Similarly, a [_tentacle cannon_](/Equipment.aspx?ID=1172) is slow and methodical and can hold an enemy in place at close range, while a [_drake rifle_](/Equipment.aspx?ID=1166) is energetic and mobile and can be used to attack from a great distance. Each beast gun has a personality and magical abilities that attract people who value them. For this reason, some experienced beast gunners say the weapon chooses you.\r\n</aside>\r\n\r\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-3229\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3230\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3269\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3231\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3232\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3233\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3234\"\n\n/>",
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"text": " Beast Gunner Source Guns &amp; Gears pg. 130 PFS Note Characters with a Home Region of Arcadia have access to all archetypes from Chapter 3 with the exception of fireworks technician and demolitionist. The art of creating the weapons most commonly referred to as “beast guns” is truly ancient, with the first iterations of the weapons created on the continent of Arcadia well over 10,000 years ago. This means that beast guns predate all other forms of firearm crafting in Arcadia, even the legendary star guns, whose secrets have been lost to the ages. The tradition of designing beast guns has persisted throughout Arcadia well into the modern era, though it has become increasingly rare as the proliferation of classic firearms and the prestige associated with star guns has allowed more people access to equivalent destructive power without the intense requirements behind crafting a beast gun. However, beast gunners remain virtually unknown outside of Arcadia. The art of bonding to a beast gun and gaining the full magic of a beast gunner is an extended ritual with multiple steps, beginning with the hunt. A person seeking to bond to a beast gun typically does so with a brand new weapon made after they hunt down the creature themselves. This involves telling the story of the hunt, the beast, and the weapon created from the hunted creature. Finally, the weapon is carefully modified and tailored to ensure a proper bond between the beast gun and the prospective beast gunner. However, it's also possible to bond to an heirloom beast gun passed down through the generations by adding symbolic fresh components from the same kind of creature, after performing the same ritual hunt necessary to forge a new weapon with the intent of establishing a bond. To perform the ritual the prospective beast gunner must first plan a hunt to slay the creature corresponding to the beast gun, whether they wish to bond with a brand new beast gun or establish a link to an old beast gun. Typically, these ritualized hunts can include up to five assistants plus hunting beasts like canines or birds who help corner the beast and bring it down. If the assistants are significantly more powerful than the hunted creature, or if there are so many assistants the creature never stood a chance at survival, the magic simply fails during the bonding process and the hunt and organic materials are wasted, usually much to the shame and chagrin of the hunter. The same doesn't apply if the prospective beast gunner hunts the creature alone, even if they are significantly more powerful than the creature, such that the creature never stood a chance against them in a one on one fight. You're one of those who successfully completed the hunt and bonded with your prized weapon. Now, you seek to discover the hidden depths that others who think they know how to use beast guns can only imagine. Choosing Your Beast Gun A beast gunner's bond with their beast gun is deep and mystical, so if you hope to be a successful beast gunner, it's important to choose a beast gun that suits your temperament, magic, and combat style. For example, if you favor strength and intimidation, a screech shooter is the right choice for you, whereas a spider gun might be optimal if you prefer a more careful style of setting up the battlefield in advance. Similarly, a tentacle cannon is slow and methodical and can hold an enemy in place at close range, while a drake rifle is energetic and mobile and can be used to attack from a great distance. Each beast gun has a personality and magical abilities that attract people who value them. For this reason, some experienced beast gunners say the weapon chooses you. Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-3230\" /> <document level=\"2\" id=\"feat-3269\" /> <document level=\"2\" id=\"feat-3231\" /> <document level=\"2\" id=\"feat-3232\" /> <document level=\"2\" id=\"feat-3233\" /> <document level=\"2\" id=\"feat-3234\" />",
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Bullet Dancer](/Archetypes.aspx?ID=117)</title>\n\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 132</row>\r\n\r\n_[**PFS Note**](/pathfinder-society) Characters with a Home Region of Alkenstar, Dongun Hold, or the Shackles have access to all archetypes from Chapter 3 with the exception of beast gunner, fireworks technician, and spellshot. Characters with a Home Region of Arcadia have access to all archetypes from Chapter 3 with the exception of fireworks technician and demolitionist._\r\n\r\nWhile most monastic orders and traditional fighting schools shun firearms as loud and unreliable technology for unskilled conscripts, you fuse flourishing feints and ricocheting gunplay into a whirling ballet of bullets. As a bullet dancer, you might become the target of brash duelists and gladiators looking to make a name for themselves. But you tend to welcome the attention and might have proven your reputation while dancing your deadly ballet in tournaments from Tymon to Goka. You've found your fluid motions and explosive attacks to be surefire crowd-pleasers, even as they serve to confound and shock your foes.\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-3235\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-438\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3162\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3166\"\r\noverride-title-right=\"Feat 6*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3236\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3237\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-511\"\r\noverride-title-right=\"Feat 8*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3238\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3188\"\r\noverride-title-right=\"Feat 12*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3239\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3193\"\r\noverride-title-right=\"Feat 14*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3202\"\r\noverride-title-right=\"Feat 16*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3203\"\r\noverride-title-right=\"Feat 16*\"\r\n\r\n/>",
"name": "Bullet Dancer",
"pfs": "Standard",
"prerequisite": "expert in unarmored defense and trained in unarmed attack",
"prerequisite_markdown": "expert in unarmored defense and trained in unarmed attack",
"rarity": "uncommon",
"release_date": "2021-10-13",
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"search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 132</row>\r\n\r\n**Prerequisites**\r\nexpert in unarmored defense and trained in unarmed attack\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhile most monastic orders and traditional fighting schools shun firearms as loud and unreliable technology for unskilled conscripts, you fuse …\r\n</summary>",
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"summary": "While most monastic orders and traditional fighting schools shun firearms as loud and unreliable technology for unskilled conscripts, you fuse …",
"summary_markdown": "While most monastic orders and traditional fighting schools shun firearms as loud and unreliable technology for unskilled conscripts, you fuse …",
"text": " Bullet Dancer Source Guns &amp; Gears pg. 132 PFS Note Characters with a Home Region of Alkenstar, Dongun Hold, or the Shackles have access to all archetypes from Chapter 3 with the exception of beast gunner, fireworks technician, and spellshot. Characters with a Home Region of Arcadia have access to all archetypes from Chapter 3 with the exception of fireworks technician and demolitionist. While most monastic orders and traditional fighting schools shun firearms as loud and unreliable technology for unskilled conscripts, you fuse flourishing feints and ricocheting gunplay into a whirling ballet of bullets. As a bullet dancer, you might become the target of brash duelists and gladiators looking to make a name for themselves. But you tend to welcome the attention and might have proven your reputation while dancing your deadly ballet in tournaments from Tymon to Goka. You've found your fluid motions and explosive attacks to be surefire crowd-pleasers, even as they serve to confound and shock your foes. Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-438\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-3162\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-3166\" override-title-right=\"Feat 6 \" /> <document level=\"2\" id=\"feat-3236\" /> <document level=\"2\" id=\"feat-3237\" /> <document level=\"2\" id=\"feat-511\" override-title-right=\"Feat 8 \" /> <document level=\"2\" id=\"feat-3238\" /> <document level=\"2\" id=\"feat-3188\" override-title-right=\"Feat 12 \" /> <document level=\"2\" id=\"feat-3239\" /> <document level=\"2\" id=\"feat-3193\" override-title-right=\"Feat 14 \" /> <document level=\"2\" id=\"feat-3202\" override-title-right=\"Feat 16 \" /> <document level=\"2\" id=\"feat-3203\" override-title-right=\"Feat 16 \" />",
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{
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Restricted\">[Demolitionist](/Archetypes.aspx?ID=118)</title>\n\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 133</row>\r\n\r\n_[**PFS Note**](/pathfinder-society) Characters with a Home Region of Alkenstar, Dongun Hold, or the Shackles have access to all archetypes from Chapter 3 with the exception of beast gunner, fireworks technician, and spellshot._\r\n\r\nAs rippling explosions bring a castle's walls tumbling down, you grin and wipe the stone dust of your handiwork from your face. Brute force might work for others, but applying science to place the right explosives in just the right spot is essential to your craft.\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-3240\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1594\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3241\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-99\"\r\noverride-title-right=\"Feat 6*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3242\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3243\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-104\"\r\noverride-title-right=\"Feat 8*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3244\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-109\"\r\noverride-title-right=\"Feat 12*\"\r\n\r\n/>",
"name": "Demolitionist",
"pfs": "Restricted",
"rarity": "uncommon",
"release_date": "2021-10-13",
"resistance": {},
"search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 133</row>\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAs rippling explosions bring a castle's walls tumbling down, you grin and wipe the stone dust of your handiwork from your face. Brute force might …\r\n</summary>",
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"summary": "As rippling explosions bring a castle's walls tumbling down, you grin and wipe the stone dust of your handiwork from your face. Brute force might …",
"summary_markdown": "As rippling explosions bring a castle's walls tumbling down, you grin and wipe the stone dust of your handiwork from your face. Brute force might …",
"text": " Demolitionist Source Guns &amp; Gears pg. 133 PFS Note Characters with a Home Region of Alkenstar, Dongun Hold, or the Shackles have access to all archetypes from Chapter 3 with the exception of beast gunner, fireworks technician, and spellshot. As rippling explosions bring a castle's walls tumbling down, you grin and wipe the stone dust of your handiwork from your face. Brute force might work for others, but applying science to place the right explosives in just the right spot is essential to your craft. Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-1594\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-3241\" /> <document level=\"2\" id=\"feat-99\" override-title-right=\"Feat 6 \" /> <document level=\"2\" id=\"feat-3242\" /> <document level=\"2\" id=\"feat-3243\" /> <document level=\"2\" id=\"feat-104\" override-title-right=\"Feat 8 \" /> <document level=\"2\" id=\"feat-3244\" /> <document level=\"2\" id=\"feat-109\" override-title-right=\"Feat 12 \" />",
"trait": [
"Uncommon"
],
"trait_markdown": "[Uncommon](/Traits.aspx?ID=159)",
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"Uncommon"
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"url": "/Archetypes.aspx?ID=118",
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{
"archetype": [
"Fireworks Technician"
],
"archetype_category": [
"Profession",
"Core"
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"id": "archetype-119",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Fireworks Technician](/Archetypes.aspx?ID=119)</title>\n\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 134</row>\r\n\r\n_[**PFS Note**](/pathfinder-society) Characters with a Home Region of Tien Xia or Vudra have access to the fireworks technician archetype._\r\n\r\nThe brilliant display of cascading lights and flickering aerial flowers, the thunderous boom, the sizzling crackle, and piercing screech—these are the stock and trade of your craft. You know how to perfectly pair light and sound to create fireworks displays that can amaze children and adults, comfort friends, and even confound your foes.\n\n As a fireworks technician, you might be an itinerant wanderer, roaming from town to town and developing your craft on your own. In that case, you make a living on the road, selling fireworks to the townsfolk, setting up public displays upon request and receipt of payment, and even tailoring individualized performances to those wealthy or interesting enough to be worthy of receiving their own private show.\n\n On the other hand, you might be part of an established fireworks house from Tian Xia or Vudra and rely on teamwork to perfect your various formulas and displays. Hoping to produce the next great innovation in fireworks technology, you often send back the notes from your studies and field demonstrations to esteemed colleagues from your fireworks house, seeking their opinions on your next big idea.\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Describing Your Fireworks Display</title>\r\n\r\nAs a firework technician, the exact visuals of your character's special abilities might matter significantly to you. No two firework technicians use exactly the same fireworks display, even if they come from the same fireworks house and both use the same feat to generate the display. In fact, it's likely that when you use a feat from the firework technician archetype, the resulting display remains a bit different each time as you tinker, perfect, and refine your technique. Even so, you probably have a few themes that you prefer for each of your firework technician feats. For instance, your Coughing Dragon Display might appear in the sinuous serpentine shape of a literal imperial dragon, coughing out glittering trails. It might also resemble a simple series of geometric shapes, an enigmatic spiraling aeon trailing off in a shape with radial symmetry, a pattern shaped like a tree blossoming with flowers in the sky, or anything else you can imagine. To help your fellow players visualize what your character is doing, you might come up with some go-to descriptions or draw art depicting some of your favorite displays.\r\n</aside>\n\n<document level=\"2\" id=\"feat-3245\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3246\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3247\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3248\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3249\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3250\"\n\n/>",
"name": "Fireworks Technician",
"pfs": "Standard",
"prerequisite": "Trained in Crafting",
"prerequisite_markdown": "Trained in [Crafting](/Skills.aspx?ID=4)",
"rarity": "uncommon",
"release_date": "2021-10-13",
"resistance": {},
"search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 134</row>\r\n\r\n**Prerequisites**\r\nTrained in [Crafting](/Skills.aspx?ID=4)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe brilliant display of cascading lights and flickering aerial flowers, the thunderous boom, the sizzling crackle, and piercing screech—these are …\r\n</summary>",
"source": [
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"summary": "The brilliant display of cascading lights and flickering aerial flowers, the thunderous boom, the sizzling crackle, and piercing screech—these are …",
"summary_markdown": "The brilliant display of cascading lights and flickering aerial flowers, the thunderous boom, the sizzling crackle, and piercing screech—these are …",
"text": " Fireworks Technician Source Guns &amp; Gears pg. 134 PFS Note Characters with a Home Region of Tien Xia or Vudra have access to the fireworks technician archetype. The brilliant display of cascading lights and flickering aerial flowers, the thunderous boom, the sizzling crackle, and piercing screech—these are the stock and trade of your craft. You know how to perfectly pair light and sound to create fireworks displays that can amaze children and adults, comfort friends, and even confound your foes. As a fireworks technician, you might be an itinerant wanderer, roaming from town to town and developing your craft on your own. In that case, you make a living on the road, selling fireworks to the townsfolk, setting up public displays upon request and receipt of payment, and even tailoring individualized performances to those wealthy or interesting enough to be worthy of receiving their own private show. On the other hand, you might be part of an established fireworks house from Tian Xia or Vudra and rely on teamwork to perfect your various formulas and displays. Hoping to produce the next great innovation in fireworks technology, you often send back the notes from your studies and field demonstrations to esteemed colleagues from your fireworks house, seeking their opinions on your next big idea. Describing Your Fireworks Display As a firework technician, the exact visuals of your character's special abilities might matter significantly to you. No two firework technicians use exactly the same fireworks display, even if they come from the same fireworks house and both use the same feat to generate the display. In fact, it's likely that when you use a feat from the firework technician archetype, the resulting display remains a bit different each time as you tinker, perfect, and refine your technique. Even so, you probably have a few themes that you prefer for each of your firework technician feats. For instance, your Coughing Dragon Display might appear in the sinuous serpentine shape of a literal imperial dragon, coughing out glittering trails. It might also resemble a simple series of geometric shapes, an enigmatic spiraling aeon trailing off in a shape with radial symmetry, a pattern shaped like a tree blossoming with flowers in the sky, or anything else you can imagine. To help your fellow players visualize what your character is doing, you might come up with some go-to descriptions or draw art depicting some of your favorite displays. <document level=\"2\" id=\"feat-3246\" /> <document level=\"2\" id=\"feat-3247\" /> <document level=\"2\" id=\"feat-3248\" /> <document level=\"2\" id=\"feat-3249\" /> <document level=\"2\" id=\"feat-3250\" />",
"trait": [
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{
"archetype": [
"Pistol Phenom"
],
"archetype_category": [
"Combat Style",
"Core"
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"id": "archetype-120",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Pistol Phenom](/Archetypes.aspx?ID=120)</title>\n\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 136</row>\r\n\r\n_[**PFS Note**](/pathfinder-society) Characters with a Home Region of Alkenstar, Dongun Hold, or the Shackles have access to all archetypes from Chapter 3 with the exception of beast gunner, fireworks technician, and spellshot. Characters with a Home Region of Arcadia have access to all archetypes from Chapter 3 with the exception of fireworks technician and demolitionist._\r\n\r\nYou treat combat as an art and your pistol as an extension of your performance. You might wield a single pistol, a pair of pistols, or a pistol paired with a melee weapon to pull off showy maneuvers. However you slice it, though, the use of pistols or other one-handed firearms is crucial to your technique and style.\n\n To you, everything is a show, and you use your gun as a prop and instrument, not just to kill opponents but to trick, mislead, hinder, and even bully them into doing what you want them to do. While others tend to focus on delivering as much devastation downrange as possible, your style is all about control. By controlling a foe's attention and actions, you can bolster your own attacks and mitigate the foe's potential for mayhem. You control the tempo of the battle much as you would a staged performance, carefully ensuring your foe's actions don't fall outside of your intended script. You're both the director and the star of this show, and your enemies dance to the tune you play with your pistol... sometimes quite literally!\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">What Makes a Phenom?</title>\r\n\r\nMany gunslingers can learn how to twirl a pistol or intimidate a foe, but it's not just your skills that make you a phenom, it's your style and attitude. As a pistol phenom, you understand how to grab everyone's attention with everything you do, especially the way you talk, the way you walk, and the way you use your gun. But what's more, you're well aware of that fact and the power you have over others, and you aren't afraid to flaunt it.\n\n Despite this attitude, or perhaps because of it, as a pistol phenom you likely tend to get along well with groups of allies, understanding both how to take the spotlight to protect your allies and how to share it to make sure they get their time in the sun. The one exception to this can be other pistol phenoms. When two or more pistol phenoms gather in the same group, it's almost inevitable for a duel or other contest to arise. However, such a contest need not end in enmity. Depending on your temperament, and that of the other pistol phenom, the result of the exhilarating rivalry expressed during competition could be a lifelong friendship, albeit one in which you both keep score of your greatest achievements to compare exploits.\r\n</aside>\r\n\r\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-3251\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3252\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3159\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3253\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3254\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3255\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3256\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3188\"\r\noverride-title-right=\"Feat 12*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3257\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3202\"\r\noverride-title-right=\"Feat 16*\"\r\n\r\n/>",
"name": "Pistol Phenom",
"pfs": "Standard",
"prerequisite": "trained in at least one type of one-handed firearm; Trained in Deception; Trained in Performance",
"prerequisite_markdown": "trained in at least one type of one-handed firearm; Trained in [Deception](/Skills.aspx?ID=5); Trained in [Performance](/Skills.aspx?ID=12)",
"rarity": "uncommon",
"release_date": "2021-10-13",
"resistance": {},
"search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 136</row>\r\n\r\n**Prerequisites**\r\ntrained in at least one type of one-handed firearm; Trained in [Deception](/Skills.aspx?ID=5); Trained in [Performance](/Skills.aspx?ID=12)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou treat combat as an art and your pistol as an extension of your performance. You might wield a single pistol, a pair of pistols, or a pistol …\r\n</summary>",
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"summary": "You treat combat as an art and your pistol as an extension of your performance. You might wield a single pistol, a pair of pistols, or a pistol …",
"summary_markdown": "You treat combat as an art and your pistol as an extension of your performance. You might wield a single pistol, a pair of pistols, or a pistol …",
"text": " Pistol Phenom Source Guns &amp; Gears pg. 136 PFS Note Characters with a Home Region of Alkenstar, Dongun Hold, or the Shackles have access to all archetypes from Chapter 3 with the exception of beast gunner, fireworks technician, and spellshot. Characters with a Home Region of Arcadia have access to all archetypes from Chapter 3 with the exception of fireworks technician and demolitionist. You treat combat as an art and your pistol as an extension of your performance. You might wield a single pistol, a pair of pistols, or a pistol paired with a melee weapon to pull off showy maneuvers. However you slice it, though, the use of pistols or other one-handed firearms is crucial to your technique and style. To you, everything is a show, and you use your gun as a prop and instrument, not just to kill opponents but to trick, mislead, hinder, and even bully them into doing what you want them to do. While others tend to focus on delivering as much devastation downrange as possible, your style is all about control. By controlling a foe's attention and actions, you can bolster your own attacks and mitigate the foe's potential for mayhem. You control the tempo of the battle much as you would a staged performance, carefully ensuring your foe's actions don't fall outside of your intended script. You're both the director and the star of this show, and your enemies dance to the tune you play with your pistol... sometimes quite literally! What Makes a Phenom? Many gunslingers can learn how to twirl a pistol or intimidate a foe, but it's not just your skills that make you a phenom, it's your style and attitude. As a pistol phenom, you understand how to grab everyone's attention with everything you do, especially the way you talk, the way you walk, and the way you use your gun. But what's more, you're well aware of that fact and the power you have over others, and you aren't afraid to flaunt it. Despite this attitude, or perhaps because of it, as a pistol phenom you likely tend to get along well with groups of allies, understanding both how to take the spotlight to protect your allies and how to share it to make sure they get their time in the sun. The one exception to this can be other pistol phenoms. When two or more pistol phenoms gather in the same group, it's almost inevitable for a duel or other contest to arise. However, such a contest need not end in enmity. Depending on your temperament, and that of the other pistol phenom, the result of the exhilarating rivalry expressed during competition could be a lifelong friendship, albeit one in which you both keep score of your greatest achievements to compare exploits. Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-3252\" /> <document level=\"2\" id=\"feat-3159\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-3253\" /> <document level=\"2\" id=\"feat-3254\" /> <document level=\"2\" id=\"feat-3255\" /> <document level=\"2\" id=\"feat-3256\" /> <document level=\"2\" id=\"feat-3188\" override-title-right=\"Feat 12 \" /> <document level=\"2\" id=\"feat-3257\" /> <document level=\"2\" id=\"feat-3202\" override-title-right=\"Feat 16 \" />",
