Tired of updating this with lots of little things here and there and doing the big project I want to do basically turns Pathfinder 2e into a bastard child of PF2e and Shadow of the Weird Wizard, so I'm (most likely) dropping that behind the scenes project too. Instead, ignore everything besides setting stuffs on this site and use this document instead.
Epic 10 Pathfinder 2e
Game Hunter Archetype
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.
Game Hunter Dedication (Feat 2)
Archetype | Dedication |
Prerequisites trained in Survival
You are skilled at tracking big game animals and similar creatures. You gain the Hunt Prey action, but you can designate only animals, beasts, and dragons as prey. In addition to the other benefits of Hunt Prey, you gain a +2 circumstance bonus to Stealth checks against your hunted prey.
When you succeed at a Strike against your hunted prey while it's flat-footed, it must attempt a Fortitude save against your class DC. On a failure, the prey's Speeds are each reduced by 10 feet for 1 round; on a critical failure, the duration of this effect is 1 minute. The prey is then temporarily immune to this effect for 10 minutes.
If you already have Hunt Prey, you become an expert in Survival. You apply the Stealth bonus and the Speed reduction only when your prey is an animal, beast, or dragon.
Special You can't select another dedication feat until you have gained two other feats from the game hunter archetype.
4th Level Game Hunter Feats
Big Game Trapper (Feat 4)
Archetype |
Prerequisites Game Hunter Dedication; Snare Crafting
You can set snares specifically for big prey, leaving smaller creatures unscathed. Each time you set a snare, you can choose Small, Medium, Large, or Huge. That snare can be triggered only by creatures of that size or larger.
6th Level Game Hunter Feats
Hunter's Aim [AA] (Feat 6)
Archetype |
Prerequisites Game Hunter Dedication
When you focus on aiming, your attack becomes particularly accurate. Make a ranged weapon Strike against your hunted prey. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore your prey’s concealed condition.
Keep Pace [R] (Feat 6)
Archetype |
Prerequisites Game Hunter Dedication
Trigger Your prey is within reach and attempts to move away from you
When your hunted prey tries to bolt, you follow. You Stride up to your Speed, following your hunted prey and keeping it in reach throughout its movement until it stops moving or you've moved your full Speed. You can use Keep Pace to Burrow, Climb, Fly, or Swim instead of Stride if you have the appropriate movement type.
8th Level Game Hunter Feats
Quick Positioning [FA] (Feat 8)
Archetype |
Prerequisites Game Hunter Dedication
Requirements You could see your hunted prey when you rolled initiative and this is your first action on your first turn of the encounter
You're always ready to get the jump on your target. You Step up to twice.
Running Reload [A] (Feat 8)
Archetype |
Prerequisites Game Hunter Dedication
You can reload your weapon on the move. You Stride, Step, or Sneak, then Interact to reload.
14th Level Game Hunter Feats
Double Prey (Feat 14)
Archetype |
Prerequisites Game Hunter Dedication
You can focus on two foes at once, hunting both of them down. When you use the Hunt Prey action, you can pick two creatures as your prey.
Azarketi
Most refer to these aquatic peoples as gillmen, though they typically refer to themselves as azarketi, a word that translates roughly to “people of the seas.” These proud humans were mutated into aquatic servants by their alghollthu foes long ago. Feeling like they don't fully belong with their human brethren nor with the sea that binds them, many azarketis struggle for a sense of identity and purpose. Though they remain distrusted by the surface dwellers, azarketis celebrate their unique lineage.
Physical Description
Azarketis appear as regal, athletic humans. Their soft, hydrophilic skin ranges in tones from pearlescent white to pinkish, greenish, or brown tones reminiscent of coral. Azarketis with hair are somewhat rare; many sport fins or scaled ridges on their heads instead. They often have violet eyes. Their aquatic lineage is obvious thanks to the sets of three gills on either side of their necks, as well as their webbed hands and feet. Azarketis have been known to live longer than humans, although they mature at about the same rate.
Society
Azarketis lack the center for combined culture that helps other groups maintain a cohesive identity. The vastness of the oceans and waterways spread these swift-swimming people across the seas. Many azarketis rely only on the small familial groups in their immediate community and prefer smaller populations with comrades they trust and know intimately.