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Sniping Duo](/Archetypes.aspx?ID=121)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 138</row>\r\n\r\n_[**PFS Note**](/pathfinder-society) Characters with the Sniping Duo archetype may choose their sniping partner at the beginning of the scenario without spending Downtime to retrain the option._\r\n\r\nSkilled shooters who don't let their egos get in the way of their efficacy are likely to say that sniping is a two-person job. Taking down a target without giving away your position or giving the opponent a window for reprisal is difficult work that requires teamwork and coordination, as well as a tight-knit bond and shared perspective. Sniping duos live and die by the credo “two heads are better than one,” focusing their skills and strategies toward deadly efficiency. Whether your spotter and partner is a fellow ranged combatant or a melee enthusiast, you've learned how to use the openings they provide to devastating effect.\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Choosing a Spotter</title>\r\n\r\nThe most important aspect when choosing a spotter for the sniping duo archetype is the out of character component; make sure you team up with another player who is excited about the idea of roleplaying out teamwork and coordination in combat, and with granting you benefits and gaining benefits from you. The mechanics of the archetype are not very demanding of your spotter's actions, but that still doesn't mean every player is interested in the narrative component.\n\n Mechanically, a good spotter is likely either another ranged attacker or a melee attacker, and depending on the type of spotter you choose, certain feats might become more or less enticing. For instance, [Targeted Redirection](/Feats.aspx?ID=3261) is more useful with a melee spotter.\r\n</aside>\r\n\r\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-3258\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-364\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3155\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3259\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3260\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3261\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3262\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3263\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3264\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3183\"\r\noverride-title-right=\"Feat 12*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3265\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3187\"\r\noverride-title-right=\"Feat 12*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3266\"\n\n/>",
"name": "Sniping Duo",
"pfs": "Standard",
"prerequisite": "trained in at least one type of weapon in the bow or firearm groups; Trained in Stealth",
"prerequisite_markdown": "trained in at least one type of weapon in the [bow](/WeaponGroups.aspx?ID=3) or [firearm](/WeaponGroups.aspx?ID=16) groups; Trained in [Stealth](/Skills.aspx?ID=15)",
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"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 138</row>\r\n\r\n**Prerequisites**\r\ntrained in at least one type of weapon in the [bow](/WeaponGroups.aspx?ID=3) or [firearm](/WeaponGroups.aspx?ID=16) groups; Trained in [Stealth](/Skills.aspx?ID=15)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSkilled shooters who don't let their egos get in the way of their efficacy are likely to say that sniping is a two-person job. Taking down a target …\r\n</summary>",
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"summary": "Skilled shooters who don't let their egos get in the way of their efficacy are likely to say that sniping is a two-person job. Taking down a target …",
"summary_markdown": "Skilled shooters who don't let their egos get in the way of their efficacy are likely to say that sniping is a two-person job. Taking down a target …",
"text": " Sniping Duo Source Guns &amp; Gears pg. 138 PFS Note Characters with the Sniping Duo archetype may choose their sniping partner at the beginning of the scenario without spending Downtime to retrain the option. Skilled shooters who don't let their egos get in the way of their efficacy are likely to say that sniping is a two-person job. Taking down a target without giving away your position or giving the opponent a window for reprisal is difficult work that requires teamwork and coordination, as well as a tight-knit bond and shared perspective. Sniping duos live and die by the credo “two heads are better than one,” focusing their skills and strategies toward deadly efficiency. Whether your spotter and partner is a fellow ranged combatant or a melee enthusiast, you've learned how to use the openings they provide to devastating effect. Choosing a Spotter The most important aspect when choosing a spotter for the sniping duo archetype is the out of character component; make sure you team up with another player who is excited about the idea of roleplaying out teamwork and coordination in combat, and with granting you benefits and gaining benefits from you. The mechanics of the archetype are not very demanding of your spotter's actions, but that still doesn't mean every player is interested in the narrative component. Mechanically, a good spotter is likely either another ranged attacker or a melee attacker, and depending on the type of spotter you choose, certain feats might become more or less enticing. For instance, Targeted Redirection is more useful with a melee spotter. Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-364\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-3155\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-3259\" /> <document level=\"2\" id=\"feat-3260\" /> <document level=\"2\" id=\"feat-3261\" /> <document level=\"2\" id=\"feat-3262\" /> <document level=\"2\" id=\"feat-3263\" /> <document level=\"2\" id=\"feat-3264\" /> <document level=\"2\" id=\"feat-3183\" override-title-right=\"Feat 12 \" /> <document level=\"2\" id=\"feat-3265\" /> <document level=\"2\" id=\"feat-3187\" override-title-right=\"Feat 12 \" /> <document level=\"2\" id=\"feat-3266\" />",
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Spellshot](/Archetypes.aspx?ID=122)</title>\n\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 140</row>\r\n\r\n_[**PFS Note**](/pathfinder-society) Characters with a Home Region of Arcadia have access to all archetypes from Chapter 3 with the exception of fireworks technician and demolitionist._\r\n\r\nSpellshots aren't ordinary [gunslingers](/Classes.aspx?ID=20). They come from a tradition of ancient secrets and principles, which they temper with modern innovation and perspective. Spellshots combine magical power into the art of gunplay to create a distinct and mystical way known only to spellshots, enigmatic and unavailable to other gunslingers in the world at large. The first to identify themselves as spellshots tied their magical traditions to the history of the Star Code and the Crowned Regents in Arcadia. Ancient, reclusive crafters known as the Crowned Regents created star guns, the legendary magical firearms that shot white-hot blasts of energy. Wielders of star guns became bound together by the Star Code—a set of cultural expectations that defined how one should behave while using these powerful weapons. You can find more information about star guns, the Crowned Regents, and the Star Code in _Guns &amp; Gears_.\n\n Most spellshots continue to come from Arcadia, as the stories describing the relevant skills and training to become one have been passed down over the generations. Many gunslingers who grow up in this region hear of these tales early in their lives, and they develop the techniques to channel magical energy through their firearms in imitation of the Regents' arcane methods. While Arcadia is home to the vast majority of the world's spellshots, the techniques have slowly spread to other regions. However, spellshots remain particularly rare in the Inner Sea region due to the unique history of guns there and their connection to the Grand Duchy of Alkenstar, which exists in a magic-dead region of the Mana Wastes.\r\n\r\n<title level=\"3\">Way Of The Spellshot (1st)</title>\r\n\r\nYou've learned the intricacies of magic and technology, blending the two together with deadly results. You combine a knowledge of arcane theories with a strong connection to your chosen weapon that allows you to manifest unique effects, though your knowledge doesn't extend as far as actual spellcasting. You can imbue energy into your weapon and conjure bullets from thin air. As you progress, you eventually learn to phase bullets through walls or even to teleport yourself along the path of your bullets. You must select Spellshot Dedication as your 2nd-level class feat.\n\n **Prerequisites**: You must be a gunslinger.\n\n **Spellshot Adjustments**: Instead of choosing a way from the options listed in the gunslinger class, you have the way of the spellshot. It has the following way skill, slinger's reload, and deeds. You gain these abilities at the same levels as normal for the class. You use Intelligence for your class DC.\n\n **Way Skill** [Arcana](/Skills.aspx?ID=2)\n\n **Slinger's Reload** Thoughtful Reload\n\n **Deeds** _Initial_ Energy Shot; _Advanced_ Recall Ammunition; _Greater_ Dispelling Bullet \n\n<title level=\"2\" right=\"\">Slinger's Reload</title> \n\n<document level=\"2\" id=\"action-922\" /> \n\n<title level=\"2\" right=\"\">Initial Deed</title> \n\n<document level=\"2\" id=\"action-923\" /> \n\n<title level=\"2\" right=\"9th\">Advanced Deed </title> \n\n<document level=\"2\" id=\"action-924\" /> \n\n<title level=\"2\" right=\"15th\">Greater Deed </title> \n\n<document level=\"2\" id=\"action-925\" />\n\n<document level=\"2\" id=\"feat-3267\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3268\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3269\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3270\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3271\"\n\n/>",
"name": "Spellshot",
"pfs": "Standard",
"prerequisite": "way of the spellshot",
"prerequisite_markdown": "way of the spellshot",
"rarity": "uncommon",
"release_date": "2021-10-13",
"resistance": {},
"search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 140</row>\r\n\r\n**Prerequisites**\r\nway of the spellshot\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSpellshots aren't ordinary gunslingers . They come from a tradition of ancient secrets and principles, which they temper with modern innovation and …\r\n</summary>",
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"summary": "Spellshots aren't ordinary gunslingers . They come from a tradition of ancient secrets and principles, which they temper with modern innovation and …",
"summary_markdown": "Spellshots aren't ordinary gunslingers . They come from a tradition of ancient secrets and principles, which they temper with modern innovation and …",
"text": " Spellshot Source Guns &amp; Gears pg. 140 PFS Note Characters with a Home Region of Arcadia have access to all archetypes from Chapter 3 with the exception of fireworks technician and demolitionist. Spellshots aren't ordinary gunslingers. They come from a tradition of ancient secrets and principles, which they temper with modern innovation and perspective. Spellshots combine magical power into the art of gunplay to create a distinct and mystical way known only to spellshots, enigmatic and unavailable to other gunslingers in the world at large. The first to identify themselves as spellshots tied their magical traditions to the history of the Star Code and the Crowned Regents in Arcadia. Ancient, reclusive crafters known as the Crowned Regents created star guns, the legendary magical firearms that shot white-hot blasts of energy. Wielders of star guns became bound together by the Star Code—a set of cultural expectations that defined how one should behave while using these powerful weapons. You can find more information about star guns, the Crowned Regents, and the Star Code in Guns &amp; Gears . Most spellshots continue to come from Arcadia, as the stories describing the relevant skills and training to become one have been passed down over the generations. Many gunslingers who grow up in this region hear of these tales early in their lives, and they develop the techniques to channel magical energy through their firearms in imitation of the Regents' arcane methods. While Arcadia is home to the vast majority of the world's spellshots, the techniques have slowly spread to other regions. However, spellshots remain particularly rare in the Inner Sea region due to the unique history of guns there and their connection to the Grand Duchy of Alkenstar, which exists in a magic-dead region of the Mana Wastes. Way Of The Spellshot (1st) You've learned the intricacies of magic and technology, blending the two together with deadly results. You combine a knowledge of arcane theories with a strong connection to your chosen weapon that allows you to manifest unique effects, though your knowledge doesn't extend as far as actual spellcasting. You can imbue energy into your weapon and conjure bullets from thin air. As you progress, you eventually learn to phase bullets through walls or even to teleport yourself along the path of your bullets. You must select Spellshot Dedication as your 2nd-level class feat. Prerequisites : You must be a gunslinger. Spellshot Adjustments : Instead of choosing a way from the options listed in the gunslinger class, you have the way of the spellshot. It has the following way skill, slinger's reload, and deeds. You gain these abilities at the same levels as normal for the class. You use Intelligence for your class DC. Way Skill Arcana Slinger's Reload Thoughtful Reload Deeds Initial Energy Shot; Advanced Recall Ammunition; Greater Dispelling Bullet Slinger's Reload Initial Deed Advanced Deed Greater Deed <document level=\"2\" id=\"feat-3268\" /> <document level=\"2\" id=\"feat-3269\" /> <document level=\"2\" id=\"feat-3270\" /> <document level=\"2\" id=\"feat-3271\" />",
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"archetype": [
"Unexpected Sharpshooter"
],
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Unexpected Sharpshooter](/Archetypes.aspx?ID=123)</title>\n\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 142</row>\r\n\r\n_[**PFS Note**](/pathfinder-society) Characters with a Home Region of Alkenstar, Dongun Hold, or the Shackles have access to all archetypes from Chapter 3 with the exception of beast gunner, fireworks technician, and spellshot. Characters with a Home Region of Arcadia have access to all archetypes from Chapter 3 with the exception of fireworks technician and demolitionist._\r\n\r\nSome people say you must be the luckiest soul in all of Golarion to still be alive and kicking after all the dangers you've seen. Others say that, given the circumstances and the number of foes who you've defeated seemingly by accident, that there's no way you can really be as incompetent as you seem. These critics claim there has to be some kind of angle, some racket you're running. Either way, you sure don't look or act dangerous, except possibly to yourself.\n\n Somehow, despite your apparent clumsiness, professed confusion, and known propensity to incite calamity, you find yourself standing after every battle. The same can't often be said for your enemies. Funny how that works out, isn't it?\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Skilled or Lucky</title>\r\n\r\nPart of the fun of roleplaying an unexpected sharpshooter is the ambiguity and mystery of how your character achieves their surprising success. Your character at first seems like they bumble into their successes through sheer circumstance. However, when the circumstances pile up, others might start to suspect another possibility: perhaps your character is secretly so incredible that they not only achieve impressive results but do so in a way that hides their skill behind a veneer of lucky breaks. Ultimately, either could be true about your character, or some combination of both. You might decide the truth together with the GM as soon as you take this archetype or hold off until later to make that call. Because this archetype hints at hidden talent intentionally obfuscated, it offers a good choice for a character who's secretly more powerful or skilled than they seem or who must hide their abilities for some reason—perhaps associated with the plot of the campaign.\n\n If your inclination is to play a character who hides their abilities, consider training in the [Deception](/Skills.aspx?ID=5) skill and taking skill feats like [Charming Liar](/Feats.aspx?ID=766) and [Confabulator](/Feats.aspx?ID=769) that emphasize your character's crafty nature and skill at concealing their true intent.\n\n If you instead prefer to play a character who's legitimately a bit uncoordinated but abnormally lucky, you might choose to pursue actions that have a high chance of earning you a Hero Point. You could also consider taking abilities with the [fortune](/Traits.aspx?ID=76) or [misfortune](/Traits.aspx?ID=110) traits, such as [Halfling Luck](/Feats.aspx?ID=54) or [Harbinger's Caw](/Feats.aspx?ID=2442).\r\n</aside>\r\n\r\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-3272\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3157\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3273\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3163\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3274\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3275\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3276\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3278\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3188\"\r\noverride-title-right=\"Feat 10*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3277\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3279\"\n\n/>",
"name": "Unexpected Sharpshooter",
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"release_date": "2021-10-13",
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"search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 142</row>\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSome people say you must be the luckiest soul in all of Golarion to still be alive and kicking after all the dangers you've seen. Others say that, …\r\n</summary>",
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"summary": "Some people say you must be the luckiest soul in all of Golarion to still be alive and kicking after all the dangers you've seen. Others say that, …",
"summary_markdown": "Some people say you must be the luckiest soul in all of Golarion to still be alive and kicking after all the dangers you've seen. Others say that, …",
"text": " Unexpected Sharpshooter Source Guns &amp; Gears pg. 142 PFS Note Characters with a Home Region of Alkenstar, Dongun Hold, or the Shackles have access to all archetypes from Chapter 3 with the exception of beast gunner, fireworks technician, and spellshot. Characters with a Home Region of Arcadia have access to all archetypes from Chapter 3 with the exception of fireworks technician and demolitionist. Some people say you must be the luckiest soul in all of Golarion to still be alive and kicking after all the dangers you've seen. Others say that, given the circumstances and the number of foes who you've defeated seemingly by accident, that there's no way you can really be as incompetent as you seem. These critics claim there has to be some kind of angle, some racket you're running. Either way, you sure don't look or act dangerous, except possibly to yourself. Somehow, despite your apparent clumsiness, professed confusion, and known propensity to incite calamity, you find yourself standing after every battle. The same can't often be said for your enemies. Funny how that works out, isn't it? Skilled or Lucky Part of the fun of roleplaying an unexpected sharpshooter is the ambiguity and mystery of how your character achieves their surprising success. Your character at first seems like they bumble into their successes through sheer circumstance. However, when the circumstances pile up, others might start to suspect another possibility: perhaps your character is secretly so incredible that they not only achieve impressive results but do so in a way that hides their skill behind a veneer of lucky breaks. Ultimately, either could be true about your character, or some combination of both. You might decide the truth together with the GM as soon as you take this archetype or hold off until later to make that call. Because this archetype hints at hidden talent intentionally obfuscated, it offers a good choice for a character who's secretly more powerful or skilled than they seem or who must hide their abilities for some reason—perhaps associated with the plot of the campaign. If your inclination is to play a character who hides their abilities, consider training in the Deception skill and taking skill feats like Charming Liar and Confabulator that emphasize your character's crafty nature and skill at concealing their true intent. If you instead prefer to play a character who's legitimately a bit uncoordinated but abnormally lucky, you might choose to pursue actions that have a high chance of earning you a Hero Point. You could also consider taking abilities with the fortune or misfortune traits, such as Halfling Luck or Harbinger's Caw. Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-3157\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-3273\" /> <document level=\"2\" id=\"feat-3163\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-3274\" /> <document level=\"2\" id=\"feat-3275\" /> <document level=\"2\" id=\"feat-3276\" /> <document level=\"2\" id=\"feat-3278\" /> <document level=\"2\" id=\"feat-3188\" override-title-right=\"Feat 10 \" /> <document level=\"2\" id=\"feat-3277\" /> <document level=\"2\" id=\"feat-3279\" />",
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Limited\">[Gray Gardener](/Archetypes.aspx?ID=124)</title>\r\n\r\n<spoilers>May contain spoilers from Night of the Gray Death</spoilers>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Night of the Gray Death](/Sources.aspx?ID=99) pg. 64</row>\n\n**The following contains SPOILERS for the _Night of the Gray Death_ adventure!** \n\n The Gray Gardeners are the remorseless executioners of Galt. Prior to the events of the adventure, the Gray Gardeners are at best sinister (when not actively pursuing evil) as a malevolent monster controls their organization. After the events of Night of the Gray Death, the organization is broken—leadership is in disarray while the rank-and-file members labor to enforce laws and recapture escaped criminals. The Gray Gardeners still command the respect of Galt's people, however, as their brutal reputation is indelibly etched in the public consciousness over the last fifty years. \n\n The following is suitable for heroes to take after the events of _Night of the Gray Death_. You might be a member of the old organization who tried to uphold order despite vindictive directives from above, or you might be someone who recently donned a mask to enforce the law in Galt's new age. Either way, as a Gray Gardener you draw power and authority from being masked and have a reputation for dispassionate justice. \n\n Your vigilante identity is that of a Gray Gardener, and you must be wearing a mask to use any of your vigilante feats or you risk exposing your social identity, as described in the [vigilante archetype](/Archetypes.aspx?ID=80).\r\n\r\n<title level=\"3\">Vigilante Archetype</title>\r\n\r\nThe Gray Gardener is accessed using the [Vigilante Dedication](/Feats.aspx?ID=2083) feat, along with membership in the Gray Gardeners. Due to this unique membership, the Archives of Nethys is displaying the Gray Gardener specific feats on its own page.\n\n<document level=\"2\" id=\"feat-2083\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3329\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3330\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3331\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3332\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3333\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3334\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3335\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3337\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3338\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3339\"\n\n/>",
"name": "Gray Gardener",
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"summary_markdown": " The following contains SPOILERS for the Night of the Gray Death adventure! The Gray Gardeners are the remorseless executioners of Galt. Prior …",
"text": " Gray Gardener May contain spoilers from Night of the Gray Death Source Night of the Gray Death pg. 64 The following contains SPOILERS for the Night of the Gray Death adventure! The Gray Gardeners are the remorseless executioners of Galt. Prior to the events of the adventure, the Gray Gardeners are at best sinister (when not actively pursuing evil) as a malevolent monster controls their organization. After the events of Night of the Gray Death, the organization is broken—leadership is in disarray while the rank-and-file members labor to enforce laws and recapture escaped criminals. The Gray Gardeners still command the respect of Galt's people, however, as their brutal reputation is indelibly etched in the public consciousness over the last fifty years. The following is suitable for heroes to take after the events of Night of the Gray Death . You might be a member of the old organization who tried to uphold order despite vindictive directives from above, or you might be someone who recently donned a mask to enforce the law in Galt's new age. Either way, as a Gray Gardener you draw power and authority from being masked and have a reputation for dispassionate justice. Your vigilante identity is that of a Gray Gardener, and you must be wearing a mask to use any of your vigilante feats or you risk exposing your social identity, as described in the vigilante archetype. Vigilante Archetype The Gray Gardener is accessed using the Vigilante Dedication feat, along with membership in the Gray Gardeners. Due to this unique membership, the Archives of Nethys is displaying the Gray Gardener specific feats on its own page. <document level=\"2\" id=\"feat-3329\" /> <document level=\"2\" id=\"feat-3330\" /> <document level=\"2\" id=\"feat-3331\" /> <document level=\"2\" id=\"feat-3332\" /> <document level=\"2\" id=\"feat-3333\" /> <document level=\"2\" id=\"feat-3334\" /> <document level=\"2\" id=\"feat-3335\" /> <document level=\"2\" id=\"feat-3337\" /> <document level=\"2\" id=\"feat-3338\" /> <document level=\"2\" id=\"feat-3339\" />",
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"markdown": "<title level=\"1\" right=\"Archetype 4\" pfs=\"Standard\">[Captivator](/Archetypes.aspx?ID=125)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 120</row>\n\nOthers find you inherently fascinating. You have a facility with words that draws others in, and you've always found it easy to sway others to your point of view. This ability has grown to the point where you're capable of innate magic. You can bend others' wills to your own by weaving alluring enchantments and compelling illusions. Perhaps this comes from a touch of fey or draconic blood in your family's distant past, or perhaps it's the work of some special boon or curse placed upon you.\n\n Captivators come from all areas of the world and all walks of life. A farmhand with the right gifts, sent to the market every week to hawk their latest crop, could find themself on the path to becoming a captivator. An urchin who relies on the sympathy of others just to survive may become a captivator out of necessity, and a noble, immersed in a deadly game of luxury and influence, might have trained to be a captivator since birth. Regardless of background, most captivators use their abilities to advance their station in life, make things easier for themselves, or befriend those who can help them achieve their goals.\n\n Good captivators use their gifts and skills to bring people together. They might turn a would-be tavern brawl into a night of sharing drinks and telling stories. They might offer encouragement to those facing depression or doubt. They excel at ending conflict peacefully and efficiently, leaving everyone around them happier. When faced with violence, they use their magic to quickly subdue or enthrall enemies while minimizing harm to their companions.\n\n Evil captivators manipulate others to achieve status, wealth, and power. They have no qualms about deceiving someone or using their magic to cause harm. Evil captivators are dangerous tricksters whose enchantments and illusions make them seem harmless, unimportant, or friendly. The slick politician, the devious con artist, the cunning courtier—these are all roles that an evil captivator can easily assume.\n\n<document level=\"2\" id=\"feat-3358\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3359\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3360\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3361\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3362\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3363\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3364\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3365\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3366\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3367\"\n\n/>",
"name": "Captivator",
"pfs": "Standard",
"prerequisite": "Charisma 14; Trained in Deception or Trained in Diplomacy",
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"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 120</row>\r\n\r\n**Prerequisites**\r\nCharisma 14; Trained in [Deception](/Skills.aspx?ID=5) or Trained in [Diplomacy](/Skills.aspx?ID=6)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nOthers find you inherently fascinating. You have a facility with words that draws others in, and you've always found it easy to sway others to your …\r\n</summary>",
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"summary": "Others find you inherently fascinating. You have a facility with words that draws others in, and you've always found it easy to sway others to your …",
"summary_markdown": "Others find you inherently fascinating. You have a facility with words that draws others in, and you've always found it easy to sway others to your …",
"text": " Captivator Source Grand Bazaar pg. 120 Others find you inherently fascinating. You have a facility with words that draws others in, and you've always found it easy to sway others to your point of view. This ability has grown to the point where you're capable of innate magic. You can bend others' wills to your own by weaving alluring enchantments and compelling illusions. Perhaps this comes from a touch of fey or draconic blood in your family's distant past, or perhaps it's the work of some special boon or curse placed upon you. Captivators come from all areas of the world and all walks of life. A farmhand with the right gifts, sent to the market every week to hawk their latest crop, could find themself on the path to becoming a captivator. An urchin who relies on the sympathy of others just to survive may become a captivator out of necessity, and a noble, immersed in a deadly game of luxury and influence, might have trained to be a captivator since birth. Regardless of background, most captivators use their abilities to advance their station in life, make things easier for themselves, or befriend those who can help them achieve their goals. Good captivators use their gifts and skills to bring people together. They might turn a would-be tavern brawl into a night of sharing drinks and telling stories. They might offer encouragement to those facing depression or doubt. They excel at ending conflict peacefully and efficiently, leaving everyone around them happier. When faced with violence, they use their magic to quickly subdue or enthrall enemies while minimizing harm to their companions. Evil captivators manipulate others to achieve status, wealth, and power. They have no qualms about deceiving someone or using their magic to cause harm. Evil captivators are dangerous tricksters whose enchantments and illusions make them seem harmless, unimportant, or friendly. The slick politician, the devious con artist, the cunning courtier—these are all roles that an evil captivator can easily assume. <document level=\"2\" id=\"feat-3359\" /> <document level=\"2\" id=\"feat-3360\" /> <document level=\"2\" id=\"feat-3361\" /> <document level=\"2\" id=\"feat-3362\" /> <document level=\"2\" id=\"feat-3363\" /> <document level=\"2\" id=\"feat-3364\" /> <document level=\"2\" id=\"feat-3365\" /> <document level=\"2\" id=\"feat-3366\" /> <document level=\"2\" id=\"feat-3367\" />",
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Spell Trickster](/Archetypes.aspx?ID=126)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 122</row>\n\nJust as Golarion's merchants scour busy marketplaces for newfound goods, scholars of magic congregate in teahouses, debate at symposia, and haunt the back rooms of esoteric shops to swap secrets of their trade. In such meetings, a different kind of magic may strike: the spark of innovation! The mixing of magical techniques produces fascinating and unpredictable results. As one of these innovators, sometimes called a spell trickster, you have a knack for pioneering magical techniques and discovering new effects from spells most novice spellcasters take for granted. Whether your unique abilities are the result of weeks of experimentation or a secret passed to you by a traveling practitioner, you delight in surprising others with your tricks.\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">The Fruits of Research</title>\r\n\r\nWhile magic can spring from many sources, from wizard tutors to self-taught savants, the art of the spell trickster often springs from sophisticated magical research. The magical academies in Golarion have no claim to magic as a whole but can often teach lesser-known variants of a spell to their students. At the Magaambya academy in the Mwangi Expanse, for instance, initiates study multiple traditions of magic, adapting the techniques of harnessing magical essence from one tradition to create new methods of casting spells in another. The Arclords of Nex have spent thousands of years honing spells in both wartime and peace, demonstrating a fine control over the arcane by effortlessly changing their magic to suit their whims. The return of New Thassilon brought thousands of magical dabblers and scholars, each with their own unique tricks and each eager to see what new spell variants have developed in their long absence.\n\n This isn't to say that spell tricksters come solely from high academia. A sorcerer might demonstrate aberrant powers in her bloodline magic, hinting at a background more complex than a single eldritch influence acting upon her. An oracle might grope at a divine power that they poorly understand and cast a spell in a unique manner simply because they were never taught otherwise. A witch's patron or a whimsical deity might grant a favored servant a special power for whatever strange motives such beings might possess. Magic in Golarion isn't entirely predictable, no matter how many practitioners wish that it was so. While most spellcasters follow predictable patterns in their art, there are always exceptions.\n\n The rules in this section are presented as part of an archetype, meant for a character dedicated to the art of innovating magic—but you don't have to limit yourself to this premise. At the GM's discretion, a spell trickster feat could be made available to a character as a class feat without the character taking the archetype. In most cases, this option should only be offered as a reward or story element that the character, GM, or group has dedicated a significant amount of time to developing—a character who wishes to partake in these options without GM permission or involvement should simply take the spell trickster archetype. These feats could be used to represent the payoff from extended magical research; finding forgotten or forbidden lore in a lost corner of Golarion; pleasing a god, patron, or other notable power; a magical plane or artifact exerting its influence; or any other number of situations that an adventurer might encounter while exploring. Keep in mind, however, that these feats were created and balanced to be part of an archetype. 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"name": "Spell Trickster",
"pfs": "Standard",
"prerequisite": "Able to cast spells; Trained in Arcana, Trained in Nature, Trained in Occultism, or Trained in Religion",
"prerequisite_markdown": "Able to cast spells; Trained in [Arcana](/Skills.aspx?ID=2), Trained in [Nature](/Skills.aspx?ID=10), Trained in [Occultism](/Skills.aspx?ID=11), or Trained in [Religion](/Skills.aspx?ID=13)",
"rarity": "common",
"release_date": "2021-10-13",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 122</row>\r\n\r\n**Prerequisites**\r\nAble to cast spells; Trained in [Arcana](/Skills.aspx?ID=2), Trained in [Nature](/Skills.aspx?ID=10), Trained in [Occultism](/Skills.aspx?ID=11), or Trained in [Religion](/Skills.aspx?ID=13)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nJust as Golarion's merchants scour busy marketplaces for newfound goods, scholars of magic congregate in teahouses, debate at symposia, and haunt the …\r\n</summary>",
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"summary_markdown": "Just as Golarion's merchants scour busy marketplaces for newfound goods, scholars of magic congregate in teahouses, debate at symposia, and haunt the …",
"text": " Spell Trickster Source Grand Bazaar pg. 122 Just as Golarion's merchants scour busy marketplaces for newfound goods, scholars of magic congregate in teahouses, debate at symposia, and haunt the back rooms of esoteric shops to swap secrets of their trade. In such meetings, a different kind of magic may strike: the spark of innovation! The mixing of magical techniques produces fascinating and unpredictable results. As one of these innovators, sometimes called a spell trickster, you have a knack for pioneering magical techniques and discovering new effects from spells most novice spellcasters take for granted. Whether your unique abilities are the result of weeks of experimentation or a secret passed to you by a traveling practitioner, you delight in surprising others with your tricks. The Fruits of Research While magic can spring from many sources, from wizard tutors to self-taught savants, the art of the spell trickster often springs from sophisticated magical research. The magical academies in Golarion have no claim to magic as a whole but can often teach lesser-known variants of a spell to their students. At the Magaambya academy in the Mwangi Expanse, for instance, initiates study multiple traditions of magic, adapting the techniques of harnessing magical essence from one tradition to create new methods of casting spells in another. The Arclords of Nex have spent thousands of years honing spells in both wartime and peace, demonstrating a fine control over the arcane by effortlessly changing their magic to suit their whims. The return of New Thassilon brought thousands of magical dabblers and scholars, each with their own unique tricks and each eager to see what new spell variants have developed in their long absence. This isn't to say that spell tricksters come solely from high academia. A sorcerer might demonstrate aberrant powers in her bloodline magic, hinting at a background more complex than a single eldritch influence acting upon her. An oracle might grope at a divine power that they poorly understand and cast a spell in a unique manner simply because they were never taught otherwise. A witch's patron or a whimsical deity might grant a favored servant a special power for whatever strange motives such beings might possess. Magic in Golarion isn't entirely predictable, no matter how many practitioners wish that it was so. While most spellcasters follow predictable patterns in their art, there are always exceptions. The rules in this section are presented as part of an archetype, meant for a character dedicated to the art of innovating magic—but you don't have to limit yourself to this premise. At the GM's discretion, a spell trickster feat could be made available to a character as a class feat without the character taking the archetype. In most cases, this option should only be offered as a reward or story element that the character, GM, or group has dedicated a significant amount of time to developing—a character who wishes to partake in these options without GM permission or involvement should simply take the spell trickster archetype. These feats could be used to represent the payoff from extended magical research; finding forgotten or forbidden lore in a lost corner of Golarion; pleasing a god, patron, or other notable power; a magical plane or artifact exerting its influence; or any other number of situations that an adventurer might encounter while exploring. Keep in mind, however, that these feats were created and balanced to be part of an archetype. If allowing spell trickster feats as general class feats begins to negatively impact the game, the players should be willing to walk the decision back and rebuild characters as necessary. <document level=\"2\" id=\"feat-3369\" /> <document level=\"2\" id=\"feat-3370\" /> <document level=\"2\" id=\"feat-3371\" /> <document level=\"2\" id=\"feat-3372\" /> <document level=\"2\" id=\"feat-3373\" /> <document level=\"2\" id=\"feat-3374\" /> <document level=\"2\" id=\"feat-3375\" /> <document level=\"2\" id=\"feat-3376\" /> <document level=\"2\" id=\"feat-3377\" /> <document level=\"2\" id=\"feat-3378\" /> <document level=\"2\" id=\"feat-3379\" /> <document level=\"2\" id=\"feat-3380\" /> <document level=\"2\" id=\"feat-3381\" /> <document level=\"2\" id=\"feat-3382\" /> <document level=\"2\" id=\"feat-3383\" /> <document level=\"2\" id=\"feat-3384\" /> <document level=\"2\" id=\"feat-3385\" /> <document level=\"2\" id=\"feat-3386\" /> <document level=\"2\" id=\"feat-3387\" /> <document level=\"2\" id=\"feat-3388\" /> <document level=\"2\" id=\"feat-3389\" /> <document level=\"2\" id=\"feat-3390\" /> <document level=\"2\" id=\"feat-3391\" /> <document level=\"2\" id=\"feat-3392\" /> <document level=\"2\" id=\"feat-3393\" />",
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"name": "Wrestler",
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"prerequisite": "Trained in Athletics",
"prerequisite_markdown": "Trained in [Athletics](/Skills.aspx?ID=3)",
"rarity": "common",
"release_date": "2021-10-13",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 126</row>\r\n\r\n**Prerequisites**\r\nTrained in [Athletics](/Skills.aspx?ID=3)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWrestlers are athletes who pit their strength and skill against powerful foes. Specializing in a variety of grabs, holds, and strikes, wrestlers are …\r\n</summary>",
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"Grand Bazaar"
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"summary": "Wrestlers are athletes who pit their strength and skill against powerful foes. Specializing in a variety of grabs, holds, and strikes, wrestlers are …",
"summary_markdown": "Wrestlers are athletes who pit their strength and skill against powerful foes. Specializing in a variety of grabs, holds, and strikes, wrestlers are …",
"text": " Wrestler Source Grand Bazaar pg. 126 Wrestlers are athletes who pit their strength and skill against powerful foes. Specializing in a variety of grabs, holds, and strikes, wrestlers are dangerous opponents whose techniques can leave a foe broken and defeated without taking their life. The wrestling tradition is common all over Golarion. Gladiators and other warriors who fight for entertainment use wrestling techniques in combat. The discipline's focus on grappling is also useful in non-gladiatorial matches, as many foes are unable to contend with an opponent's hold. Grappling is particularly effective against spellcasters, who have a difficult time completing the somatic components of their spells while grabbed. Wrestlers have storied traditions in the Hold of Belkzen, where orcs use specialized grappling techniques to subdue the large animals they ride as mounts. Orcs prefer wrestling these creatures partially to minimize harm to them, but also because they believe that the process of subduing the creature creates a stronger bond between mount and rider. Outside of the Inner Sea, wrestlers are common in Iblydos and Arcadia. Iblydan wrestlers focus on grappling techniques to make sure they're never left without a means to fight on the battlefield, even if their weapons are destroyed. Arcadian wrestlers engage in matches designed to retell stories of ancient gods. These matches feature impressive acrobatic feats as well as highly technical grappling maneuvers. Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-366\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-439\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-3395\" /> <document level=\"2\" id=\"feat-3396\" /> <document level=\"2\" id=\"feat-361\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-3397\" /> <document level=\"2\" id=\"feat-3398\" /> <document level=\"2\" id=\"feat-3399\" /> <document level=\"2\" id=\"feat-3400\" /> <document level=\"2\" id=\"feat-3401\" /> <document level=\"2\" id=\"feat-456\" override-title-right=\"Feat 8 \" /> <document level=\"2\" id=\"feat-3402\" /> <document level=\"2\" id=\"feat-3403\" /> <document level=\"2\" id=\"feat-3404\" /> <document level=\"2\" id=\"feat-3405\" />",
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Limited\">[Bright Lion](/Archetypes.aspx?ID=129)</title>\r\n\r\n<spoilers>May contain spoilers from Strength of Thousands</spoilers>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Pathfinder #172: Secrets of the Temple City](/Sources.aspx?ID=102) pg. 79, [Legends](/Sources.aspx?ID=40) pg. 101</row>\n\nYou work to counteract Walkena's cruelty and liberate the people of Mzali.\n\n<document level=\"2\" id=\"feat-2172\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3410\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3411\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2173\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2174\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2176\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3412\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3413\"\n\n/>",
"name": "Bright Lion",
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"search_markdown": "<spoilers>May contain spoilers from Strength of Thousands</spoilers>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Sources** [Pathfinder #172: Secrets of the Temple City](/Sources.aspx?ID=102) pg. 79, [Legends](/Sources.aspx?ID=40) pg. 101</row>\r\n\r\n**Prerequisites**\r\nmember of the Bright Lions; not a worshipper of [Walkena](/Deities.aspx?ID=159); Trained in [Stealth](/Skills.aspx?ID=15)\r\n\r\n**Access**\r\n Bright Lion background\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou work to counteract Walkena's cruelty and liberate the people of Mzali.\r\n</summary>",
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Pactbound Initiate](/Archetypes.aspx?ID=167)</title>\n\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Monsters of Myth](/Sources.aspx?ID=107) pg. 10</row>\n\nSaumen kar can initiate a member of another ancestry into their pact, imbuing the creature with their power and their curse. Over time, this pact slowly changes the initiate internally and, sometimes, externally as well. The initiate's mind slowly fills with ancient pieces of lore and techniques that are as much part of the saumen kar as their hands and feet. As the initiate's mind adapts to this knowledge and power, their body sometimes evolves in kind—sprouting sweeping horns, gaining heightened olfactory senses, and growing additional height and muscle—becoming a hybrid between their old ancestry and saumen kar, wrapped in runic tattoos.\n\n An unwilling creature can never be forced to become a pactbound initiate, and only those with deep bonds of mutual friendship with a saumen kar can even attempt the process. Befriending a saumen kar can be enough to begin one's initiation into the pact, though they must choose to accept the burden and can change their minds about undertaking the pact at any point until their final transition (represented by the Bound in Ice feat). Once a creature has completed the pact by accepting the full burden of a saumen kar and taking the Bound in Ice feat, all transformations are permanent. At that point, they can't retrain the Pactbound Dedication, Frostbite Runes, or Bound in Ice feats and must live out the rest of their lives as something between their old ancestry and a saumen kar. If their normal lifespan was less than 400 years, it's increased to at least 400 years. If their natural lifespan was greater than 400 years, it's instead reduced to approximately that amount of time.\n\n<document level=\"2\" id=\"feat-3414\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3415\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3416\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3417\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3418\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3419\"\n\n/>",
"name": "Pactbound Initiate",
"pfs": "Standard",
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"rarity": "rare",
"release_date": "2021-12-22",
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"search_markdown": "<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Monsters of Myth](/Sources.aspx?ID=107) pg. 10</row>\r\n\r\n**Prerequisites**\r\nTrained in [Nature](/Skills.aspx?ID=10)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSaumen kar can initiate a member of another ancestry into their pact, imbuing the creature with their power and their curse. Over time, this pact …\r\n</summary>",
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"summary_markdown": "Saumen kar can initiate a member of another ancestry into their pact, imbuing the creature with their power and their curse. Over time, this pact …",
"text": " Pactbound Initiate Source Monsters of Myth pg. 10 Saumen kar can initiate a member of another ancestry into their pact, imbuing the creature with their power and their curse. Over time, this pact slowly changes the initiate internally and, sometimes, externally as well. The initiate's mind slowly fills with ancient pieces of lore and techniques that are as much part of the saumen kar as their hands and feet. As the initiate's mind adapts to this knowledge and power, their body sometimes evolves in kind—sprouting sweeping horns, gaining heightened olfactory senses, and growing additional height and muscle—becoming a hybrid between their old ancestry and saumen kar, wrapped in runic tattoos. An unwilling creature can never be forced to become a pactbound initiate, and only those with deep bonds of mutual friendship with a saumen kar can even attempt the process. Befriending a saumen kar can be enough to begin one's initiation into the pact, though they must choose to accept the burden and can change their minds about undertaking the pact at any point until their final transition (represented by the Bound in Ice feat). Once a creature has completed the pact by accepting the full burden of a saumen kar and taking the Bound in Ice feat, all transformations are permanent. At that point, they can't retrain the Pactbound Dedication, Frostbite Runes, or Bound in Ice feats and must live out the rest of their lives as something between their old ancestry and a saumen kar. If their normal lifespan was less than 400 years, it's increased to at least 400 years. If their natural lifespan was greater than 400 years, it's instead reduced to approximately that amount of time. <document level=\"2\" id=\"feat-3415\" /> <document level=\"2\" id=\"feat-3416\" /> <document level=\"2\" id=\"feat-3417\" /> <document level=\"2\" id=\"feat-3418\" /> <document level=\"2\" id=\"feat-3419\" />",
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Limited\">[Game Hunter](/Archetypes.aspx?ID=169)</title>\r\n\r\n<spoilers>May contain spoilers from Quest for the Frozen Flame</spoilers>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Pathfinder #175: Broken Tusk Moon](/Sources.aspx?ID=112) pg. 81</row>\n\nGame hunters find, follow, and slay game animals, then honor their fallen rivals by securing and preserving a trophy of the kill. Many game hunters show a reverential respect for their prey bordering on the sacred. The finest game hunters engage only in a fair chase, strive for painless kills, and use every part of the animal's carcass.\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-3425\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3426\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-496\"\r\noverride-title-right=\"Feat 6*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3427\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3428\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-504\"\r\noverride-title-right=\"Feat 8*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-526\"\r\noverride-title-right=\"Feat 14*\"\r\n\r\n/>",
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"release_date": "2022-01-26",
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"text": " Game Hunter May contain spoilers from Quest for the Frozen Flame Source Pathfinder #175: Broken Tusk Moon pg. 81 Game hunters find, follow, and slay game animals, then honor their fallen rivals by securing and preserving a trophy of the kill. Many game hunters show a reverential respect for their prey bordering on the sacred. The finest game hunters engage only in a fair chase, strive for painless kills, and use every part of the animal's carcass. Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-3426\" /> <document level=\"2\" id=\"feat-496\" override-title-right=\"Feat 6 \" /> <document level=\"2\" id=\"feat-3427\" /> <document level=\"2\" id=\"feat-3428\" /> <document level=\"2\" id=\"feat-504\" override-title-right=\"Feat 8 \" /> <document level=\"2\" id=\"feat-526\" override-title-right=\"Feat 14 \" />",
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{