Some azarketis prefer to foster connections with their surface-dwelling brethren. Living in ports, river towns and along the shore allows azarketis a greater scope of opportunities not afforded to exclusively land or sea peoples. Although integrating with land society can be difficult, azarketis manage by forming bonded communities. Members will often have fond familial names for one another, regardless of actual relation.
If they have the means, some azarketis dress in attire reflecting various surface styles. More commonly, azarketis do their best to remain inconspicuous when they emerge from the water. Many will wear shemaghs or other head wrappings, which both hide their gills and provide a few extra comfortable hours out of water if soaked before donning.
Religion
As they are typically outsiders to the domains of surface life, azarketis tend toward deities with an affinity for the ocean or other forms of water and nature, the most popular being The Hunter or The Dread Wolf. They are also likely to give reverence to The Traveler, with it's sphere of influence covering travel and navigation.
Some azarketis are tempted toward the call of the deep and serve their old alghollthu masters as gods. These individuals are enticed by eldritch entities such as the mysterious veiled masters—powerful beings of the deep ocean responsible for both uplifting and destroying the old humans to their current state.
Adventurers
With their affinity to water, nautical navigation skills, and athletic capabilities, azarketis make ideal rangers. Azarketis' versatility both on land and in water make them particularly formidable fighters, while their direct connection to the sea leads many others to become druids. As many azarketis have a connection to alghollthus' occult magic, it's not uncommon for azarketis to be sorcerers, though studious individuals sometimes become bards or wizards instead.
Names
Azarketis often take the names of nautical, weather, or geographical features important to the azarketi's family. Other azarketi groups will choose human names in order to encourage conformity with surface cultures. Some azarketi names have been passed down through so many generations that they still use ancient roots or refer to bodies of water that no longer exist.
Sample Names
Azarketi Mechanics
Traits
Hit Points
8
Size
Medium
Speed
20 feet, Swim 30 feet
Ability Boosts
Constitution, Charisma, Free
Ability Flaw(s)
Wisdom
Languages
Common
Additional languages equal to your Intelligence modifier (if it's positive). Choose from Elemental, Old Tongue, Undercommon, and any other languages to which you have access (such as the languages prevalent in your region).
Low-Light Vision
You can see in dim light as though it were bright light and you ignore the concealed condition due to dim light.
Hydration
While you are an amphibious being equally as capable on land as in the water, your body requires you to return to aquatic environments at least once in a 24-hour period. You must submerge in water in order to rehydrate your water-acclimated skin. If you fail to do this, your skin begins to crack and your gills become painful. After the first 24 hours outside of water, you take a –1 status penalty to Fortitude saves. After 48 hours, you struggle to breathe air and begin to suffocate until returned to water.
Azarketi Heritages
Versatile Heritages
You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage.
Ancient Scale Azarketi
Your lineage stems from azarketis who remain dedicated to their deep-sea roots. Divorced from land society, you're a foreigner to any world above a thousand fathoms deep. You gain darkvision. Your body is dotted with phosphorescent spots that emit a guiding light and help you communicate. The spots—located primarily on your face, arms, and hands—illuminate a 10-foot radius around you with dim light. You can activate, deactivate, or change the arrangement of lights as an action, which has the concentration trait.
Benthic Azarketi
Your heritage traces to azarketis living deep beneath the sea, and you can handle the chilling depths more easily than most. You gain resistance to cold equal to half your level, and you don't treat environmental cold as one degree more severe when you are wet. You adapt to pressure changes from being deep underwater automatically without ill effect.
Inured Azarketi
Your ancestors had to survive in polluted water that made every breath noxious. You gain poison resistance equal to half your level (minimum 1). Furthermore, you can survive outside of water for 72 hours before you begin to suffocate.
Mistbreath Azarketi
You descend from azarketis who migrated to land environments that could support their need for water. Over time, your people adapted to life on land culturally and physically, even resulting in azarketis born with human hair like their ancestors. You no longer need to be immersed in water every 24 hours to maintain your skin and can instead mist or wipe your skin with water to live comfortably. Your land Speed is 25 feet, but your swim Speed is only 15 feet.
Murkeyed Azarketi
You live in murky waters and have grown accustomed to life in a low-visibility environment. You need only a successful DC 3 flat check when targeting a concealed creature and a successful DC 9 flat check when targeting a hidden creature.