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"markdown": "<title level=\"1\" right=\"Archetype 4\" pfs=\"Limited\">[Mammoth Lord](/Archetypes.aspx?ID=170)</title>\r\n\r\n<spoilers>May contain spoilers from Quest for the Frozen Flame</spoilers>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Pathfinder #177: Burning Tundra](/Sources.aspx?ID=116) pg. 78</row>\n\nThe Kellid people of the far north are collectively known as the Mammoth Lords, but this name is something of a generalization. True Mammoth Lords are rare champions, heroes among their people who have tamed a mammoth, cave bear, triceratops, or other megafauna. They often ride these enormous creatures into battle. Astride their mighty steeds, Mammoth Lords lead their followings along migratory routes they've used for generations, and they defend their people from frost giants, white dragons, and many other perils of the far north.\n\n You're one of these legendary heroes, a true Mammoth Lord. You've captured or befriended one of the megafauna of the far north and tamed it. This heroic deed is best done as part of an adventure, but if that isn't possible, work with your GM to determine the details of how you managed to make one of these tremendous creatures your companion. You now ride this fantastic beast into battle, fighting from atop its back.\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Mammoth Lord Animal Companions</title>\r\n\r\nIf you're playing a mammoth lord, you determine the statistics and abilities of your animal companions according to the rules found [here](/Rules.aspx?ID=149). As a mammoth lord, 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 mammoth lord 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 mammoth lord archetype or from another source.\n\n<document level=\"2\" id=\"action-601\" />\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">What Counts as Megafauna?</title>\r\n\r\nThe megafauna of the Realm of the Mammoth Lords are enormous beasts of intimidating appearance, but they can be hard to otherwise classify. While the most well-known megafauna are mammals—like the mammoth or the woolly rhinoceros—not all are. Large dinosaurs like the stegosaurus and triceratops qualify as megafauna, for example, but smaller dinosaurs like raptors don't. A list of well-established megafauna can be found below, but it isn't an exclusive list; other, more unusual, species might be permitted with GM approval. One rule is certain, however: an adult megafauna is always Large or bigger.\n<ul><li>[**Cave Bear**](/Monsters.aspx?ID=48): Use a [bear's](/AnimalCompanions.aspx?ID=2) statistics for a cave bear animal companion.</li><li>[**Daeodon**](/Monsters.aspx?ID=53): Use a [boar's](/AnimalCompanions.aspx?ID=19) statistics for a daeodon, or giant boar, companion.</li><li>[**Dire Wolf**](/Monsters.aspx?ID=416): Use a [wolf's](/AnimalCompanions.aspx?ID=8) statistics for a dire wolf companion.</li><li>[**Mammoth**](/Monsters.aspx?ID=202): Use a [elephants's](/AnimalCompanions.aspx?ID=34) statistics for the statistics for an elephant or woolly mammoth animal companion.</li><li>[**Roc**](/Monsters.aspx?ID=352): Use [bird](/AnimalCompanions.aspx?ID=3) statistics for a young roc.</li><li>[**Smilodon**](/Monsters.aspx?ID=70): Use [cat](/AnimalCompanions.aspx?ID=4) statistics for a smilodon animal companion.</li><li>[**Triceratops**](/Monsters.aspx?ID=121): Use [triceratops](/AnimalCompanions.aspx?ID=36) statistics for a triceratops or other armored dinosaur, such as a stegosaurus or ankylosaurus.</li><li>[**Tyrannosaurus**](/Monsters.aspx?ID=123): Use [tyrannosaurus](/AnimalCompanions.aspx?ID=37) statistics for for a tyrannosaurus, allosaurus, or similar dinosaur.</li><li>[**Woolly Rhinoceros**](/Monsters.aspx?ID=788): Use [rhinoceros](/AnimalCompanions.aspx?ID=35) statistics for a rhinoceros or woolly rhinoceros animal companion.</li></ul>\r\n</aside>\r\n\r\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-3443\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1923\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-499\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-500\"\r\noverride-title-right=\"Feat 6*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3444\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3445\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3446\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3447\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3448\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3449\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3450\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3451\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3452\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1927\"\r\noverride-title-right=\"Feat 12*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3453\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1930\"\n\n/>",
"name": "Mammoth Lord",
"pfs": "Limited",
"prerequisite": "Ride",
"prerequisite_markdown": "[Ride](/Feats.aspx?ID=835)",
"rarity": "uncommon",
"release_date": "2022-03-30",
"resistance": {},
"search_markdown": "<spoilers>May contain spoilers from Quest for the Frozen Flame</spoilers>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #177: Burning Tundra](/Sources.aspx?ID=116) pg. 78</row>\r\n\r\n**Prerequisites**\r\n[Ride](/Feats.aspx?ID=835)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe Kellid people of the far north are collectively known as the Mammoth Lords, but this name is something of a generalization. True Mammoth Lords …\r\n</summary>",
"source": [
"Pathfinder #177: Burning Tundra"
],
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"Pathfinder #177: Burning Tundra pg. 78"
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"source_category": "Adventure Paths",
"source_group": "Quest for the Frozen Flame",
"source_markdown": "<row gap=\"tiny\">[Pathfinder #177: Burning Tundra](/Sources.aspx?ID=116) pg. 78</row>",
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"spoilers": "Quest for the Frozen Flame",
"summary": "The Kellid people of the far north are collectively known as the Mammoth Lords, but this name is something of a generalization. True Mammoth Lords …",
"summary_markdown": "The Kellid people of the far north are collectively known as the Mammoth Lords, but this name is something of a generalization. True Mammoth Lords …",
"text": " Mammoth Lord May contain spoilers from Quest for the Frozen Flame Source Pathfinder #177: Burning Tundra pg. 78 The Kellid people of the far north are collectively known as the Mammoth Lords, but this name is something of a generalization. True Mammoth Lords are rare champions, heroes among their people who have tamed a mammoth, cave bear, triceratops, or other megafauna. They often ride these enormous creatures into battle. Astride their mighty steeds, Mammoth Lords lead their followings along migratory routes they've used for generations, and they defend their people from frost giants, white dragons, and many other perils of the far north. You're one of these legendary heroes, a true Mammoth Lord. You've captured or befriended one of the megafauna of the far north and tamed it. This heroic deed is best done as part of an adventure, but if that isn't possible, work with your GM to determine the details of how you managed to make one of these tremendous creatures your companion. You now ride this fantastic beast into battle, fighting from atop its back. Mammoth Lord Animal Companions If you're playing a mammoth lord, you determine the statistics and abilities of your animal companions according to the rules found here. As a mammoth lord, 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 mammoth lord 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 mammoth lord archetype or from another source. What Counts as Megafauna? The megafauna of the Realm of the Mammoth Lords are enormous beasts of intimidating appearance, but they can be hard to otherwise classify. While the most well-known megafauna are mammals—like the mammoth or the woolly rhinoceros—not all are. Large dinosaurs like the stegosaurus and triceratops qualify as megafauna, for example, but smaller dinosaurs like raptors don't. A list of well-established megafauna can be found below, but it isn't an exclusive list; other, more unusual, species might be permitted with GM approval. One rule is certain, however: an adult megafauna is always Large or bigger. Cave Bear : Use a bear's statistics for a cave bear animal companion. Daeodon : Use a boar's statistics for a daeodon, or giant boar, companion. Dire Wolf : Use a wolf's statistics for a dire wolf companion. Mammoth : Use a elephants's statistics for the statistics for an elephant or woolly mammoth animal companion. Roc : Use bird statistics for a young roc. Smilodon : Use cat statistics for a smilodon animal companion. Triceratops : Use triceratops statistics for a triceratops or other armored dinosaur, such as a stegosaurus or ankylosaurus. Tyrannosaurus : Use tyrannosaurus statistics for for a tyrannosaurus, allosaurus, or similar dinosaur. Woolly Rhinoceros : Use rhinoceros statistics for a rhinoceros or woolly rhinoceros animal companion. Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-1923\" /> <document level=\"2\" id=\"feat-499\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-500\" override-title-right=\"Feat 6 \" /> <document level=\"2\" id=\"feat-3444\" /> <document level=\"2\" id=\"feat-3445\" /> <document level=\"2\" id=\"feat-3446\" /> <document level=\"2\" id=\"feat-3447\" /> <document level=\"2\" id=\"feat-3448\" /> <document level=\"2\" id=\"feat-3449\" /> <document level=\"2\" id=\"feat-3450\" /> <document level=\"2\" id=\"feat-3451\" /> <document level=\"2\" id=\"feat-3452\" /> <document level=\"2\" id=\"feat-1927\" override-title-right=\"Feat 12 \" /> <document level=\"2\" id=\"feat-3453\" /> <document level=\"2\" id=\"feat-1930\" />",
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{
"archetype": [
"Exorcist"
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"markdown": "<title level=\"1\" right=\"Archetype 4\" pfs=\"Standard\">[Exorcist](/Archetypes.aspx?ID=171)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 22</row>\n\nYou pacify restless [spirits](/Traits.aspx?ID=149), [ghosts](/MonsterFamilies.aspx?ID=51), and [haunts](/Traits.aspx?ID=88), capturing fragments of them and using their vengeful energies to fuel your own powers while purifying the spirit. You store these ghosts within a magical vessel called a _spirit dwelling_. This _spirit dwelling_ might be a treasured family heirloom, an item you crafted expressly to help with exorcisms, or even just an odd trinket you found that happens to do the job.\n\n While the motivations of exorcists run the gamut, most are compassionate individuals who believe that every ghost, haunt, and spirit is simply a lost soul in need of rest. They collect spirits expressly for the purposes of offering them comfort, guidance, and absolution. After an exorcist's ministrations, these spirits are freed of their burdens, emotion, and regrets and are reabsorbed into the River of Souls. Although exorcists rarely gather in one place, many different religions employ them to deal with spiritual threats.\n\n Exorcists are most commonly found among the faithful of [Ashava](/Deities.aspx?ID=114) the True Spark (the empyreal lord of dancers), but among the major deities of the Inner Sea region, [Sarenrae](/Deities.aspx?ID=16), [Pharasma](/Deities.aspx?ID=14), and even [Shelyn](/Deities.aspx?ID=17) count a fair number of exorcists among their faithful. Exorcists can come from any walk of life, but many are [redeemer](/Causes.aspx?ID=2) [champions](/Classes.aspx?ID=4), [clerics](/Classes.aspx?ID=5), or [monks](/Classes.aspx?ID=8). Apart from the role of the _spirit dwelling_, exorcism practices can vary. For example, a [bard](/Classes.aspx?ID=3) or [rogue](/Classes.aspx?ID=10) might attract spirits with trickery, charm, or empty promises. In contrast, a cleric of Pharasma could take a more severe route, demanding the spirits return to the natural order of things.\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Exorcists Across Golarion</title>\r\n\r\nThe well-known exorcists of [Pharasma](/Deities.aspx?ID=14) use methods of repeated prayer, holy water, and sacred rituals. [Ashavic](/Deities.aspx?ID=114) exorcists often dance under the moonlight to entice lost souls and guide them onward. In Osirion, exorcists practice execration, or proactive preventive exorcism techniques. In Northern Garund and some parts of Qadira, playing the stringed tanbura, rattling manjur, and specific drum patterns help cut the threads that tie the spirit to this world. Matanji orcs in the Mwangi Expanse perform exorcisms by drawing tattoo-like diagrams in iron ink. In Tian Xia, exorcists often use [fulus](/equipment/consumables/fulu) to assist in their practice.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Spirit Dwellings and Remnants</title>\r\n\r\nA _spirit dwelling_ can be any object, from an everyday item like a mirror, hand bell, or gemstone, to a custom clockwork device, so long as it can be held in one hand, is light Bulk, and doesn't serve another function (such as a weapon, shield, consumable, or magic item). Your spirit dwelling has the trait of the magical tradition used to take Exorcist Dedication and the [necromancy](/Traits.aspx?ID=117) trait. Your _spirit dwelling_ is attuned to you, so only you can use it. If your _spirit dwelling_ is lost or stolen, you can turn another object into a new _spirit dwelling_ with a 1-hour ritual; this causes your previous _spirit dwelling_ to revert to a mundane object and any spirits within to harmlessly disperse. \n\n Your _spirit dwelling_ can house not just wisps but greater remnants of spiritual energy left behind by defeated ghosts and haunts. You can use the Collect Spirit Remnant activity.\n\n<document level=\"2\" id=\"action-1160\" />**Rejuvenating Spirits**: Though all spirit wisps and most remnants can pass on immediately when purified, if a spirit remnant came from a creature with the rejuvenation special ability (such as most ghosts), a recurring haunt, or another entity who ordinarily doesn't pass on when destroyed, its ties to this world are too strong for it to easily pass on. When a spirit remnant from such an entity is released as part of your daily preparations, instead of joining the River of Souls, it begins re-forming itself in the time and location noted in its rejuvenation ability. However, you learn a clue about the spirit's unfinished business, which may help you put it to rest permanently. \r\n</aside>\r\n\r\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-3454\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3455\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3456\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3457\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1493\"\r\noverride-title-right=\"Feat 8*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-388\"\r\noverride-title-right=\"Feat 10*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3458\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-236\"\r\noverride-title-right=\"Feat 14*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-530\"\r\noverride-title-right=\"Feat 16*\"\r\n\r\n/>",
"name": "Exorcist",
"pfs": "Standard",
"prerequisite": "Trained in Occultism or Trained in Religion",
"prerequisite_markdown": "Trained in [Occultism](/Skills.aspx?ID=11) or Trained in [Religion](/Skills.aspx?ID=13)",
"rarity": "common",
"release_date": "2022-04-27",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 22</row>\r\n\r\n**Prerequisites**\r\nTrained in [Occultism](/Skills.aspx?ID=11) or Trained in [Religion](/Skills.aspx?ID=13)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou pacify restless spirits , ghosts , and haunts , capturing fragments of them and using their vengeful energies to fuel your own powers while …\r\n</summary>",
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"Book of the Dead"
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"source_markdown": "<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 22</row>",
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"summary": "You pacify restless spirits , ghosts , and haunts , capturing fragments of them and using their vengeful energies to fuel your own powers while …",
"summary_markdown": "You pacify restless spirits , ghosts , and haunts , capturing fragments of them and using their vengeful energies to fuel your own powers while …",
"text": " Exorcist Source Book of the Dead pg. 22 You pacify restless spirits, ghosts, and haunts, capturing fragments of them and using their vengeful energies to fuel your own powers while purifying the spirit. You store these ghosts within a magical vessel called a spirit dwelling . This spirit dwelling might be a treasured family heirloom, an item you crafted expressly to help with exorcisms, or even just an odd trinket you found that happens to do the job. While the motivations of exorcists run the gamut, most are compassionate individuals who believe that every ghost, haunt, and spirit is simply a lost soul in need of rest. They collect spirits expressly for the purposes of offering them comfort, guidance, and absolution. After an exorcist's ministrations, these spirits are freed of their burdens, emotion, and regrets and are reabsorbed into the River of Souls. Although exorcists rarely gather in one place, many different religions employ them to deal with spiritual threats. Exorcists are most commonly found among the faithful of Ashava the True Spark (the empyreal lord of dancers), but among the major deities of the Inner Sea region, Sarenrae, Pharasma, and even Shelyn count a fair number of exorcists among their faithful. Exorcists can come from any walk of life, but many are redeemer champions, clerics, or monks. Apart from the role of the spirit dwelling , exorcism practices can vary. For example, a bard or rogue might attract spirits with trickery, charm, or empty promises. In contrast, a cleric of Pharasma could take a more severe route, demanding the spirits return to the natural order of things. Exorcists Across Golarion The well-known exorcists of Pharasma use methods of repeated prayer, holy water, and sacred rituals. Ashavic exorcists often dance under the moonlight to entice lost souls and guide them onward. In Osirion, exorcists practice execration, or proactive preventive exorcism techniques. In Northern Garund and some parts of Qadira, playing the stringed tanbura, rattling manjur, and specific drum patterns help cut the threads that tie the spirit to this world. Matanji orcs in the Mwangi Expanse perform exorcisms by drawing tattoo-like diagrams in iron ink. In Tian Xia, exorcists often use fulus to assist in their practice. Spirit Dwellings and Remnants A spirit dwelling can be any object, from an everyday item like a mirror, hand bell, or gemstone, to a custom clockwork device, so long as it can be held in one hand, is light Bulk, and doesn't serve another function (such as a weapon, shield, consumable, or magic item). Your spirit dwelling has the trait of the magical tradition used to take Exorcist Dedication and the necromancy trait. Your spirit dwelling is attuned to you, so only you can use it. If your spirit dwelling is lost or stolen, you can turn another object into a new spirit dwelling with a 1-hour ritual; this causes your previous spirit dwelling to revert to a mundane object and any spirits within to harmlessly disperse. Your spirit dwelling can house not just wisps but greater remnants of spiritual energy left behind by defeated ghosts and haunts. You can use the Collect Spirit Remnant activity. Rejuvenating Spirits : Though all spirit wisps and most remnants can pass on immediately when purified, if a spirit remnant came from a creature with the rejuvenation special ability (such as most ghosts), a recurring haunt, or another entity who ordinarily doesn't pass on when destroyed, its ties to this world are too strong for it to easily pass on. When a spirit remnant from such an entity is released as part of your daily preparations, instead of joining the River of Souls, it begins re-forming itself in the time and location noted in its rejuvenation ability. However, you learn a clue about the spirit's unfinished business, which may help you put it to rest permanently. Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-3455\" /> <document level=\"2\" id=\"feat-3456\" /> <document level=\"2\" id=\"feat-3457\" /> <document level=\"2\" id=\"feat-1493\" override-title-right=\"Feat 8 \" /> <document level=\"2\" id=\"feat-388\" override-title-right=\"Feat 10 \" /> <document level=\"2\" id=\"feat-3458\" /> <document level=\"2\" id=\"feat-236\" override-title-right=\"Feat 14 \" /> <document level=\"2\" id=\"feat-530\" override-title-right=\"Feat 16 \" />",
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{
"archetype": [
"Hallowed Necromancer"
],
"archetype_category": [
"Mystical",
"Core"
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Hallowed Necromancer](/Archetypes.aspx?ID=172)</title>\n\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 24</row>\n\nIt's quite common for mages of all sorts to study [necromancy](/Traits.aspx?ID=117)—the surprisingly diverse school holds the secrets of [positive](/Traits.aspx?ID=128) and [negative](/Traits.aspx?ID=118) energy, as well as life and death. Many tap into these powers with no consideration of the morality of their use. For these unscrupulous magic users, it's simply another avenue in their never-ending pursuit of power, and the abilities learned are turned to the caster's personal ends, whatever they may be.\n\n Others choose a different path. Through spiritual study and introspection, they have come to recognize the evil intrinsic in the existence of [undead](/Traits.aspx?ID=160), the fundamental wrongness of using the universal energy of death to create an appearance of life. To combat this evil, these casters learn to conduct positive energy and direct it to great effect against the undead they encounter. They may also engage in ongoing study to learn of the nature of life, death, and undeath, and the precise relationship between each state. These scholars and mages are commonly known as hallowed necromancers—a slightly misrepresentative name, as many of them don't use religious methods, but a frequently used shorthand regardless.\n\n The exact origin of hallowed necromancers' abilities may vary from one to the next. Some are granted their gifts directly by a sympathetic deity such as [Sarenrae](/Deities.aspx?ID=16) or [Pharasma](/Deities.aspx?ID=14), while others might use their knowledge of religion and the planes to learn such abilities on their own. Though rarer, it's even possible these practitioners might discover they possess an intuitive understanding and control over abilities that manifest spontaneously as their capabilities grow. Despite this variance, all share a fundamental understanding that undeath is an aberration to be quickly remedied.\n\n Though the majority of hallowed necromancers have similar goals and are willing to work together, they tend not to form their own organizations. More often, these necromancers attach themselves to existing groups—such as the Knights of Lastwall or Voices of the Spire—and use their powers in support of those groups' causes. Otherwise, they plan and carry out their own personal vendettas against the forces of undeath, often enlisting the help of trusted friends and allies.\n\n<document level=\"2\" id=\"feat-3459\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3460\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3461\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3462\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3463\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3464\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3465\"\n\n/>",
"name": "Hallowed Necromancer",
"pfs": "Standard",
"prerequisite": "Expert in Religion",
"prerequisite_markdown": "Expert in [Religion](/Skills.aspx?ID=13)",
"rarity": "uncommon",
"release_date": "2022-04-27",
"resistance": {},
"search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 24</row>\r\n\r\n**Prerequisites**\r\nExpert in [Religion](/Skills.aspx?ID=13)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nIt's quite common for mages of all sorts to study necromancy —the surprisingly diverse school holds the secrets of positive and negative energy, …\r\n</summary>",
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"summary_markdown": "It's quite common for mages of all sorts to study necromancy —the surprisingly diverse school holds the secrets of positive and negative energy, …",
"text": " Hallowed Necromancer Source Book of the Dead pg. 24 It's quite common for mages of all sorts to study necromancy—the surprisingly diverse school holds the secrets of positive and negative energy, as well as life and death. Many tap into these powers with no consideration of the morality of their use. For these unscrupulous magic users, it's simply another avenue in their never-ending pursuit of power, and the abilities learned are turned to the caster's personal ends, whatever they may be. Others choose a different path. Through spiritual study and introspection, they have come to recognize the evil intrinsic in the existence of undead, the fundamental wrongness of using the universal energy of death to create an appearance of life. To combat this evil, these casters learn to conduct positive energy and direct it to great effect against the undead they encounter. They may also engage in ongoing study to learn of the nature of life, death, and undeath, and the precise relationship between each state. These scholars and mages are commonly known as hallowed necromancers—a slightly misrepresentative name, as many of them don't use religious methods, but a frequently used shorthand regardless. The exact origin of hallowed necromancers' abilities may vary from one to the next. Some are granted their gifts directly by a sympathetic deity such as Sarenrae or Pharasma, while others might use their knowledge of religion and the planes to learn such abilities on their own. Though rarer, it's even possible these practitioners might discover they possess an intuitive understanding and control over abilities that manifest spontaneously as their capabilities grow. Despite this variance, all share a fundamental understanding that undeath is an aberration to be quickly remedied. Though the majority of hallowed necromancers have similar goals and are willing to work together, they tend not to form their own organizations. More often, these necromancers attach themselves to existing groups—such as the Knights of Lastwall or Voices of the Spire—and use their powers in support of those groups' causes. Otherwise, they plan and carry out their own personal vendettas against the forces of undeath, often enlisting the help of trusted friends and allies. <document level=\"2\" id=\"feat-3460\" /> <document level=\"2\" id=\"feat-3461\" /> <document level=\"2\" id=\"feat-3462\" /> <document level=\"2\" id=\"feat-3463\" /> <document level=\"2\" id=\"feat-3464\" /> <document level=\"2\" id=\"feat-3465\" />",
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"release_date": "2022-04-27",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 26</row>\r\n\r\n**Prerequisites**\r\nTrained in [Occultism](/Skills.aspx?ID=11) or Trained in [Religion](/Skills.aspx?ID=13); worships [Pharasma](/Deities.aspx?ID=14) or a psychopomp usher\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou consider yourself an honorary psychopomp —a shepherd of spirits who ensures the cycle of souls progresses unimpeded. Although you're unable to …\r\n</summary>",
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"summary_markdown": "You consider yourself an honorary psychopomp —a shepherd of spirits who ensures the cycle of souls progresses unimpeded. Although you're unable to …",
"text": " Soul Warden Source Book of the Dead pg. 26 You consider yourself an honorary psychopomp—a shepherd of spirits who ensures the cycle of souls progresses unimpeded. Although you're unable to safeguard the cycle of souls in its entirety, you strive to ensure each soul's time on the Material Plane proceeds without incident. You work to free souls from imprisonment, prevent necromancers from animating the dead, and destroy undead so their souls rejoin the cycle. While most who hunt undead do so out of fear, vengeance, or a desire to protect the lives of others, you take a more measured and far less emotional approach; you destroy undead so their souls can continue their journey along the River of Souls, thus ensuring the continuation of existence. You understand that without the cycle of souls, the life cycle of the planes is disrupted, and all of existence could be consumed by the Maelstrom. Nearly all soul wardens worship Pharasma or one of the psychopomp ushers, especially Barzahk the Passage, a psychopomp usher who routinely shirks their duties and needs help from mortal soul wardens. Soul wardens also often join organizations that regularly combat undead, including the Voices of the Spire and Ustalav's Ivory Reapers. Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-3467\" /> <document level=\"2\" id=\"feat-265\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-604\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-3468\" /> <document level=\"2\" id=\"feat-3469\" /> <document level=\"2\" id=\"feat-3470\" /> <document level=\"2\" id=\"feat-3471\" /> <document level=\"2\" id=\"feat-1172\" override-title-right=\"Feat 8 \" /> <document level=\"2\" id=\"feat-3472\" /> <document level=\"2\" id=\"feat-3473\" /> <document level=\"2\" id=\"feat-285\" override-title-right=\"Feat 16 \" />",
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Undead Slayer](/Archetypes.aspx?ID=174)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 28</row>\n\nAnywhere [undead](/Traits.aspx?ID=160) prey upon the living, some brave souls make it their mission to destroy the monsters. Many adventurers are skilled at dispatching undead, but you go a step further. You study them, learn their weaknesses, and master the tools to end them quickly and cleanly. An undead slayer doesn't simply kill monsters; they become what even monsters fear. Leave it to others to be a shield—you become the blade that strikes evil at its heart. You can identify the common types of undead by sight. You drill and practice with the special gear necessary to destroy some of the more complicated undead, like [vampires](/MonsterFamilies.aspx?ID=97); train in their strengths and weaknesses; and learn how to create safe houses to stash your arsenal and hide from undead.\n\n Some undead slayers work at the behest of an organization to exterminate the undead of a particular region, but many act independently, or in a group of like-minded adventurers. Were you called by a higher power? Are you on a personal quest for vengeance? Whatever the reason, you now walk a path that will take you to the vilest dens of rot and decay\n\n<document level=\"2\" id=\"feat-3474\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3475\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3476\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3477\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3478\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3479\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3480\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3481\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3482\"\n\n/>",