Spined Azarketi
Your fins conceal launchable toxic spines. You have a spine ranged unarmed attack with the unarmed trait that deals 1d4 poison damage, has a range increment of 10 feet, and is in the dart weapon group.
Azarketi Feats
At 1st level, you gain one ancestry feat.
Alghollthu Bound (Feat 1)
Azarketi |
Although you may not even be aware, the alghollthus your ancestors once served maintain a stranglehold on the deepest, tethered parts of your mind. You receive a +2 circumstance bonus to Will saves against mental effects that would make you controlled, and if you roll a success against such an effect, you get a critical success instead. However, you gain none of these benefits against effects originating from alghollthus and instead take a –2 circumstance penalty against mental effects from alghollthus.
Aquatic Conversationalist (Feat 1)
Azarketi |
You can ask questions of, receive answers from, and use the Diplomacy skill with animals with the amphibious or aquatic traits. You gain a +1 circumstance bonus to Make an Impression on such animals.
Azarketi Lore (Feat 1)
Azarketi |
You have learned the history and origins of your people and how to connect to both your land and sea heritage. You become trained in Athletics and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Azarketi Lore.
Azarketi Weapon Familiarity (Feat 1)
Azarketi |
You are familiar with weapons that excel underwater. You are trained with crossbows, hand crossbows, longspears, spears, and tridents. In addition, you gain access to all uncommon azarketi weapons. For the purpose of determining your proficiency, martial azarketi weapons are simple weapons and advanced azarketi weapons are martial weapons.
Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency for crossbows, hand crossbows, longspears, spears, and tridents, and all azarketi weapons in which you are trained.
At 5th level, whenever you critically hit using a crossbow, hand crossbow, longspear, spear, trident, or a azarketi weapon, you apply the weapon's critical specialization effect.
Cynical (Feat 1)
Azarketi |
You've been approached with suspicion and distrust throughout your life and return these sentiments back to the strangers you encounter. As a result, you are difficult to deceive. You gain a +1 circumstance bonus to your Perception DC against Lies and Impersonations.
Hydraulic Deflection [A] (Feat 1)
Abjuration | Azarketi | Concentrate | Primal | Water |
Drawing moisture from the atmosphere, you create a disc of hovering water that deflects attacks. You gain a +1 circumstance bonus to AC until the start of your next turn.
Marine Ally (Feat 1)
Azarketi |
You've befriended a sea creature, which becomes magically bonded to you. You gain a familiar. The type of creature is up to you, but one of its abilities must always be a swim Speed or the amphibious familiar ability.
Pelagic Aptitude (Feat 1)
Azarketi |
You've learned special tricks to survive underwater. You gain the trained proficiency rank in Survival. When in an aquatic environment, if you roll a critical failure on a Survival skill check to Sense Direction or Subsist, you get a failure instead.
Water Conjuration (Feat 1)
Azarketi |
You carry the ocean with you wherever you go. You can cast create water as a primal innate spell once per day. Each time you cast create water, you choose if you create fresh water or salt water.
Water Dancer (Feat 1)
Azarketi |
You glide through the water with graceful ease. When in an aquatic or swamp environment, you ignore the effects of non-magical difficult terrain. In addition, swimming up or down isn't difficult terrain for you.
Spell Trickster
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.
Spell Trickster Dedication (Feat 2)
Archetype | Dedication |
Prerequisites Able to cast spells; trained in Arcana, Nature, Occultism, or Religion
Your experience with magic and its traditions lets you specialize in the casting of certain spells, customizing familiar spells to create novel effects. Whenever you gain a feat from this archetype, you either learn to modify the effects of a single spell, or you change one of the modifications from a previous feat. Each time you Cast the Spell corresponding to the feat you chose, you decide whether to cast its normal or modified version. You can only apply one modification to a spell at a time, even if you know more than one modification for that spell. Besides modifications mentioned in the feat, the spell functions as normal.
Choose up to two 4th-level spell trickster archetype feats for which you meet the spell-casting prerequisite. You gain those feats, ignoring their level prerequisite.
Special You can't select another dedication feat until you have gained two other feats from the spell trickster archetype. The two feats you gain from taking the dedication don’t count toward this total.
4th Level Spell Trickster Feats
Agile Hand (Feat 4)
Archetype |
Prerequisites Spell Trickster Dedication; ability to cast mage hand
When you cast mage hand, you can modify its target to be a set of thieves' tools. When you Cast the Spell in this way, the tools move up to 20 feet towards a device or lock. After you Sustain the Spell on future turns, you can use the tools to attempt Thievery checks to Disable a Device or Pick a Lock within the spell's range, but you take a –2 penalty to your Thievery check. If you critically fail, the spell ends and you can't use this modification again for 24 hours.
Barrier Shield (Feat 4)
Archetype |
Prerequisites Spell Trickster Dedication; ability to cast shield
When you cast shield, you can modify the spell to create a solid barrier you can use for cover, but not for blocking. You can't use the Shield Block reaction when the spell is modified in this way, but you (and only you) can spend an action to Take Cover to gain standard cover from it.
Forceful Push (Feat 4)
Archetype |
Prerequisites Spell Trickster Dedication; ability to cast mage hand
When you cast mage hand, you can modify its target to be 1 creature. If you do, replace its standard effects with the following: You push your foe telekinetically. Make a spell attack roll against the target's Fortitude DC. On a success, you push the target 5 feet away from you. On a critical success, you push the target 10 feet away from you.
Shining Arms (Feat 4)
Archetype |
Prerequisites Spell Trickster Dedication; ability to cast light
When you cast light, you can modify its target to be 1 melee weapon, either unattended or possessed by you or a willing ally, and modify its duration to be 1 minute. If you do, add the following to its effects: When a creature wielding the weapon critically hits a foe, you can Dismiss the Spell as a reaction, causing the foe to be dazzled for 1 round. After you use this reaction, you can't use this modification again for 10 minutes.
Summon Ensemble (Feat 4)
Archetype |
Prerequisites Spell Trickster Dedication; ability to cast summon instrument
When you cast summon instrument, you can modify its duration to be sustained, up to 1 minute. When you do, you summon a number of instruments equal to your spellcasting ability modifier that hover around you and play of their own accord. Once per turn when you Sustain the Spell, choose an opponent within 30 feet who can hear your performance. The target must attempt a Will save against the spell's DC; on a failure, it becomes distracted by your performance and becomes flat-footed for 1 round. The target is then temporarily immune for 24 hours.
Tracing Sigil (Feat 4)
Archetype |
Prerequisites Spell Trickster Dedication; ability to cast sigil
When you cast sigil, you can modify the spell to add the following to its standard effects: The target leaves a magical trail that you and others can try to follow. You and other creatures can attempt to Track the target, substituting an Arcana, Nature, Occultism, or Religion check (whichever matches the magical tradition of your sigil spell) for the Survival check. Much like Tracking with Survival, this must take place somewhere the target has been and follow the trail; it doesn't allow anyone to find the target from a distance. You can only have a single target marked with a modified sigil in this way. If you use this ability again on a second target, the sigil spell on the first target ends, and your mark fades.
Wild Lights (Feat 4)
Archetype |
Prerequisites Spell Trickster Dedication; ability to cast dancing lights
When you cast dancing lights, you can modify its duration to be 1 minute and modify its standard effects to create a single floating light in the shape of a Tiny creature, instead of up to four floating lights. The creature hovers over your head unless you spend a single action that has the concentrate trait to direct the light to move up to 30 feet, in which case it remains there until you direct it again. If you direct it back to your head, it hovers there and follows you again until you direct it elsewhere. If the light ever moves beyond 120 feet of you, it winks out immediately.
6th Level Spell Trickster Feats
Animate Net (Feat 6)
Archetype |
Prerequisites Spell Trickster Dedication; ability to cast animate rope
When you cast animate rope, you can modify its target to be 1 net. If you do, replace the spell's standard effects with the following: You cause a net to animate and throw itself at a Medium or smaller creature within 20 feet of the net. Attempt a spell attack roll against the target's Reflex DC. On a success, the target is flat-footed and takes a –10-foot circumstance penalty to its Speeds until it Escapes; on a critical success, it's also immobilized until it Escapes. The Escape DC is equal to your spell DC as long as the spell lasts. Once the spell ends, the Escape DC returns to the normal DC for a net (usually 16), and a creature adjacent to the target can Interact to remove the net.