"name": "Undead Slayer",
"pfs": "Standard",
"prerequisite": "Trained in Religion",
"prerequisite_markdown": "Trained in [Religion](/Skills.aspx?ID=13)",
"rarity": "common",
"release_date": "2022-04-27",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 28</row>\r\n\r\n**Prerequisites**\r\nTrained in [Religion](/Skills.aspx?ID=13)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAnywhere undead prey upon the living, some brave souls make it their mission to destroy the monsters. Many adventurers are skilled at dispatching …\r\n</summary>",
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"text": " Undead Slayer Source Book of the Dead pg. 28 Anywhere undead prey upon the living, some brave souls make it their mission to destroy the monsters. Many adventurers are skilled at dispatching undead, but you go a step further. You study them, learn their weaknesses, and master the tools to end them quickly and cleanly. An undead slayer doesn't simply kill monsters; they become what even monsters fear. Leave it to others to be a shield—you become the blade that strikes evil at its heart. You can identify the common types of undead by sight. You drill and practice with the special gear necessary to destroy some of the more complicated undead, like vampires; train in their strengths and weaknesses; and learn how to create safe houses to stash your arsenal and hide from undead. Some undead slayers work at the behest of an organization to exterminate the undead of a particular region, but many act independently, or in a group of like-minded adventurers. Were you called by a higher power? Are you on a personal quest for vengeance? Whatever the reason, you now walk a path that will take you to the vilest dens of rot and decay <document level=\"2\" id=\"feat-3475\" /> <document level=\"2\" id=\"feat-3476\" /> <document level=\"2\" id=\"feat-3477\" /> <document level=\"2\" id=\"feat-3478\" /> <document level=\"2\" id=\"feat-3479\" /> <document level=\"2\" id=\"feat-3480\" /> <document level=\"2\" id=\"feat-3481\" /> <document level=\"2\" id=\"feat-3482\" />",
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{
"archetype": [
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"archetype_category": [
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Limited\">[Reanimator](/Archetypes.aspx?ID=175)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 34</row>\n\nMost cultures revere the bodies of the deceased, laying to rest the mortal remains of their companions according to tradition formed generations before. Such customs assume a common conclusion: once the spirit that inhabited it has gone on to the Boneyard, the empty shell of a corpse has no purpose beyond its eventual return to the elements that formed it. You know differently. As the vessels that once housed immortal souls, corpses hold great power and potential, perfect construction materials for creations of unsurpassed wonder. As a reanimator, you have chosen to focus your study of the necromantic arts on the transformation of dead flesh into innumerable varieties of undead, from the lowliest shuffling corpses and brittle skeletons to abominations of ghastly splendor barely conceived of by only the most fanatical—or brilliant— mortal minds.\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-3486\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3483\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3487\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3488\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3489\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3490\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3491\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3484\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3485\"\n\n/>",
"name": "Reanimator",
"pfs": "Limited",
"prerequisite": "able to cast _animate dead_ with a spell slot",
"prerequisite_markdown": "able to cast [_animate dead_](/Spells.aspx?ID=666) with a spell slot",
"rarity": "common",
"release_date": "2022-04-27",
"resistance": {},
"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 34</row>\r\n\r\n**Prerequisites**\r\nable to cast [_animate dead_](/Spells.aspx?ID=666) with a spell slot\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMost cultures revere the bodies of the deceased, laying to rest the mortal remains of their companions according to tradition formed generations …\r\n</summary>",
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"summary": "Most cultures revere the bodies of the deceased, laying to rest the mortal remains of their companions according to tradition formed generations …",
"summary_markdown": "Most cultures revere the bodies of the deceased, laying to rest the mortal remains of their companions according to tradition formed generations …",
"text": " Reanimator Source Book of the Dead pg. 34 Most cultures revere the bodies of the deceased, laying to rest the mortal remains of their companions according to tradition formed generations before. Such customs assume a common conclusion: once the spirit that inhabited it has gone on to the Boneyard, the empty shell of a corpse has no purpose beyond its eventual return to the elements that formed it. You know differently. As the vessels that once housed immortal souls, corpses hold great power and potential, perfect construction materials for creations of unsurpassed wonder. As a reanimator, you have chosen to focus your study of the necromantic arts on the transformation of dead flesh into innumerable varieties of undead, from the lowliest shuffling corpses and brittle skeletons to abominations of ghastly splendor barely conceived of by only the most fanatical—or brilliant— mortal minds. Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-3483\" /> <document level=\"2\" id=\"feat-3487\" /> <document level=\"2\" id=\"feat-3488\" /> <document level=\"2\" id=\"feat-3489\" /> <document level=\"2\" id=\"feat-3490\" /> <document level=\"2\" id=\"feat-3491\" /> <document level=\"2\" id=\"feat-3484\" /> <document level=\"2\" id=\"feat-3485\" />",
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{
"archetype": [
"Undead Master"
],
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"Core"
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"category": "archetype",
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"id": "archetype-176",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Restricted\">[Undead Master](/Archetypes.aspx?ID=176)</title>\n\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 41</row>\n\nNot everyone with an interest in the [undead](/Traits.aspx?ID=160) raises a vast army of faceless, disposable minions. You prefer to cultivate a more personal relationship with a small number of undead companions, personalized to your needs and expectations. Those companions with minds trust you implicitly; those without are extensions of your will. Perhaps they see you as a teacher or caretaker, shepherding them on the path to peace and passing on, or perhaps they are your protectors, bound to aid you by negotiation and magical spells. Whatever the case, they will fight for and alongside you without question, throwing themselves into danger without hesitation if it will provide a means to your desired end.\n\n This archetype works well for a necromancer capable of raising undead but isn't exclusive to them. You could be a warrior who befriended an undead, an evil champion granted an undead companion by your deity, or an undead bloodline sorcerer undead are drawn to. The additional feats below are found in the [beastmaster](/Archetypes.aspx?ID=50) archetype. Whenever one of these additional feats refers to an animal companion, as an undead master, you apply it to your undead companion instead.\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-3492\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1901\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1903\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-500\"\r\noverride-title-right=\"Feat 6*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3493\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1905\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3494\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1908\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1909\"\n\n/>",
"name": "Undead Master",
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"prerequisite_markdown": "evil alignment",
"rarity": "uncommon",
"release_date": "2022-04-27",
"resistance": {},
"search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 41</row>\r\n\r\n**Prerequisites**\r\nevil alignment\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nNot everyone with an interest in the undead raises a vast army of faceless, disposable minions. You prefer to cultivate a more personal …\r\n</summary>",
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"summary": "Not everyone with an interest in the undead raises a vast army of faceless, disposable minions. You prefer to cultivate a more personal …",
"summary_markdown": "Not everyone with an interest in the undead raises a vast army of faceless, disposable minions. You prefer to cultivate a more personal …",
"text": " Undead Master Source Book of the Dead pg. 41 Not everyone with an interest in the undead raises a vast army of faceless, disposable minions. You prefer to cultivate a more personal relationship with a small number of undead companions, personalized to your needs and expectations. Those companions with minds trust you implicitly; those without are extensions of your will. Perhaps they see you as a teacher or caretaker, shepherding them on the path to peace and passing on, or perhaps they are your protectors, bound to aid you by negotiation and magical spells. Whatever the case, they will fight for and alongside you without question, throwing themselves into danger without hesitation if it will provide a means to your desired end. This archetype works well for a necromancer capable of raising undead but isn't exclusive to them. You could be a warrior who befriended an undead, an evil champion granted an undead companion by your deity, or an undead bloodline sorcerer undead are drawn to. The additional feats below are found in the beastmaster archetype. Whenever one of these additional feats refers to an animal companion, as an undead master, you apply it to your undead companion instead. Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-1901\" /> <document level=\"2\" id=\"feat-1903\" /> <document level=\"2\" id=\"feat-500\" override-title-right=\"Feat 6 \" /> <document level=\"2\" id=\"feat-3493\" /> <document level=\"2\" id=\"feat-1905\" /> <document level=\"2\" id=\"feat-3494\" /> <document level=\"2\" id=\"feat-1908\" /> <document level=\"2\" id=\"feat-1909\" />",
"trait": [
"Uncommon"
],
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"type": "Archetype",
"url": "/Archetypes.aspx?ID=176",
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{
"archetype": [
"Ghost"
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Ghost](/Archetypes.aspx?ID=177)</title>\n\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 46</row>\n\nYour ties to the living world cling to you in death, your unfinished business reducing you to a spirit. Your soul carries on, but your body is gone. Your mind, too, may have changed: though death can impact thoughts and desires in all sorts of ways, most ghosts experience stronger, more volatile emotions and are frequently overcome by their past ties. A need to reconcile the past overwhelms other needs. Motivations can change over time but are always strong. Pragmatism, compassion, and foresight fall before a [ghost's](/MonsterFamilies.aspx?ID=51) fundamental desires.\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Incorporeality, Flight, and Rejuvenation</title>\r\n\r\nMany ghost abilities have been significantly toned down to work for a player character—most notably flight and the ability to move through walls with incorporeality. The GM has the option to loosen the reins on both abilities, allowing movement through walls as normal for the trait, granting an unlimited fly Speed of 15 feet, or both. The fly Speed replaces any other abilities that involve flying, and any feat that upgrades the PC's flying capabilities, such as the [Unlimited Ghost Flight](/Feats.aspx?ID=3503) feat, might instead upgrade this Speed by an additional 5 feet. However, a PC who can constantly fly and move through walls can trivialize many low- and mid-level challenges, as well as a fair number of high-level challenges, consistently outshining or leaving other characters behind; the GM should consider this option very carefully before allowing it and adjust the game accordingly.\n\n Combining the [rejuvenation](/Feats.aspx?ID=3502) feat with a character whose unfinished business is tied to the adventure essentially makes the character immortal. As with a lich's _[soul cage](/Equipment.aspx?ID=1545)_, even a group using other undead archetypes might want to avoid the rejuvenation feat or have it function more like a [Rejuvenation Token](/Feats.aspx?ID=3539).\r\n</aside>\n\n<document level=\"2\" id=\"feat-3496\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3497\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3498\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3499\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3500\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3501\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3502\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3503\"\n\n/>",
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"text": " Ghost Source Book of the Dead pg. 46 Your ties to the living world cling to you in death, your unfinished business reducing you to a spirit. Your soul carries on, but your body is gone. Your mind, too, may have changed: though death can impact thoughts and desires in all sorts of ways, most ghosts experience stronger, more volatile emotions and are frequently overcome by their past ties. A need to reconcile the past overwhelms other needs. Motivations can change over time but are always strong. Pragmatism, compassion, and foresight fall before a ghost's fundamental desires. Incorporeality, Flight, and Rejuvenation Many ghost abilities have been significantly toned down to work for a player character—most notably flight and the ability to move through walls with incorporeality. The GM has the option to loosen the reins on both abilities, allowing movement through walls as normal for the trait, granting an unlimited fly Speed of 15 feet, or both. The fly Speed replaces any other abilities that involve flying, and any feat that upgrades the PC's flying capabilities, such as the Unlimited Ghost Flight feat, might instead upgrade this Speed by an additional 5 feet. However, a PC who can constantly fly and move through walls can trivialize many low- and mid-level challenges, as well as a fair number of high-level challenges, consistently outshining or leaving other characters behind; the GM should consider this option very carefully before allowing it and adjust the game accordingly. Combining the rejuvenation feat with a character whose unfinished business is tied to the adventure essentially makes the character immortal. As with a lich's soul cage , even a group using other undead archetypes might want to avoid the rejuvenation feat or have it function more like a Rejuvenation Token. <document level=\"2\" id=\"feat-3497\" /> <document level=\"2\" id=\"feat-3498\" /> <document level=\"2\" id=\"feat-3499\" /> <document level=\"2\" id=\"feat-3500\" /> <document level=\"2\" id=\"feat-3501\" /> <document level=\"2\" id=\"feat-3502\" /> <document level=\"2\" id=\"feat-3503\" />",
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Ghoul](/Archetypes.aspx?ID=178)</title>\n\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 48</row>\n\nYou died from the necrotic disease known as ghoul fever and rose anew as a ravenous [ghoul](/MonsterFamilies.aspx?ID=52), forever craving the flesh of sapient creatures. While you can temper your hunger with long-dead flesh stolen from ancient graves, you much prefer devouring those who are freshly dead, whether as a scavenger or because you killed the creature yourself to ensure a fresh meal.\n\n Whether they stalk through the graveyards and crypts of Golarion or work together with other ghouls to build empires in the Darklands, ghouls care most about the consumption of dead flesh. The moment you become a ghoul, your existence focuses upon satisfying this endless craving. Ghouls who go more than a few days without feeding on freshly dead humanoid flesh find themselves in constant pain; those who go for more than a week might be driven to the edge of delirium, becoming bestial in their craving.\n\n When you succumb to ghoul fever and become a ghoul, you don't lose your mind or memories. You keep your personality only to have it warped by the never-ending need to consume flesh. A brave warrior remains brave, but under the curse of the fever, that brave warrior's prime directive is to consume flesh. A rogue might go from finding clever ways to pick pockets to finding ways to waylay opponents and devour them.\n\n Since most societies don't allow cannibalism, ghouls who wish to continue their old lives must satisfy their cravings in secret, finding a way to balance society's rules while feeding the constant gnawing hunger inside them. Some take up professions that allow them to secretly eat dead flesh or create dead bodies to feed upon. There are tales told of ghoul mercenary troops who satisfy their cravings and profit, while ghoul spellcasters can use their magic to procure and preserve flesh.\n\n Ghouls who won't restrain themselves with rules of the living may join or establish ghoul societies. These caste systems base their hierarchy on how much flesh one has consumed and can provide for other ghouls. Hunger and ambition drive ghouls to rise through the ranks, which allows them to feed their hunger even more.\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Roleplaying a Ghoul</title>\r\n\r\nWhen playing a ghoul, think about how hunger will affect your personality. Perhaps keep your character's personality as close to its original intent as possible, but with a slight twist. The desires and cravings of a ghoul are certainly strange and inhuman, but if you start emphasizing that right away, you don't have room to grow your portrayal of the character's descent into this hunger.\n\n As you get more ghoul feats, you can roleplay your character's diminishing aspects as ghoul-like characteristics emerge. As your character becomes more ghoulish, they loses old inhibitions and becomes more ambitious. Ambition, after all, is another sort of hunger. Adding these new ambitions gives you ways to portray the transformation besides just making your character a cannibal.\r\n</aside>\r\n\r\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-3504\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3505\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3506\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3507\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3508\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-446\"\r\noverride-title-right=\"Feat 6*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-564\"\r\noverride-title-right=\"Feat 6*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3509\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3510\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3888\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3511\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-462\"\r\noverride-title-right=\"Feat 10*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3889\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3512\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3890\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3891\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3892\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3893\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3894\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3895\"\n\n/>",
"name": "Ghoul",
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"search_markdown": "<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 48</row>\r\n\r\n**Prerequisites**\r\nYou were killed by ghoul fever.\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou died from the necrotic disease known as ghoul fever and rose anew as a ravenous ghoul , forever craving the flesh of sapient creatures. While …\r\n</summary>",
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"text": " Ghoul Source Book of the Dead pg. 48 You died from the necrotic disease known as ghoul fever and rose anew as a ravenous ghoul, forever craving the flesh of sapient creatures. While you can temper your hunger with long-dead flesh stolen from ancient graves, you much prefer devouring those who are freshly dead, whether as a scavenger or because you killed the creature yourself to ensure a fresh meal. Whether they stalk through the graveyards and crypts of Golarion or work together with other ghouls to build empires in the Darklands, ghouls care most about the consumption of dead flesh. The moment you become a ghoul, your existence focuses upon satisfying this endless craving. Ghouls who go more than a few days without feeding on freshly dead humanoid flesh find themselves in constant pain; those who go for more than a week might be driven to the edge of delirium, becoming bestial in their craving. When you succumb to ghoul fever and become a ghoul, you don't lose your mind or memories. You keep your personality only to have it warped by the never-ending need to consume flesh. A brave warrior remains brave, but under the curse of the fever, that brave warrior's prime directive is to consume flesh. A rogue might go from finding clever ways to pick pockets to finding ways to waylay opponents and devour them. Since most societies don't allow cannibalism, ghouls who wish to continue their old lives must satisfy their cravings in secret, finding a way to balance society's rules while feeding the constant gnawing hunger inside them. Some take up professions that allow them to secretly eat dead flesh or create dead bodies to feed upon. There are tales told of ghoul mercenary troops who satisfy their cravings and profit, while ghoul spellcasters can use their magic to procure and preserve flesh. Ghouls who won't restrain themselves with rules of the living may join or establish ghoul societies. These caste systems base their hierarchy on how much flesh one has consumed and can provide for other ghouls. Hunger and ambition drive ghouls to rise through the ranks, which allows them to feed their hunger even more. Roleplaying a Ghoul When playing a ghoul, think about how hunger will affect your personality. Perhaps keep your character's personality as close to its original intent as possible, but with a slight twist. The desires and cravings of a ghoul are certainly strange and inhuman, but if you start emphasizing that right away, you don't have room to grow your portrayal of the character's descent into this hunger. As you get more ghoul feats, you can roleplay your character's diminishing aspects as ghoul-like characteristics emerge. As your character becomes more ghoulish, they loses old inhibitions and becomes more ambitious. Ambition, after all, is another sort of hunger. Adding these new ambitions gives you ways to portray the transformation besides just making your character a cannibal. Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-3505\" /> <document level=\"2\" id=\"feat-3506\" /> <document level=\"2\" id=\"feat-3507\" /> <document level=\"2\" id=\"feat-3508\" /> <document level=\"2\" id=\"feat-446\" override-title-right=\"Feat 6 \" /> <document level=\"2\" id=\"feat-564\" override-title-right=\"Feat 6 \" /> <document level=\"2\" id=\"feat-3509\" /> <document level=\"2\" id=\"feat-3510\" /> <document level=\"2\" id=\"feat-3888\" /> <document level=\"2\" id=\"feat-3511\" /> <document level=\"2\" id=\"feat-462\" override-title-right=\"Feat 10 \" /> <document level=\"2\" id=\"feat-3889\" /> <document level=\"2\" id=\"feat-3512\" /> <document level=\"2\" id=\"feat-3890\" /> <document level=\"2\" id=\"feat-3891\" /> <document level=\"2\" id=\"feat-3892\" /> <document level=\"2\" id=\"feat-3893\" /> <document level=\"2\" id=\"feat-3894\" /> <document level=\"2\" id=\"feat-3895\" />",
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"markdown": "<title level=\"1\" right=\"Archetype 12\" pfs=\"Standard\">[Lich](/Archetypes.aspx?ID=179)</title>\n\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 50</row>\n\nThe path to [lichdom](/MonsterFamilies.aspx?ID=68) is long and winding, with many pitfalls that overcome all but the most accomplished and precise spellcasters. Despite the trials you underwent and decades spent sequestered away with magical tomes, you know with every fiber of your being that it's all been worth it. You devised a unique and incredibly evil ritual to tear your soul from your body, and you painstakingly crafted a receptacle to house your freed soul. Immortality now lies within your grasp.\n\n Becoming a lich requires much more than just magical knowledge. It demands fierce intelligence, bold ingenuity, incredible determination, unending patience, and a strict adherence to perfection, along with incredible skill as an artisan, for each lich must create their own _soul cage_. A mispronounced word or flaw in the construction of your _soul cage_ would end not in immortality but ignominious death. You have all these skills in abundance and now, with your ascension, you've proven your superiority beyond a shadow of a doubt.\n\n As a lich, you understand better than any the power and potential of magic. Many liches strive to increase their magical skills and foil the magic of any who dare oppose them. Others delve so deeply into necromantic arts and foul rituals that their flesh can burn the living, causing biological processes to falter and filling those who behold them with uncontrollable fear.\n\n Regardless of what paths they pursue, nearly all liches are obsessed with their _soul cage_, spending untold hours and a veritable fortune to protect it, surrounding it with magical and mundane hazards, and guarding it with powerful, loyal defenders. Some liches prefer to secure their _soul cage_ through obscurity rather than force, enshrouding it in magical abjurations or illusions to hide it from prying eyes. The most gifted crafters among liches tinker and improve their _soul cage_ over time, rendering it nigh indestructible. This is a dangerous proposition, undertaken by only the most confident and arrogant magical engineers, as physically altering one's _soul cage_ could have unintended consequences on its function. Many [wizard](/Classes.aspx?ID=12) liches instead learn to tap into the _soul cage_'s magical energy from afar to fuel their own spellcasting.\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Soul Cage</title>\r\n\r\nThe _[soul cage](/Equipment.aspx?ID=1545)_ for the lich archetype is very similar to the [_lich soul cage_](/Equipment.aspx?ID=488) from the _Pathfinder Bestiary_ but has a few modifications to cover situations that might come up in play.\n\n While the story of the PCs sneaking in to destroy the NPC lich's _soul cage_ is classic, it's difficult to have NPC adversaries do the same to the PC lich's _soul cage_ without coming across poorly, similar to destroying a PC wizard's spellbook while it was off screen. Since that's the only way to defeat a lich, these table-dynamic concerns might effectively grant the lich PC immortality. Because of the way that changes the story and game play, even a group using the other undead archetypes in this book might want to consider whether or not to include the lich archetype. If you're looking for a compromise, consider having the _soul cage_ act similarly to a [Rejuvenation Token](/Feats.aspx?ID=3539), requiring a ritual to awaken the lich's soul from within the cage. \r\n</aside>\r\n\r\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-3513\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3514\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3515\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3516\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-622\"\r\noverride-title-right=\"Feat 14*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3517\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3518\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3519\"\n\n/>",
"name": "Lich",
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"prerequisite": "Expert in Crafting",
"prerequisite_markdown": "Expert in [Crafting](/Skills.aspx?ID=4)",
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"search_markdown": "<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 50</row>\r\n\r\n**Prerequisites**\r\nExpert in [Crafting](/Skills.aspx?ID=4)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe path to lichdom is long and winding, with many pitfalls that overcome all but the most accomplished and precise spellcasters. Despite the …\r\n</summary>",
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"text": " Lich Source Book of the Dead pg. 50 The path to lichdom is long and winding, with many pitfalls that overcome all but the most accomplished and precise spellcasters. Despite the trials you underwent and decades spent sequestered away with magical tomes, you know with every fiber of your being that it's all been worth it. You devised a unique and incredibly evil ritual to tear your soul from your body, and you painstakingly crafted a receptacle to house your freed soul. Immortality now lies within your grasp. Becoming a lich requires much more than just magical knowledge. It demands fierce intelligence, bold ingenuity, incredible determination, unending patience, and a strict adherence to perfection, along with incredible skill as an artisan, for each lich must create their own soul cage . A mispronounced word or flaw in the construction of your soul cage would end not in immortality but ignominious death. You have all these skills in abundance and now, with your ascension, you've proven your superiority beyond a shadow of a doubt. As a lich, you understand better than any the power and potential of magic. Many liches strive to increase their magical skills and foil the magic of any who dare oppose them. Others delve so deeply into necromantic arts and foul rituals that their flesh can burn the living, causing biological processes to falter and filling those who behold them with uncontrollable fear. Regardless of what paths they pursue, nearly all liches are obsessed with their soul cage , spending untold hours and a veritable fortune to protect it, surrounding it with magical and mundane hazards, and guarding it with powerful, loyal defenders. Some liches prefer to secure their soul cage through obscurity rather than force, enshrouding it in magical abjurations or illusions to hide it from prying eyes. The most gifted crafters among liches tinker and improve their soul cage over time, rendering it nigh indestructible. This is a dangerous proposition, undertaken by only the most confident and arrogant magical engineers, as physically altering one's soul cage could have unintended consequences on its function. Many wizard liches instead learn to tap into the soul cage 's magical energy from afar to fuel their own spellcasting. Soul Cage The soul cage for the lich archetype is very similar to the lich soul cage from the Pathfinder Bestiary but has a few modifications to cover situations that might come up in play. While the story of the PCs sneaking in to destroy the NPC lich's soul cage is classic, it's difficult to have NPC adversaries do the same to the PC lich's soul cage without coming across poorly, similar to destroying a PC wizard's spellbook while it was off screen. Since that's the only way to defeat a lich, these table-dynamic concerns might effectively grant the lich PC immortality. Because of the way that changes the story and game play, even a group using the other undead archetypes in this book might want to consider whether or not to include the lich archetype. If you're looking for a compromise, consider having the soul cage act similarly to a Rejuvenation Token, requiring a ritual to awaken the lich's soul from within the cage. Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-3514\" /> <document level=\"2\" id=\"feat-3515\" /> <document level=\"2\" id=\"feat-3516\" /> <document level=\"2\" id=\"feat-622\" override-title-right=\"Feat 14 \" /> <document level=\"2\" id=\"feat-3517\" /> <document level=\"2\" id=\"feat-3518\" /> <document level=\"2\" id=\"feat-3519\" />",
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Mummy](/Archetypes.aspx?ID=180)</title>\n\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 52</row>\n\nMummification is a common funereal rite across the breadth of Golarion throughout the ages. Becoming a living [mummy](/MonsterFamilies.aspx?ID=74)—one capable of both motion and thought—is another thing altogether.\n\n Most of those forced into undeath as mummies are bound to tombs, temples, and vaults as guardians. Some willingly undergo the process, embracing death to live beyond it. These willing mummies become the most powerful of their kind, rising above their brethren like an emperor above their subjects.\n\n The horrifically painful living mummification process must be performed by others—usually a team of well-trained necromancers, priests, or ritualists—upon a still-living subject. Death by mummification is gruesome, but to be kept alive for as long as possible throughout the process is a thousandfold worse. The process usually takes weeks, beginning with forced starvation, followed by the consumption of spices and tonics that desiccate the subject's internal organs.\n\n Very rarely, mummies are created by natural processes occurring in locations that are cursed or inundated by negative energy. These mummies most often rise in deserts, bogs, swamps, at high altitudes, or in frigid locales. Although the process through which they are created is less painful and far shorter in duration, the spiritual shift from living to undead is no less traumatizing.\n\n Mummies are most commonly found in Geb and Osirion, as well as the surrounding nations of Thuvia, Katapesh, and Qadira. They have a foothold in the Gravelands, the Realm of the Mammoth Lords, and the Mwangi Expanse, particularly around Mzali. Outside the Inner Sea, mummies are found in Vudra and Arcadia, particularly in places once ruled by the Razatlani empire.\n\n<document level=\"2\" id=\"feat-3520\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3521\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3522\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3523\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3524\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3525\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3526\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3527\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3528\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3529\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3530\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3531\"\n\n/>",
"name": "Mummy",
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"rarity": "rare",
"release_date": "2022-04-27",
"resistance": {},
"search_markdown": "<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 52</row>\r\n\r\n**Prerequisites**\r\nyou are dead and were mummified (by natural or ritualistic means)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMummification is a common funereal rite across the breadth of Golarion throughout the ages. Becoming a living mummy —one capable of both motion and …\r\n</summary>",
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"summary": "Mummification is a common funereal rite across the breadth of Golarion throughout the ages. Becoming a living mummy —one capable of both motion and …",
"summary_markdown": "Mummification is a common funereal rite across the breadth of Golarion throughout the ages. Becoming a living mummy —one capable of both motion and …",
"text": " Mummy Source Book of the Dead pg. 52 Mummification is a common funereal rite across the breadth of Golarion throughout the ages. Becoming a living mummy—one capable of both motion and thought—is another thing altogether. Most of those forced into undeath as mummies are bound to tombs, temples, and vaults as guardians. Some willingly undergo the process, embracing death to live beyond it. These willing mummies become the most powerful of their kind, rising above their brethren like an emperor above their subjects. The horrifically painful living mummification process must be performed by others—usually a team of well-trained necromancers, priests, or ritualists—upon a still-living subject. Death by mummification is gruesome, but to be kept alive for as long as possible throughout the process is a thousandfold worse. The process usually takes weeks, beginning with forced starvation, followed by the consumption of spices and tonics that desiccate the subject's internal organs. Very rarely, mummies are created by natural processes occurring in locations that are cursed or inundated by negative energy. These mummies most often rise in deserts, bogs, swamps, at high altitudes, or in frigid locales. Although the process through which they are created is less painful and far shorter in duration, the spiritual shift from living to undead is no less traumatizing. Mummies are most commonly found in Geb and Osirion, as well as the surrounding nations of Thuvia, Katapesh, and Qadira. They have a foothold in the Gravelands, the Realm of the Mammoth Lords, and the Mwangi Expanse, particularly around Mzali. Outside the Inner Sea, mummies are found in Vudra and Arcadia, particularly in places once ruled by the Razatlani empire. <document level=\"2\" id=\"feat-3521\" /> <document level=\"2\" id=\"feat-3522\" /> <document level=\"2\" id=\"feat-3523\" /> <document level=\"2\" id=\"feat-3524\" /> <document level=\"2\" id=\"feat-3525\" /> <document level=\"2\" id=\"feat-3526\" /> <document level=\"2\" id=\"feat-3527\" /> <document level=\"2\" id=\"feat-3528\" /> <document level=\"2\" id=\"feat-3529\" /> <document level=\"2\" id=\"feat-3530\" /> <document level=\"2\" id=\"feat-3531\" />",
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{
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"Core"
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Vampire](/Archetypes.aspx?ID=181)</title>\n\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 58</row>\n\nAfter being exsanguinated by a [vampire](/MonsterFamilies.aspx?ID=97), you've risen again, pulling yourself from the earth as an immortal undead. You're a creature of the night, harmed by the light of day and thirsting for blood. \n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Vampire Vulnerabilities</title>\r\n\r\nYour power comes with a price. As a vampire, you have the following vulnerabilities.\n\n **Revulsion**: You can't voluntarily come within 10 feet of brandished garlic or a [religious symbol](/Equipment.aspx?ID=41) of a non-evil deity. A creature must Interact to brandish garlic or a religious symbol for 1 round (similar to [Raising a Shield](/Actions.aspx?ID=98)). If you involuntarily come within 10 feet of an object of your revulsion, you gain the [fleeing](/Conditions.aspx?ID=17) condition, running from the subject of your revulsion until you end an action beyond 10 feet of it. After 1 round of being exposed to the subject of your revulsion, you can attempt a DC 25 Will save as a single action, which has the [concentrate](/Traits.aspx?ID=32) trait. On a success, you overcome your revulsions for 1d6 rounds, or 1 hour on a critical success.\n\n **Sunlight**: If exposed to direct sunlight, you immediately become [slowed 1](/Conditions.aspx?ID=35). The slowed value increases by 1 each time you end your turn in sunlight. If you lose all your actions in this way, you are destroyed. Due to your supernatural aversion to light, you don't cast shadows or show a reflection in mirrors.\r\n</aside>\n\n<document level=\"2\" id=\"feat-3545\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3546\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3547\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3548\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3549\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3550\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3551\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3552\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3553\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3554\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3555\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3556\"\n\n/>",
"name": "Vampire",
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"release_date": "2022-04-27",
"resistance": {},
"search_markdown": "<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 58</row>\r\n\r\n**Prerequisites**\r\nYou were a killed by a vampire drinking your blood.\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAfter being exsanguinated by a vampire , you've risen again, pulling yourself from the earth as an immortal undead. You're a creature of the night, …\r\n</summary>",
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"summary_markdown": "After being exsanguinated by a vampire , you've risen again, pulling yourself from the earth as an immortal undead. You're a creature of the night, …",
"text": " Vampire Source Book of the Dead pg. 58 After being exsanguinated by a vampire, you've risen again, pulling yourself from the earth as an immortal undead. You're a creature of the night, harmed by the light of day and thirsting for blood. Vampire Vulnerabilities Your power comes with a price. As a vampire, you have the following vulnerabilities. Revulsion : You can't voluntarily come within 10 feet of brandished garlic or a religious symbol of a non-evil deity. A creature must Interact to brandish garlic or a religious symbol for 1 round (similar to Raising a Shield). If you involuntarily come within 10 feet of an object of your revulsion, you gain the fleeing condition, running from the subject of your revulsion until you end an action beyond 10 feet of it. After 1 round of being exposed to the subject of your revulsion, you can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, you overcome your revulsions for 1d6 rounds, or 1 hour on a critical success. Sunlight : If exposed to direct sunlight, you immediately become slowed 1. The slowed value increases by 1 each time you end your turn in sunlight. If you lose all your actions in this way, you are destroyed. Due to your supernatural aversion to light, you don't cast shadows or show a reflection in mirrors. <document level=\"2\" id=\"feat-3546\" /> <document level=\"2\" id=\"feat-3547\" /> <document level=\"2\" id=\"feat-3548\" /> <document level=\"2\" id=\"feat-3549\" /> <document level=\"2\" id=\"feat-3550\" /> <document level=\"2\" id=\"feat-3551\" /> <document level=\"2\" id=\"feat-3552\" /> <document level=\"2\" id=\"feat-3553\" /> <document level=\"2\" id=\"feat-3554\" /> <document level=\"2\" id=\"feat-3555\" /> <document level=\"2\" id=\"feat-3556\" />",
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{
"archetype": [
"Zombie"
],
"archetype_category": [
"Undead",
"Core"
],
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"id": "archetype-182",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Zombie](/Archetypes.aspx?ID=182)</title>\n\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 60</row>\n\nYou are a [zombie](/MonsterFamilies.aspx?ID=103), a rotting corpse animated by necromantic magic. Although most zombies are mindless brutes, you're a [husk zombie](/Monsters.aspx?ID=1919), preserved through necromantic rites and alchemical reagents. The process worked especially well on you, and you retained your intelligence and identity to a far greater degree than other husk zombies.\n\n It's not easy being a corpse. Your body continues to rot and putrefy, and the stench is ever present. Your old self keeps slipping away, more and more as the weeks pass by. Your reflexes have slowed, you're beginning to lose your sense of touch, and your emotions are dulling. As your body continues to decay, so too, does your mind. Your memory's not perfect, and although you haven't noticed any huge gaps or flaws yet, you have a feeling they're there somewhere.\n\n Unlike your other senses, your hunger has intensified. You ceaselessly crave the raw flesh and brains of the living—the smarter the better—and satisfying this hunger is the only thing that makes you feel alive. When you eat, you're reinvigorated; feeling returns and the constant mental torpor you live under vanishes. You feel like yourself again... for a time.\n\n One day you might be nothing more than a walking corpse, but for now, you retain your personality and your free will. Feeding your hunger might allow you to remain that way.\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-3557\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3558\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1604\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-366\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-439\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3559\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3560\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3561\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3562\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3563\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3564\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3565\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3566\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3512\"\r\noverride-title-right=\"Feat 14*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3567\"\n\n/>",
"name": "Zombie",
"pfs": "Standard",
"prerequisite": "You died and were animated as a husk zombie.",
"prerequisite_markdown": "You died and were animated as a [husk zombie](/Monsters.aspx?ID=1919).",
"rarity": "rare",
"release_date": "2022-04-27",
"resistance": {},
"search_markdown": "<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 60</row>\r\n\r\n**Prerequisites**\r\nYou died and were animated as a [husk zombie](/Monsters.aspx?ID=1919).\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou are a zombie , a rotting corpse animated by necromantic magic. Although most zombies are mindless brutes, you're a husk zombie , preserved …\r\n</summary>",
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"summary": "You are a zombie , a rotting corpse animated by necromantic magic. Although most zombies are mindless brutes, you're a husk zombie , preserved …",
"summary_markdown": "You are a zombie , a rotting corpse animated by necromantic magic. Although most zombies are mindless brutes, you're a husk zombie , preserved …",
"text": " Zombie Source Book of the Dead pg. 60 You are a zombie, a rotting corpse animated by necromantic magic. Although most zombies are mindless brutes, you're a husk zombie, preserved through necromantic rites and alchemical reagents. The process worked especially well on you, and you retained your intelligence and identity to a far greater degree than other husk zombies. It's not easy being a corpse. Your body continues to rot and putrefy, and the stench is ever present. Your old self keeps slipping away, more and more as the weeks pass by. Your reflexes have slowed, you're beginning to lose your sense of touch, and your emotions are dulling. As your body continues to decay, so too, does your mind. Your memory's not perfect, and although you haven't noticed any huge gaps or flaws yet, you have a feeling they're there somewhere. Unlike your other senses, your hunger has intensified. You ceaselessly crave the raw flesh and brains of the living—the smarter the better—and satisfying this hunger is the only thing that makes you feel alive. When you eat, you're reinvigorated; feeling returns and the constant mental torpor you live under vanishes. You feel like yourself again... for a time. One day you might be nothing more than a walking corpse, but for now, you retain your personality and your free will. Feeding your hunger might allow you to remain that way. Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-3558\" /> <document level=\"2\" id=\"feat-1604\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-366\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-439\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-3559\" /> <document level=\"2\" id=\"feat-3560\" /> <document level=\"2\" id=\"feat-3561\" /> <document level=\"2\" id=\"feat-3562\" /> <document level=\"2\" id=\"feat-3563\" /> <document level=\"2\" id=\"feat-3564\" /> <document level=\"2\" id=\"feat-3565\" /> <document level=\"2\" id=\"feat-3566\" /> <document level=\"2\" id=\"feat-3512\" override-title-right=\"Feat 14 \" /> <document level=\"2\" id=\"feat-3567\" />",
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{
"access": "You have been initiated by the grand duchess of Alkenstar or one of her agents.",
"archetype": [
"Alkenstar Agent"
],
"archetype_category": [
"Profession"
],
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"category": "archetype",
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"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Limited\">[Alkenstar Agent](/Archetypes.aspx?ID=183)</title>\r\n\r\n<spoilers>May contain spoilers from Outlaws of Alkenstar</spoilers>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 78</row>\n\nOutwardly dashing outlaws or silent, deadly bravos, these masters of combat and culture must hone a variety of skills to serve as secret agents and informants for the leader of Alkenstar, Grand Duchess Trietta Ricia.\n\n<title level=\"3\">Additional Feats</title>\r\n\r\nThis archetype has some feats at a level other than their original level.\r\nSuch feats are marked with a \\*.\r\n\r\n[Click here for the full rules on Additional Feats](/Rules.aspx?ID=1432).\r\n\r\n<document level=\"2\" id=\"feat-3568\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3569\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-1781\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-498\"\r\noverride-title-right=\"Feat 4*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-564\"\r\noverride-title-right=\"Feat 6*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-504\"\r\noverride-title-right=\"Feat 6*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3570\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3571\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-511\"\r\noverride-title-right=\"Feat 10*\"\r\n\r\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-588\"\r\noverride-title-right=\"Feat 18*\"\r\n\r\n/>",
"name": "Alkenstar Agent",
"pfs": "Limited",
"prerequisite": "Trained in Deception",
"prerequisite_markdown": "Trained in [Deception](/Skills.aspx?ID=5)",
"rarity": "uncommon",
"release_date": "2022-04-27",
"resistance": {},
"search_markdown": "<spoilers>May contain spoilers from Outlaws of Alkenstar</spoilers>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 78</row>\r\n\r\n**Prerequisites**\r\nTrained in [Deception](/Skills.aspx?ID=5)\r\n\r\n**Access**\r\nYou have been initiated by the grand duchess of Alkenstar or one of her agents.\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nOutwardly dashing outlaws or silent, deadly bravos, these masters of combat and culture must hone a variety of skills to serve as secret agents and …\r\n</summary>",
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"source_category": "Adventure Paths",
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"source_markdown": "<row gap=\"tiny\">[Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 78</row>",
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"summary": "Outwardly dashing outlaws or silent, deadly bravos, these masters of combat and culture must hone a variety of skills to serve as secret agents and …",
"summary_markdown": "Outwardly dashing outlaws or silent, deadly bravos, these masters of combat and culture must hone a variety of skills to serve as secret agents and …",
"text": " Alkenstar Agent May contain spoilers from Outlaws of Alkenstar Source Pathfinder #178: Punks in a Powderkeg pg. 78 Outwardly dashing outlaws or silent, deadly bravos, these masters of combat and culture must hone a variety of skills to serve as secret agents and informants for the leader of Alkenstar, Grand Duchess Trietta Ricia. Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-3569\" /> <document level=\"2\" id=\"feat-1781\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-498\" override-title-right=\"Feat 4 \" /> <document level=\"2\" id=\"feat-564\" override-title-right=\"Feat 6 \" /> <document level=\"2\" id=\"feat-504\" override-title-right=\"Feat 6 \" /> <document level=\"2\" id=\"feat-3570\" /> <document level=\"2\" id=\"feat-3571\" /> <document level=\"2\" id=\"feat-511\" override-title-right=\"Feat 10 \" /> <document level=\"2\" id=\"feat-588\" override-title-right=\"Feat 18 \" />",
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"text": " Clockwork Reanimator May contain spoilers from Outlaws of Alkenstar Source Pathfinder #180: The Smoking Gun pg. 78 You have unlocked the secret connections between necromancy and clockwork locomotion, giving you the unholy power to reanimate corpses. These minions shuffle forth with the mindless motions of the unliving and are little more than puppets under your control. Similarly, via careful tinkering and anatomical study, you learned how to make a powerful necromechanical ally. Finally, your technological prowess is such that you can use your innovations to force even powerful, free-willed undead to obey you. The secret to your success is a combination of alchemy and clockwork, machines and magic, science and spellcasting. Of course, crafting the shell of a wind-up zombie is one matter—your primary focus is on the craftwork necessary to make the whole thing work together. To you, the magic involved is only a means to an end, a way to make science more efficient through necromancy and potentially a little bit of evocation for some electric power. While some think your creations are vile, you see beauty in utility and believe animated corpses are tools that can be used for good or ill. For better or worse, when it comes to results, the science you've cobbled together fulfills the most important criterium for any new innovation: it works , plain and simple. Your reanimated clockwork corpses are stable, effective, and, more importantly, they don't rampage or crave the flesh of the living in the same way an undead would. Plus, they aren't vulnerable to positive energy, making them easier to use around good clerics and their ilk without your minions taking friendly fire. (Except Pharasmins, always so inconveniently up in arms about the whole “desecrating the bodies of the dead” thing. They can't learn the difference between the stench of undeath and the smell of progress.) <document level=\"2\" id=\"feat-3646\" /> <document level=\"2\" id=\"feat-3647\" /> <document level=\"2\" id=\"feat-3648\" /> <document level=\"2\" id=\"feat-3649\" /> <document level=\"2\" id=\"feat-3650\" /> <document level=\"2\" id=\"feat-3651\" /> <document level=\"2\" id=\"feat-3652\" /> <document level=\"2\" id=\"feat-3653\" /> <document level=\"2\" id=\"feat-3654\" />",