Confounding Image (Feat 6)
Archetype |
Prerequisites Spell Trickster Dedication; ability to cast mirror image
When you cast mirror image, you can modify its duration to be sustained up to 1 minute and modify its range to 30 feet. If you do, replace the spell's standard effects with the following: You create an illusory duplicate of yourself that appears in an unoccupied square within range. The image takes up space and has a reach of 5 feet, and your allies can flank with the image. It doesn't have any other attributes a creature would normally have other than an AC equal to your spell DC and saving throw modifiers equal to your spell DC – 10. If the image is hit by an attack or fails a save, or if you ever move more than 30 feet from it, the spell ends. Creatures can move through its space without hindrance. When you Sustain the Spell, you can move the image to an unoccupied square within range.
Disc Rider (Feat 6)
Archetype |
Prerequisites Spell Trickster Dedication; ability to cast floating disk
When you cast floating disk, you can modify its duration to be sustained, up to 10 minutes. If you do, add the following heightened entry to its effects.
Heightened (3rd) The disk can hold up to 10 Bulk. The spell no longer ends if you ride atop the disk (though it does if any other creature rides atop it, including if the creature is riding on you). If you are riding the disk, it changes its capacity to hold you, plus additional Bulk equal to the maximum you could carry without being encumbered. If you ride atop the disk, you can direct it to move along the ground up to 30 feet or your Speed, whichever is slower, each time you Sustain the Spell. While you ride atop it, the disk can move over liquids as long as it ends its movement on solid ground. If it ends its movement on a surface that can't support it, the spell ends.
Drenching Mist (Feat 6)
Archetype |
Prerequisites Spell Trickster Dedication; ability to cast obscuring mist
When you cast obscuring mist, you can modify it to add the following heightened entry to its effects.
Heightened (3rd) Your mist is particularly laden with moisture. Non-magical fires within the area are automatically extinguished. Choose one magical fire or fire spell in the area and attempt to counteract it.
Obscured Terrain (Feat 6)
Archetype |
Prerequisites Spell Trickster Dedication; ability to cast obscuring mist
When you cast obscuring mist, you can modify the spell to replace its standard effects with the following: You cause a cloud of thick fog to blanket the area, making it difficult to see the ground. The area within the fog is difficult terrain for creatures that can't see through fog or mist. You can Dismiss the cloud.
Uneasy Rest (Feat 6)
Archetype |
Prerequisites Spell Trickster Dedication; ability to cast sleep
When you cast sleep, you can modify the spell to add the following to its standard effects: Subjects of your spell experience troubled dreams. When a target that failed or critically failed its saving throw wakes up, it is frightened 1.
Volatile Grease (Feat 6)
Archetype |
Prerequisites Spell Trickster Dedication; ability to cast grease
When you cast grease, you can modify its target to be 1 creature. If you do, replace the spell's standard effects with the following: You splash the target with combustible grease. The target must attempt a Reflex save.
Critical Success The target is unaffected.
Success The target is splattered with grease and gains weakness 2 to fire until the end of your next turn. The target or an adjacent creature can rub off the combustible grease with an Interact action, ending the effect.
Failure As success, except the weakness to fire lasts for 1 minute.
Heightened (+2) The weakness increases by 1.
8th Level Spell Trickster Feats
Beacon Mark (Feat 8)
Archetype |
Prerequisites Tracing Sigil
When you cast sigil, you can modify the spell to add the following heightened entry.
Heightened (4th) You attune yourself to the marked target. While the spell lasts, you can spend a single action, which has the concentrate, detection, and divination traits, to attempt to locate the target, learning the direction to the target as long as you are within 1 mile of it. If the target is a creature or a creature is in possession of the target object, the creature can attempt a Will saving throw against your spell DC. If it succeeds, your attempt to locate the target fails and you can't attempt this again for 1 day. You can only have a single target marked with a sigil modified in this way. If you Cast this Spell again on a second target, the sigil spell on the first target ends, and your mark fades.
Larcenous Hand (Feat 8)
Archetype |
Prerequisites Agile Hand; Pickpocket
When you cast mage hand, you can remove its duration, modify its range to 20 feet, and modify its target to be an attended object within the spell's Bulk limit that wouldn't be time-consuming to remove. Add the following to the spell's standard effects: If the creature attending the object is willing to have you take the item, mage hand carries the item to you. If the creature is unwilling, you must attempt to Steal the target object with a Thievery check. The usual restrictions on attempts to Steal an object apply, including the restrictions that you can't steal objects that would be extremely noticeable or time-consuming to remove (like worn shoes or armor or actively wielded objects) and you can't Steal from a creature in combat or otherwise on guard. On a successful Steal check, the mage hand carries the item to you, and on a critical failure, you can't use this modification again for 1 hour. If you're a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard, though if you do so, the spell's casting time increases by 1 action.