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Alter Ego](/Archetypes.aspx?ID=187)</title>\n\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 126</row>\n\nA highly guarded castle in the middle of an extravagant ball, the headquarters of a city's infamous thieves' guild, the locked room in the back of a cultist hideout—all perfect targets for you to use your expertise at blending in. Rather than skulking through the shadows, you use your training and latent supernatural abilities to become a mirror, playing on the perceptions of others and taking on whatever role necessary to get in and out of your destination before anyone has a chance to think something is amiss.\n\n Performing an alter ego means going unregarded. Passing as just a face in the crowd is crucial, and accolades come as the gratitude from your leaders or coin from your clients, rather than the awed adoration from a crowd. This arrangement might suit you fine, as you thrive in a job well done and on the thrill of walking flagrantly past your duped adversaries. Or it might become pent up, until you can't resist a dramatic reveal or a signature calling card that shows you were there. One final word before speeding away from the castle, a gloating message left behind, or some other sign reveals your skill—usually too late for your victims to do anything about it.\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Alter Egos in Golarion</title>\r\n\r\nWhile some alter egos work independently as freelancers, they're especially popular in all sorts of espionage and intelligence agencies throughout the Inner Sea and beyond. The Lion Blades of Taldor, Twilight Talons of Andoran, Silver Ravens of Ravounel, and various Chelaxian secret police use alter egos to keep abreast of situations throughout the Shining Kingdoms and Old Cheliax. Meanwhile, powerful mercantile groups, like the Golden League in Tian Xia or the Aspis Consortium, employ alter egos for corporate espionage, making sure they always stay one step ahead of the competition. In Mzali in the Mwangi Expanse, the rebels known as the Bright Lions often seek the aid of alter egos to escape the notice of the mummified child god [Walkena](/Deities.aspx?ID=159).\r\n</aside>\n\n<document level=\"2\" id=\"feat-3807\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4132\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3808\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3809\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3810\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3811\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3812\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3813\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4149\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3814\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4152\"\n\n/>",
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"text": " Alter Ego Source Dark Archive pg. 126 A highly guarded castle in the middle of an extravagant ball, the headquarters of a city's infamous thieves' guild, the locked room in the back of a cultist hideout—all perfect targets for you to use your expertise at blending in. Rather than skulking through the shadows, you use your training and latent supernatural abilities to become a mirror, playing on the perceptions of others and taking on whatever role necessary to get in and out of your destination before anyone has a chance to think something is amiss. Performing an alter ego means going unregarded. Passing as just a face in the crowd is crucial, and accolades come as the gratitude from your leaders or coin from your clients, rather than the awed adoration from a crowd. This arrangement might suit you fine, as you thrive in a job well done and on the thrill of walking flagrantly past your duped adversaries. Or it might become pent up, until you can't resist a dramatic reveal or a signature calling card that shows you were there. One final word before speeding away from the castle, a gloating message left behind, or some other sign reveals your skill—usually too late for your victims to do anything about it. Alter Egos in Golarion While some alter egos work independently as freelancers, they're especially popular in all sorts of espionage and intelligence agencies throughout the Inner Sea and beyond. The Lion Blades of Taldor, Twilight Talons of Andoran, Silver Ravens of Ravounel, and various Chelaxian secret police use alter egos to keep abreast of situations throughout the Shining Kingdoms and Old Cheliax. Meanwhile, powerful mercantile groups, like the Golden League in Tian Xia or the Aspis Consortium, employ alter egos for corporate espionage, making sure they always stay one step ahead of the competition. In Mzali in the Mwangi Expanse, the rebels known as the Bright Lions often seek the aid of alter egos to escape the notice of the mummified child god Walkena. <document level=\"2\" id=\"feat-4132\" /> <document level=\"2\" id=\"feat-3808\" /> <document level=\"2\" id=\"feat-3809\" /> <document level=\"2\" id=\"feat-3810\" /> <document level=\"2\" id=\"feat-3811\" /> <document level=\"2\" id=\"feat-3812\" /> <document level=\"2\" id=\"feat-3813\" /> <document level=\"2\" id=\"feat-4149\" /> <document level=\"2\" id=\"feat-3814\" /> <document level=\"2\" id=\"feat-4152\" />",
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"text": " Living Vessel Source Dark Archive pg. 140 With the dawning of a new era comes the need for a new seat of power, and what better way to show your coming master your devotion than by sacrificing your entire being for their use? You presented yourself before their altar and they answered your call, flooding your body with their power and granting you the gift of their original form. Or maybe you were abducted in the dark, on a night that the moon refused to shine, when you were taken to a profane location where a mysterious cult bound you to their master against your will. Now you have powers you didn't before and you have new features that scare (and maybe, in a small dark part of your heart, thrill) you. You might have even become a living vessel through a strange bargain. For instance, perhaps at the brink of death, you received an offer from an entity to spare your life in exchange for inhabiting you. Or you might have offered yourself to the entity in exchange for saving a loved one, for riches, or to fulfill a lifelong dream. Beings of any alignment can inhabit a living vessel. Evil-aligned beings, especially demons, are most likely to be interested in such an arrangement, especially if it involves forcefully taking over and changing the body and mind of a sapient being. Part of being a living vessel is learning more about your entity and finding what assuages them best and what their ultimate plans might be for your body and the world. Few vessels can fully dictate the terms of the arrangement, but the fact that you give the entity a corporeal form does give you some amount of leverage. Use it wisely. Additional Feats : Your GM might determine that you can take a pact feat from the pactbinder archetype as an additional feat, as long as the pact is made to the entity within you. For instance, if you're hosting a fey, you could make a pact involving fey. These pact feats are at the same level as for a pactbinder. <document level=\"2\" id=\"feat-3816\" /> <document level=\"2\" id=\"feat-3817\" /> <document level=\"2\" id=\"feat-3818\" /> <document level=\"2\" id=\"feat-3819\" /> <document level=\"2\" id=\"feat-3820\" /> <document level=\"2\" id=\"feat-3821\" />",
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"text": " Pactbinder Source Dark Archive pg. 166 Some people feel that the universe is a constant struggle. Good against evil, law against chaos, civilization against nature, life against death against undeath. But why fight what you can't change? You prefer to bargain. As a pactbinder, you make deals with strange entities, otherworldly beings, and all sorts of multiversal denizens, amiable and unapproachable alike. Over the course of your many negotiations, you've learned something important: while such beings always seek a bargain tilted in their own favor, sometimes your definition of value differs enough from theirs that you can still come out ahead. In fact, sometimes, those who don't understand pacts like you do might mistake the payment for the benefit, or vice versa. Perhaps an ancient being of nightmare demanded to consume something you sought to be rid of, like a painful memory or a negative personality trait, priding itself on how it was taking something personal from you. Little did it know, you let it win on haggling your end of the deal. Of course, this practice isn't without its own risks, as who knows what you might become without that part of you. All these things, you can and must consider in every pact. In addition to pacts, you might also pursue magical contracts. While less of a metaphysical commitment than a pact, contracts offer similar benefits you just can't resist— and you can employ your skill set as a pactbinder to manipulate the precise wording of the bargain. <document level=\"2\" id=\"feat-3824\" /> <document level=\"2\" id=\"feat-3823\" /> <document level=\"2\" id=\"feat-3825\" /> <document level=\"2\" id=\"feat-3826\" /> <document level=\"2\" id=\"feat-3827\" /> <document level=\"2\" id=\"feat-3828\" />",
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"text": " Curse Maelstrom Source Dark Archive pg. 168 Some folks are ridden with bad luck: the rations they were counting on turn out to be spoiled, the ship they were hoping to catch sinks in the harbor, or the new home they bought is destroyed by a rampaging golem. Most know that they are cursed, feeling an emptiness in their soul that weighs upon them, gnawing at their confidence and shrouding their ambitions. Sometimes, these curse maelstroms learn to control and channel their curse; you are one such unfortunate soul. You have a powerful curse living deep within you. You might have been able to restrain your curse for the most part, but it flares up occasionally and tempts you with the power to curse your foes, should you allow it to exert itself. Why should you be the only one who has to endure a cursed life when others have so clearly earned such woe? Living with a curse every day, you become intimately familiar with the workings of curses, getting a sense of when bad luck is about to befall those around you. You might try to avoid further bad fortune—which rarely pans out as you'd like—or you could come to terms with your lot in life and regard your curse as something akin to an old friend. Either way, fate cares little. Misery loves company, so your curse can even be a beacon for more misfortune. You might have multiple curses all tied to you, all fighting to make your life as hellish as possible. Manifestations Those at the center of a storm of curses often have peculiar manifestations that mark them as one of the unfortunate. Over time, even the places that they inhabit will begin to show signs of their presence: plants with bizarre growths, dust clouds that form strange symbols in the light, and floors that creak and groan even when no one is walking across them. <document level=\"2\" id=\"feat-3830\" /> <document level=\"2\" id=\"feat-3831\" /> <document level=\"2\" id=\"feat-3832\" /> <document level=\"2\" id=\"feat-3833\" /> <document level=\"2\" id=\"feat-3834\" /> <document level=\"2\" id=\"feat-3835\" /> <document level=\"2\" id=\"feat-3836\" />",
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"summary_markdown": "Magic leaves its brand on those who practice it. The veteran pyromancer bears the scorch marks of lessons learned. The archdruid grows to resemble …",
"text": " Time Mage Source Dark Archive pg. 184 Magic leaves its brand on those who practice it. The veteran pyromancer bears the scorch marks of lessons learned. The archdruid grows to resemble plants or animals in their domain or grove. The professional reanimator can never quite cover up the stench of their grim work. The mark left by the practice of time magic is less obvious but no less indelible. With other disciplines, the marks of experience accumulate as magic is learned, creating an equilibrium of sorts between the exercise of power and the necessary consequences. Time magic suffers no such limitations of cause and effect. Distortions and anachronistic thoughts echo back throughout a time mage's entire life, providing a nonlinear perspective that others can find distracting or even alien. The threat of creating a paradox is ever looming. Many a reckless time mage has inadvertently erased themselves from existence, glimpsed a future they now have no choice but to enact, or attracted the attentions of temporal creatures, such as iriis or siktemporas. For these reasons, most mages merely dabble in time magic, learning a spell or two here and there. Despite the dangers, a brave few embrace the discipline, for it offers the allure of changing what was and controlling what will be. Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-3840\" /> <document level=\"2\" id=\"feat-3841\" /> <document level=\"2\" id=\"feat-3842\" /> <document level=\"2\" id=\"feat-3843\" /> <document level=\"2\" id=\"feat-3844\" /> <document level=\"2\" id=\"feat-1496\" override-title-right=\"Feat 10 \" /> <document level=\"2\" id=\"feat-199\" override-title-right=\"Feat 12 \" /> <document level=\"2\" id=\"feat-1473\" override-title-right=\"Feat 16 \" /> <document level=\"2\" id=\"feat-3845\" /> <document level=\"2\" id=\"feat-3846\" /> <document level=\"2\" id=\"feat-1831\" />",
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"text": " Chronoskimmer Source Dark Archive pg. 186 The flow of time is an unstoppable force. Most are carried downstream inexorably, like a leaf floating on a river. You, however, somehow fell out of the flow of time, if only for an instant, but in doing so gained a perspective that few others have. Now you stand on the banks of the river, watching the flow, choosing where to dive in, or even defying the current, at least for a short while, as you skim its surface and skip from moment to moment. As a chronoskimmer, time is yours to exploit. You have the means to see the timelines of all creatures, including your own. You can use this insight to manipulate the flow of time for creatures, much like you can pluck the leaf from the river and place it elsewhere. Manipulating timelines can be dangerous, however, and the Dimension of Time isn't wont to allow these transgressions against time to stand forever. The threat always looms of time dimensionals coming to correct your actions or of you becoming removed from time forever. <document level=\"2\" id=\"feat-3848\" /> <document level=\"2\" id=\"feat-3849\" /> <document level=\"2\" id=\"feat-3850\" /> <document level=\"2\" id=\"feat-3851\" /> <document level=\"2\" id=\"feat-3852\" /> <document level=\"2\" id=\"feat-3853\" /> <document level=\"2\" id=\"feat-3854\" /> <document level=\"2\" id=\"feat-3855\" /> <document level=\"2\" id=\"feat-3856\" /> <document level=\"2\" id=\"feat-3857\" />",
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"markdown": "<title level=\"1\" right=\"Archetype 4\" pfs=\"Standard\">[Psychic Duelist](/Archetypes.aspx?ID=193)</title>\n\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 203</row>\n\nThe mental landscape of the psychic duel rises to meet your steps and reshapes at your touch. You understand the binary mindscape links two minds, making its foundation only as strong as the wills of those involved. Two psychic castles in a siege—patch every loose brick in your walls and single out every flaw in your foe's defenses.\n\n<document level=\"2\" id=\"feat-3858\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3859\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3860\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3861\"\n\n/>",
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"search_markdown": "<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 203</row>\r\n\r\n**Prerequisites**\r\nTrained in [Occultism](/Skills.aspx?ID=11)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe mental landscape of the psychic duel rises to meet your steps and reshapes at your touch. You understand the binary mindscape links two minds, …\r\n</summary>",
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"summary_markdown": "The mental landscape of the psychic duel rises to meet your steps and reshapes at your touch. You understand the binary mindscape links two minds, …",
"text": " Psychic Duelist Source Dark Archive pg. 203 The mental landscape of the psychic duel rises to meet your steps and reshapes at your touch. You understand the binary mindscape links two minds, making its foundation only as strong as the wills of those involved. Two psychic castles in a siege—patch every loose brick in your walls and single out every flaw in your foe's defenses. <document level=\"2\" id=\"feat-3859\" /> <document level=\"2\" id=\"feat-3860\" /> <document level=\"2\" id=\"feat-3861\" />",
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"url": "/Archetypes.aspx?ID=193",
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"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 204</row>\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\n“The mind makes it real.” Though uttered in many parts of Golarion, nowhere is this more literal than perhaps among mind smiths—those with a …\r\n</summary>",
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"summary_markdown": "“The mind makes it real.” Though uttered in many parts of Golarion, nowhere is this more literal than perhaps among mind smiths—those with a …",
"text": " Mind Smith Source Dark Archive pg. 204 “The mind makes it real.” Though uttered in many parts of Golarion, nowhere is this more literal than perhaps among mind smiths—those with a mysterious mental talent that allows them to manifest their mind into a physical object. Some gain this power through magical training from an ancestor or mentor, while others earn it as a gift or reward from some greater being, or by inexplicable chance. Whatever the source, you have mastered the ability to form a mental image into a corporeal figment solid enough to affect the physical world. You trained the power to aid you in battle by shaping itself into a potent weapon, bound by only the reaches of your own imagination. <document level=\"2\" id=\"feat-3863\" /> <document level=\"2\" id=\"feat-3864\" /> <document level=\"2\" id=\"feat-3865\" /> <document level=\"2\" id=\"feat-3866\" /> <document level=\"2\" id=\"feat-3867\" /> <document level=\"2\" id=\"feat-3868\" /> <document level=\"2\" id=\"feat-3869\" /> <document level=\"2\" id=\"feat-3870\" /> <document level=\"2\" id=\"feat-3871\" /> <document level=\"2\" id=\"feat-3872\" />",
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"markdown": "<title level=\"1\" right=\"Archetype 4\" pfs=\"Restricted\">[Sleepwalker](/Archetypes.aspx?ID=195)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 206</row>\n\nMany think of mental realms and mindscapes as rare and elaborate constructions, forgetting that everyone creates their own mental realm when they sleep, one where even the strangest occurrences seem perfectly normal. Anything is possible inside these dreamscapes, but few sapient creatures have the will and insight to take control and truly explore their unconscious mind.\n\n Sleepwalkers dedicate themselves to unlocking the secrets of the sleeping mind, taking control of their dreams and walking through the slumbering vistas of others. Some are nefarious manipulators, whispering to the slumbering for personal gain. Others use their powers for good, seeking evildoers and those who corrupt dreams to nightmares. As their power grows, a sleepwalker's appearance gradually becomes slightly indistinct, as though they were blurred around the edges, and those who encounter them find it difficult to recall exact details about their appearance.\n\n<document level=\"2\" id=\"feat-3873\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3874\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3875\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3876\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3877\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3878\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3879\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3880\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3881\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3882\"\n\n/>",
"name": "Sleepwalker",
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"search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 206</row>\r\n\r\n**Prerequisites**\r\nExpert in [Occultism](/Skills.aspx?ID=11)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMany think of mental realms and mindscapes as rare and elaborate constructions, forgetting that everyone creates their own mental realm when they …\r\n</summary>",
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"summary_markdown": "Many think of mental realms and mindscapes as rare and elaborate constructions, forgetting that everyone creates their own mental realm when they …",
"text": " Sleepwalker Source Dark Archive pg. 206 Many think of mental realms and mindscapes as rare and elaborate constructions, forgetting that everyone creates their own mental realm when they sleep, one where even the strangest occurrences seem perfectly normal. Anything is possible inside these dreamscapes, but few sapient creatures have the will and insight to take control and truly explore their unconscious mind. Sleepwalkers dedicate themselves to unlocking the secrets of the sleeping mind, taking control of their dreams and walking through the slumbering vistas of others. Some are nefarious manipulators, whispering to the slumbering for personal gain. Others use their powers for good, seeking evildoers and those who corrupt dreams to nightmares. As their power grows, a sleepwalker's appearance gradually becomes slightly indistinct, as though they were blurred around the edges, and those who encounter them find it difficult to recall exact details about their appearance. <document level=\"2\" id=\"feat-3874\" /> <document level=\"2\" id=\"feat-3875\" /> <document level=\"2\" id=\"feat-3876\" /> <document level=\"2\" id=\"feat-3877\" /> <document level=\"2\" id=\"feat-3878\" /> <document level=\"2\" id=\"feat-3879\" /> <document level=\"2\" id=\"feat-3880\" /> <document level=\"2\" id=\"feat-3881\" /> <document level=\"2\" id=\"feat-3882\" />",
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"id": "archetype-196",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"\">[Corpse Tender](/Archetypes.aspx?ID=196)</title>\r\n\r\n<spoilers>May contain spoilers from Blood Lords</spoilers>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 81</row>\n\nYou tend to [mindless](/Traits.aspx?ID=108) [undead](/Traits.aspx?ID=160), such as the [zombie](/MonsterFamilies.aspx?ID=103) farmhands and farm animals throughout Geb.\n\n<document level=\"2\" id=\"feat-3883\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3884\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3885\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3886\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-3887\"\n\n/>",
"name": "Corpse Tender",
"prerequisite": "Trained in Religion",
"prerequisite_markdown": "Trained in [Religion](/Skills.aspx?ID=13)",
"rarity": "uncommon",
"release_date": "2022-07-27",
"resistance": {},
"search_markdown": "<spoilers>May contain spoilers from Blood Lords</spoilers>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 81</row>\r\n\r\n**Prerequisites**\r\nTrained in [Religion](/Skills.aspx?ID=13)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou tend to mindless undead , such as the zombie farmhands and farm animals throughout Geb.\r\n</summary>",
"source": [
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"source_markdown": "<row gap=\"tiny\">[Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 81</row>",
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"summary": "You tend to mindless undead , such as the zombie farmhands and farm animals throughout Geb.",
"summary_markdown": "You tend to mindless undead , such as the zombie farmhands and farm animals throughout Geb.",
"text": " Corpse Tender May contain spoilers from Blood Lords Source Pathfinder #181: Zombie Feast pg. 81 You tend to mindless undead, such as the zombie farmhands and farm animals throughout Geb. <document level=\"2\" id=\"feat-3884\" /> <document level=\"2\" id=\"feat-3885\" /> <document level=\"2\" id=\"feat-3886\" /> <document level=\"2\" id=\"feat-3887\" />",
"trait": [
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"trait_markdown": "[Uncommon](/Traits.aspx?ID=159)",
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"Uncommon"
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"type": "Archetype",
"url": "/Archetypes.aspx?ID=196",
"weakness": {}
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{
"access": "Characters from Alkenstar have access to this archetype",
"archetype": [
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Standard\">[Shieldmarshal](/Archetypes.aspx?ID=197)</title>\n\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Impossible Lands](/Sources.aspx?ID=146) pg. 108</row>\n\nGunplay isn't enough to uphold Alkenstar's laws; when firearms are readily available to criminals and the corrupt, relying solely on firepower isn't always the best approach to law enforcement. To stay ahead in their never-ending war against crime and espionage, Alkenstar's elite shieldmarshals instead refine their skills of marksmanship and situational awareness into a potent blend of operational acumen and special tactics. Shieldmarshals study forensics, engineering, law, and etiquette to navigate the city's volatile conditions and politics; advanced lessons include specialized training to deal with criminals using technology as well as tactical analysis for maneuvering in congested urban environments.\n\n You've undergone specialized training to help you keep the peace in Alkenstar's sprawling streets. Urban operations are dreadfully complex endeavors; closed doors and high walls conceal suspects and belligerents, while every alley and corridor could be a fatal funnel. As a shieldmarshal, you overcome these complexities by reducing and adapting to uncertain elements. You methodically observe your surroundings, make swift decisions, and actualize best practices to pacify hostiles, rescue hostages, and otherwise meet overall mission objectives. \n\n<document level=\"2\" id=\"feat-4040\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4041\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4042\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4043\"\n\n/>",
"name": "Shieldmarshal",
"pfs": "Standard",
"rarity": "uncommon",
"release_date": "2022-11-16",
"resistance": {},
"search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Impossible Lands](/Sources.aspx?ID=146) pg. 108</row>\n\n**Access**\r\nCharacters from Alkenstar have access to this archetype\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nGunplay isn't enough to uphold Alkenstar's laws; when firearms are readily available to criminals and the corrupt, relying solely on firepower isn't …\r\n</summary>",
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"source_category": "Lost Omens",
"source_markdown": "<row gap=\"tiny\">[Impossible Lands](/Sources.aspx?ID=146) pg. 108</row>",
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"summary": "Gunplay isn't enough to uphold Alkenstar's laws; when firearms are readily available to criminals and the corrupt, relying solely on firepower isn't …",
"summary_markdown": "Gunplay isn't enough to uphold Alkenstar's laws; when firearms are readily available to criminals and the corrupt, relying solely on firepower isn't …",
"text": " Shieldmarshal Source Impossible Lands pg. 108 Gunplay isn't enough to uphold Alkenstar's laws; when firearms are readily available to criminals and the corrupt, relying solely on firepower isn't always the best approach to law enforcement. To stay ahead in their never-ending war against crime and espionage, Alkenstar's elite shieldmarshals instead refine their skills of marksmanship and situational awareness into a potent blend of operational acumen and special tactics. Shieldmarshals study forensics, engineering, law, and etiquette to navigate the city's volatile conditions and politics; advanced lessons include specialized training to deal with criminals using technology as well as tactical analysis for maneuvering in congested urban environments. You've undergone specialized training to help you keep the peace in Alkenstar's sprawling streets. Urban operations are dreadfully complex endeavors; closed doors and high walls conceal suspects and belligerents, while every alley and corridor could be a fatal funnel. As a shieldmarshal, you overcome these complexities by reducing and adapting to uncertain elements. You methodically observe your surroundings, make swift decisions, and actualize best practices to pacify hostiles, rescue hostages, and otherwise meet overall mission objectives. <document level=\"2\" id=\"feat-4041\" /> <document level=\"2\" id=\"feat-4042\" /> <document level=\"2\" id=\"feat-4043\" />",
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"url": "/Archetypes.aspx?ID=197",
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"id": "archetype-198",
"level": 4,
"markdown": "<title level=\"1\" right=\"Archetype 4\" pfs=\"Standard\">[Jalmeri Heavenseeker](/Archetypes.aspx?ID=198)</title>\n\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Impossible Lands](/Sources.aspx?ID=146) pg. 224, [Pathfinder #158: Sixty Feet Under](/Sources.aspx?ID=47) pg. 78</row>\n\nCertain martial artists dedicate themselves to fighting in Jalmeray's Challenge of Sky and Heaven. These individuals devote themselves to the esoteric mysteries of the sky.\n\n You can select the dedication feat for the Jalmeri Heavenseeker archetype even if you haven't yet gained three feats from the [Student of Perfection](/Archetypes.aspx?ID=18) archetype.\n\n<document level=\"2\" id=\"feat-2198\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2199\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2200\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2201\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2202\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2204\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-2205\"\n\n/>",
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"prerequisite_markdown": "[Student of Perfection Dedication](/Feats.aspx?ID=900), or you've trained with a champion of the Challenge of Sky and Heaven",
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"resistance": {},
"search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Sources** [Impossible Lands](/Sources.aspx?ID=146) pg. 224, [Pathfinder #158: Sixty Feet Under](/Sources.aspx?ID=47) pg. 78</row>\r\n\r\n**Prerequisites**\r\n[Student of Perfection Dedication](/Feats.aspx?ID=900), or you've trained with a champion of the Challenge of Sky and Heaven\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nCertain martial artists dedicate themselves to fighting in Jalmeray's Challenge of Sky and Heaven. These individuals devote themselves to the …\r\n</summary>",
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"summary_markdown": "Certain martial artists dedicate themselves to fighting in Jalmeray's Challenge of Sky and Heaven. These individuals devote themselves to the …",
"text": " Jalmeri Heavenseeker Source Impossible Lands pg. 224, Pathfinder #158: Sixty Feet Under pg. 78 Certain martial artists dedicate themselves to fighting in Jalmeray's Challenge of Sky and Heaven. These individuals devote themselves to the esoteric mysteries of the sky. You can select the dedication feat for the Jalmeri Heavenseeker archetype even if you haven't yet gained three feats from the Student of Perfection archetype. <document level=\"2\" id=\"feat-2199\" /> <document level=\"2\" id=\"feat-2200\" /> <document level=\"2\" id=\"feat-2201\" /> <document level=\"2\" id=\"feat-2202\" /> <document level=\"2\" id=\"feat-2204\" /> <document level=\"2\" id=\"feat-2205\" />",
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"text": " Oatia Skysage May contain spoilers from Gatewalkers Source Pathfinder #187: The Seventh Arch pg. 82 The tradition of Oatia skysages stems from a small sect of dedicated stargazers on Castrovel. To better study the celestial mantle, these eccentric astronomers broke away from their Sovyrian kin and migrated to the wild continent of Ukulam, where the night skies were clear of light pollution. Though reclusive, Oatia skysages have been known to pass on their esoteric knowledge and unique worldview to similar-minded adventurers. Such adventuring skysages search for secrets and omens in the stars and can even call down stars' light to aid them in battle. Additional Feats This archetype has some feats at a level other than their original level. Such feats are marked with a \\ . Click here for the full rules on Additional Feats. <document level=\"2\" id=\"feat-4065\" /> <document level=\"2\" id=\"feat-4066\" /> <document level=\"2\" id=\"feat-4067\" /> <document level=\"2\" id=\"feat-4068\" /> <document level=\"2\" id=\"feat-4069\" /> <document level=\"2\" id=\"feat-4071\" /> <document level=\"2\" id=\"feat-197\" override-title-right=\"Feat 10 \" /> <document level=\"2\" id=\"feat-4070\" /> <document level=\"2\" id=\"feat-4072\" /> <document level=\"2\" id=\"feat-4073\" /> <document level=\"2\" id=\"feat-4074\" /> <document level=\"2\" id=\"feat-4075\" />",
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"text": " Ursine Avenger Hood Source Treasure Vault pg. 183 1.1 Some items inherit their magic not through an intentional spell or ritual but through generations of use and belief, slowly accumulating power and intent from those around them. The Ursine Avenger Hood is such an item. After defeating a powerful cave bear, the Ulfen hunter Baruk shaped the bear's head and fur into a helm and cape for himself. Baruk later fell in battle against a linnorm, successfully slaying the beast before succumbing to its death curse. His helm, soaked in the blood of man and linnorm and saturated with the magic of the linnorm's curse, was claimed by Baruk's daughter, who often told stories about the helm giving her a bear's strength and ferocity, though it was unclear at the time whether this was a boast. Over many generations, the magic of the hood was proven true, and more than that, the magic continued to grow and evolve with ever-more-ursine attributes. As the belief and power of each new wearer soaked into the hood, the artifact's potential has continued to grow. Now, those who bond with the generational artifact will discover that the Ursine Avenger Hood continues to grow in power alongside them. <document level=\"2\" id=\"feat-4086\" /> <document level=\"2\" id=\"feat-4087\" /> <document level=\"2\" id=\"feat-4088\" /> <document level=\"2\" id=\"feat-4089\" /> <document level=\"2\" id=\"feat-4090\" /> <document level=\"2\" id=\"feat-4091\" /> <document level=\"2\" id=\"feat-4092\" /> <document level=\"2\" id=\"feat-4093\" /> <document level=\"2\" id=\"feat-4094\" /> <document level=\"2\" id=\"feat-4095\" />",
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"markdown": "<title level=\"1\" right=\"Archetype \" pfs=\"\">[Gelid Shard](/Archetypes.aspx?ID=201)</title>\n\n<traits>\r\n\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 184 <sup>1.1</sup></row>\n\nThe Varki wizard T'aak Chamin once traveled from the Lands of the Linnorm Kings northward, past the Winterwall Glacier and deep into the frozen wastes of the Crown of the World. T'aak was seeking immortality without the risk of undeath, and he followed the hints and clues of ancient legends that spoke of “the frozen immortals,” and of ancient magics of ice crafting that were once commonly traded between these rumored immortals and the Erutaki people, who share ancestral roots with the Varki.\n\n Little is known of T'aak's journeys in the northern wastes, though all accounts that record anything of the wizard and his trek indicate that the man who returned was different in many ways than the man who first traveled north. T'aak spoke of beings known as saumen kar, of a “great whale” sealed beneath the ice, and of strange corruptions. An account left by his wife mentions that T'aak often awoke screaming about “malignant sludge” and a “disease clawing at the ancient gates.” Despite all this, T'aak's primary quest did result in at least one notable accomplishment: the crafting of the first [_gelid shard_](/Equipment.aspx?ID=2369).\n\n _Gelid shards_ are arcane focuses of refined magical cold in physical form. Unfortunately for their creator, _gelid shards_ do not grant immortality, though mortal creatures bonded to them do often have slightly longer lifespans thanks to the preserving cold that inundates and surrounds them.\n\n<document\r\nlevel=\"2\"\r\nid=\"feat-4096\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4097\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4098\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4099\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4100\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4101\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4102\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4103\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4104\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4105\"\n\n/>",
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"text": " Gelid Shard Source Treasure Vault pg. 184 1.1 The Varki wizard T'aak Chamin once traveled from the Lands of the Linnorm Kings northward, past the Winterwall Glacier and deep into the frozen wastes of the Crown of the World. T'aak was seeking immortality without the risk of undeath, and he followed the hints and clues of ancient legends that spoke of “the frozen immortals,” and of ancient magics of ice crafting that were once commonly traded between these rumored immortals and the Erutaki people, who share ancestral roots with the Varki. Little is known of T'aak's journeys in the northern wastes, though all accounts that record anything of the wizard and his trek indicate that the man who returned was different in many ways than the man who first traveled north. T'aak spoke of beings known as saumen kar, of a “great whale” sealed beneath the ice, and of strange corruptions. An account left by his wife mentions that T'aak often awoke screaming about “malignant sludge” and a “disease clawing at the ancient gates.” Despite all this, T'aak's primary quest did result in at least one notable accomplishment: the crafting of the first gelid shard . Gelid shards are arcane focuses of refined magical cold in physical form. Unfortunately for their creator, gelid shards do not grant immortality, though mortal creatures bonded to them do often have slightly longer lifespans thanks to the preserving cold that inundates and surrounds them. <document level=\"2\" id=\"feat-4096\" /> <document level=\"2\" id=\"feat-4097\" /> <document level=\"2\" id=\"feat-4098\" /> <document level=\"2\" id=\"feat-4099\" /> <document level=\"2\" id=\"feat-4100\" /> <document level=\"2\" id=\"feat-4101\" /> <document level=\"2\" id=\"feat-4102\" /> <document level=\"2\" id=\"feat-4103\" /> <document level=\"2\" id=\"feat-4104\" /> <document level=\"2\" id=\"feat-4105\" />",
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"markdown": "<title level=\"1\" right=\"Archetype 4\" pfs=\"\">[Scions of Domora](/Archetypes.aspx?ID=202)</title>\r\n\r\n<spoilers>May contain spoilers from Gatewalkers</spoilers>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Pathfinder #188: They Watched the Stars](/Sources.aspx?ID=194) pg. 82</row>\n\nCenturies ago, Domora Hume founded a lakeside city that would become one of the largest in western Sarkoris. When the city was attacked by raiders, Hume conjured a guardian from the lake to drive back the attackers. In the process, he also become the region's first god caller in generations.\n\n Hume's summoned savior was an ancient spirit guide from the Plane of Water named Dyzad. With Dyzad's guidance, Domorans summoned more such spirit guides, all of which the citizens worshipped as gods long after his passing. This tradition of god calling—and the worship of Sarkorian gods—came to define the city of Domora.\n\n In the ensuing years, countless pilgrims, Sarkorian or otherwise, came to Domora to learn of god calling. Many hoped to summon a god to bring back to their own people, while others petitioned the deities as a means of spiritual growth. Today, the Domoran god calling tradition is all but extinguished—wiped out during the Worldwound incursion. Nonetheless, worthy individuals who brave Domora's ruins might unbury a small fragment of this tradition. Although they aren't true god callers—they lack the ability to bond with greater spirit guides or unlock the highest levels of their power—such “scions” still forge unique relationships with lesser spirit guides. Scions of Domora provide physical and spiritual anchors for their spirit guide companions, while the spirit guide returns the favor by sharing a portion of its supernatural powers.\n\n<document level=\"2\" id=\"feat-4106\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4108\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4107\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4109\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4110\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4111\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4112\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4113\"\n\n/>",
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"text": " Scions of Domora May contain spoilers from Gatewalkers Source Pathfinder #188: They Watched the Stars pg. 82 Centuries ago, Domora Hume founded a lakeside city that would become one of the largest in western Sarkoris. When the city was attacked by raiders, Hume conjured a guardian from the lake to drive back the attackers. In the process, he also become the region's first god caller in generations. Hume's summoned savior was an ancient spirit guide from the Plane of Water named Dyzad. With Dyzad's guidance, Domorans summoned more such spirit guides, all of which the citizens worshipped as gods long after his passing. This tradition of god calling—and the worship of Sarkorian gods—came to define the city of Domora. In the ensuing years, countless pilgrims, Sarkorian or otherwise, came to Domora to learn of god calling. Many hoped to summon a god to bring back to their own people, while others petitioned the deities as a means of spiritual growth. Today, the Domoran god calling tradition is all but extinguished—wiped out during the Worldwound incursion. Nonetheless, worthy individuals who brave Domora's ruins might unbury a small fragment of this tradition. Although they aren't true god callers—they lack the ability to bond with greater spirit guides or unlock the highest levels of their power—such “scions” still forge unique relationships with lesser spirit guides. Scions of Domora provide physical and spiritual anchors for their spirit guide companions, while the spirit guide returns the favor by sharing a portion of its supernatural powers. <document level=\"2\" id=\"feat-4108\" /> <document level=\"2\" id=\"feat-4107\" /> <document level=\"2\" id=\"feat-4109\" /> <document level=\"2\" id=\"feat-4110\" /> <document level=\"2\" id=\"feat-4111\" /> <document level=\"2\" id=\"feat-4112\" /> <document level=\"2\" id=\"feat-4113\" />",
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"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"Limited\">[Twilight Speaker](/Archetypes.aspx?ID=203)</title>\r\n\r\n<spoilers>May contain spoilers from Gatewalkers</spoilers>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Pathfinder #189: Dreamers of the Nameless Spires](/Sources.aspx?ID=195) pg. 78</row>\n\nAs a religious and diplomatic representative of [Findeladlara](/Deities.aspx?ID=109)—and all Ilverani of the north—you see it as your duty to befriend shorter-lived peoples you encounter on your travels. Unlike other Ilverani, also called “snowcaster elves” by outsiders, you find outsiders interesting and believe there is much to learn from having conversations and relationships with others. Whether to watch them, teach them, or to keep would-be enemies close, you believe a broad smile, ageless learning, and a watchful eye are key. Some see this watchful and outwardly friendly nature as condescending, but they don't understand the reason why worshipers of Findeladlara feel a duty to uphold this tradition. When Earthfall struck and most of the other elves on Golarion fled to Sovyrian or delved deep into the earth, the elves that would one day come to be known as Ilverani remained and sought to shelter others from catastrophe. They built refuges to protect others and helped guide people to safety during the Age of Darkness. While Twilight Seekers today don't build safe structures, they do work to build bonds among people so that society can be protected against other catastrophic events should they come to pass.\n\n This calling brings you in contact with many different cultures, yet you seek to preserve the ways of your people. To this end, you are ever on your guard against the lure of “modern fads.” Unfortunately, some twilight speakers have succumbed to the allure of other ways of life and, for them, there is only one outcome: exile.\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Ilverani and the Stars</title>\r\n\r\nTwilight speakers hold the stars as an enduring reminder of their god's quest for artistic perfection. Although few Ilverani believe that Findeladlara had any hand in the creation of the stars, these astral bodies form an important part of snowcaster beliefs.\n\n Twilight speakers returning home look to Cynosure, the North Star of Golarion, to guide them. While the short polar summers in the Crown of the World can rob the sky of many stars, Cynosure shines bright and clear more often than not. It is for this reason that the envoys of the Ilverani gave themselves the name of “twilight speakers”: to remember their place as spiritual and diplomatic guides.\n\n Also in summer, the Aurora Iobara colors the sky in shifting tones. The “great painting,” as it is called in the Ilverani language, is contemplated by fortune tellers and prophets alike. Many Ilverani have noticed changes in the Aurora Iobara that they fear might point to the onset of another great cataclysm like Earthfall. The twilight speakers venture far and wide in search of information to support or dissuade such fears.\n\n During the long, cold nights of winter, when the stars are clearest, Ilverani hold their night vigils. While the stars turn in the sky above, they act out plays of their histories, tales that remember betrayal and great disasters. The stars are both backdrop and the personification of their ancestors, played by beautiful actresses with magical starlight in their hair.\r\n</aside>\n\n<document level=\"2\" id=\"feat-4114\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4115\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4117\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4116\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4118\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4119\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4120\"\n\n/>",
"name": "Twilight Speaker",
"pfs": "Limited",
"prerequisite": "Trained in Society",
"prerequisite_markdown": "Trained in [Society](/Skills.aspx?ID=14)",
"rarity": "uncommon",
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"search_markdown": "<spoilers>May contain spoilers from Gatewalkers</spoilers>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #189: Dreamers of the Nameless Spires](/Sources.aspx?ID=195) pg. 78</row>\r\n\r\n**Prerequisites**\r\nTrained in [Society](/Skills.aspx?ID=14)\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAs a religious and diplomatic representative of Findeladlara —and all Ilverani of the north—you see it as your duty to befriend shorter-lived …\r\n</summary>",
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"Pathfinder #189: Dreamers of the Nameless Spires"
],
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"Pathfinder #189: Dreamers of the Nameless Spires pg. 78"
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"source_group": "Gatewalkers",
"source_markdown": "<row gap=\"tiny\">[Pathfinder #189: Dreamers of the Nameless Spires](/Sources.aspx?ID=195) pg. 78</row>",
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"summary": "As a religious and diplomatic representative of Findeladlara —and all Ilverani of the north—you see it as your duty to befriend shorter-lived …",
"summary_markdown": "As a religious and diplomatic representative of Findeladlara —and all Ilverani of the north—you see it as your duty to befriend shorter-lived …",
"text": " Twilight Speaker May contain spoilers from Gatewalkers Source Pathfinder #189: Dreamers of the Nameless Spires pg. 78 As a religious and diplomatic representative of Findeladlara—and all Ilverani of the north—you see it as your duty to befriend shorter-lived peoples you encounter on your travels. Unlike other Ilverani, also called “snowcaster elves” by outsiders, you find outsiders interesting and believe there is much to learn from having conversations and relationships with others. Whether to watch them, teach them, or to keep would-be enemies close, you believe a broad smile, ageless learning, and a watchful eye are key. Some see this watchful and outwardly friendly nature as condescending, but they don't understand the reason why worshipers of Findeladlara feel a duty to uphold this tradition. When Earthfall struck and most of the other elves on Golarion fled to Sovyrian or delved deep into the earth, the elves that would one day come to be known as Ilverani remained and sought to shelter others from catastrophe. They built refuges to protect others and helped guide people to safety during the Age of Darkness. While Twilight Seekers today don't build safe structures, they do work to build bonds among people so that society can be protected against other catastrophic events should they come to pass. This calling brings you in contact with many different cultures, yet you seek to preserve the ways of your people. To this end, you are ever on your guard against the lure of “modern fads.” Unfortunately, some twilight speakers have succumbed to the allure of other ways of life and, for them, there is only one outcome: exile. Ilverani and the Stars Twilight speakers hold the stars as an enduring reminder of their god's quest for artistic perfection. Although few Ilverani believe that Findeladlara had any hand in the creation of the stars, these astral bodies form an important part of snowcaster beliefs. Twilight speakers returning home look to Cynosure, the North Star of Golarion, to guide them. While the short polar summers in the Crown of the World can rob the sky of many stars, Cynosure shines bright and clear more often than not. It is for this reason that the envoys of the Ilverani gave themselves the name of “twilight speakers”: to remember their place as spiritual and diplomatic guides. Also in summer, the Aurora Iobara colors the sky in shifting tones. The “great painting,” as it is called in the Ilverani language, is contemplated by fortune tellers and prophets alike. Many Ilverani have noticed changes in the Aurora Iobara that they fear might point to the onset of another great cataclysm like Earthfall. The twilight speakers venture far and wide in search of information to support or dissuade such fears. During the long, cold nights of winter, when the stars are clearest, Ilverani hold their night vigils. While the stars turn in the sky above, they act out plays of their histories, tales that remember betrayal and great disasters. The stars are both backdrop and the personification of their ancestors, played by beautiful actresses with magical starlight in their hair. <document level=\"2\" id=\"feat-4115\" /> <document level=\"2\" id=\"feat-4117\" /> <document level=\"2\" id=\"feat-4116\" /> <document level=\"2\" id=\"feat-4118\" /> <document level=\"2\" id=\"feat-4119\" /> <document level=\"2\" id=\"feat-4120\" />",
"trait": [
"Uncommon"
],
"trait_markdown": "[Uncommon](/Traits.aspx?ID=159)",
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"Uncommon"
],
"type": "Archetype",
"url": "/Archetypes.aspx?ID=203",
"weakness": {}
},
{
"access": "This feat is available to all players in a Stolen Fate campaign",
"archetype": [
"Harrower"
],
"breadcrumbs_spa": [],
"category": "archetype",
"exclude_from_search": false,
"id": "archetype-204",
"level": 2,
"markdown": "<title level=\"1\" right=\"Archetype 2\" pfs=\"\">[Harrower](/Archetypes.aspx?ID=204)</title>\r\n\r\n<spoilers>May contain spoilers from Stolen Fate</spoilers>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\n\n<row gap=\"tiny\">**Source** [Stolen Fate Player's Guide](/Sources.aspx?ID=197) pg. 13</row>\n\nWhether or not the revelations and divinations of a typical harrow card reading are trustworthy, none can deny that the strange powers wielded by the harrower are real. The harrower uses the ancient art of fortune-telling to harness destiny and augment their spellcasting abilities, infusing them with power by drawing cards from their harrow deck and letting fate decide what elements of their magic need augmentation. For many years, the traditions of the harrower were limited to regions like Varisia and Ustalav, where the Varisian people had more deeply established traditions. But recently, particularly as Varisia's importance in Avistan has grown, harrowers have begun to spread across the world of Golarion.\n\n<document level=\"2\" id=\"feat-4153\" />\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4154\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4155\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4156\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4157\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4158\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4159\"\n\n/>\r\n\r\n<document\r\nlevel=\"2\"\r\nid=\"feat-4160\"\n\n/>",
"name": "Harrower",
"rarity": "uncommon",
"release_date": "2023-04-13",
"resistance": {},
"search_markdown": "<spoilers>May contain spoilers from Stolen Fate</spoilers>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Stolen Fate Player's Guide](/Sources.aspx?ID=197) pg. 13</row>\n\n**Access**\r\nThis feat is available to all players in a Stolen Fate campaign\n\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhether or not the revelations and divinations of a typical harrow card reading are trustworthy, none can deny that the strange powers wielded by the …\r\n</summary>",
"source": [
"Stolen Fate Player's Guide"
],
"source_raw": [
"Stolen Fate Player's Guide pg. 13"
],
"source_category": "Adventure Paths",
"source_group": "Stolen Fate",
"source_markdown": "<row gap=\"tiny\">[Stolen Fate Player's Guide](/Sources.aspx?ID=197) pg. 13</row>",
"speed": {},
"spoilers": "Stolen Fate",
"summary": "Whether or not the revelations and divinations of a typical harrow card reading are trustworthy, none can deny that the strange powers wielded by the …",
"summary_markdown": "Whether or not the revelations and divinations of a typical harrow card reading are trustworthy, none can deny that the strange powers wielded by the …",
"text": " Harrower May contain spoilers from Stolen Fate Source Stolen Fate Player's Guide pg. 13 Whether or not the revelations and divinations of a typical harrow card reading are trustworthy, none can deny that the strange powers wielded by the harrower are real. The harrower uses the ancient art of fortune-telling to harness destiny and augment their spellcasting abilities, infusing them with power by drawing cards from their harrow deck and letting fate decide what elements of their magic need augmentation. For many years, the traditions of the harrower were limited to regions like Varisia and Ustalav, where the Varisian people had more deeply established traditions. But recently, particularly as Varisia's importance in Avistan has grown, harrowers have begun to spread across the world of Golarion. <document level=\"2\" id=\"feat-4154\" /> <document level=\"2\" id=\"feat-4155\" /> <document level=\"2\" id=\"feat-4156\" /> <document level=\"2\" id=\"feat-4157\" /> <document level=\"2\" id=\"feat-4158\" /> <document level=\"2\" id=\"feat-4159\" /> <document level=\"2\" id=\"feat-4160\" />",
"trait": [
"Uncommon"
],
"trait_markdown": "[Uncommon](/Traits.aspx?ID=159)",
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"Uncommon"
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"type": "Archetype",
"url": "/Archetypes.aspx?ID=204",
"weakness": {}
}
]