Lingering Flames (Feat 8)
Archetype |
Prerequisites Spell Trickster Dedication; ability to cast fireball
When you cast fireball, you can modify its effects, decreasing the base damage to 5d6 and causing it to deal 2 persistent fire damage to creatures that fail their save, doubled as normal on a critical failure. If you do, replace its heightened entry with the following.
Heightened (+1) The damage is increased by 1d6 and the persistent fire damage is increased by 2.
Scattered Fire (Feat 8)
Archetype |
Prerequisites Spell Trickster Dedication; ability to cast fireball
When you cast fireball, you can modify its area to be two non-overlapping 10-foot bursts.
Siphoning Touch (Feat 8)
Archetype |
Prerequisites Spell Trickster Dedication; ability to cast vampiric touch
When you cast vampiric touch, you can modify its standard effects as follows: Instead of gaining the temporary Hit Points yourself, you can grant the temporary Hit Points to an ally within 30 feet. After 1 minute, the ally loses any of these temporary Hit Points that remain.
Smoldering Explosion (Feat 8)
Archetype |
Prerequisites Spell Trickster Dedication; ability to cast fireball
When you cast fireball heightened to at least 4th level, you can modify the spell to add the following to its standard effects: Your fireball leaves behind a brief cloud of smoke in its area. While it's smoke instead of mist, this cloud otherwise has the effects of obscuring mist, except that it lasts only 1 round.
Steal Vitality (Feat 8)
Archetype |
Prerequisites Spell Trickster Dedication; ability to cast vampiric touch
When you cast vampiric touch, you can modify its standard effects as follows: Instead of gaining temporary Hit Points, if your target fails or critically fails its saving throw, you can attempt a counteract check to remove the clumsy or enfeebled conditions on yourself, using the source of that condition to determine the counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns at the end of your next turn.
10th Level Spell Trickster Feats
Surrounding Flames (Feat 10)
Archetype |
Prerequisites Spell Trickster Dedication; ability to cast wall of fire
When you cast wall of fire, you can modify its standard effects as follows: Instead of a 5-foot-thick, 10-foot-radius ring of flame, you can form the wall into a 10-foot-radius hemisphere of fire.
Toppling Tentacles (Feat 10)
Archetype |
Prerequisites Spell Trickster Dedication; ability to cast black tentacles
When you cast black tentacles, replace the spell's standard effects with the following: Tentacles slither along the ground in the area, attempting to hinder anyone within. Sticky black tentacles attempt to Trip each creature in the area. Attempt spell attack rolls against the Reflex DCs of each affected creature. Any creature you succeed against is knocked prone and takes 3d6 bludgeoning damage. Whenever a creature ends its turn in the area, the tentacles attempt to Trip that creature if it isn't already prone, and they deal 1d6 bludgeoning damage to any creature already prone. Creatures treat the spell's area as difficult terrain.
12th Level Spell Trickster Feats
Choking Smoke (Feat 12)
Archetype |
Prerequisites Smoldering Explosion
When you cast fireball heightened to at least 6th level, you can modify the spell's standard effects as follows: Reduce the spell's damage by 6d6. Your fireball leaves behind a lingering cloud of toxic smoke in its area. While it's smoke instead of mist, this cloud otherwise has the effects of stinking cloud.
Directed Poison (Feat 12)
Archetype |
Prerequisites Spell Trickster Dedication; ability to cast cloudkill
When you cast cloudkill, modify its duration to be sustained up to 1 minute, and modify its standard effect to include the following: The cloud doesn't move away from you each round. Once per round when you Sustain the Spell, you can move the cloud 10 feet in the direction of your choice.
Inquisitor
You labor to enforce laws and recapture escaped criminals. You command the respect of the common people, either through your good works, or through fear.
Inquisitor Dedication (Feat 2)
Archetype | Dedication | Auditory |
Prerequisites trained in Intimidation
You easily command the attention of others, and when the time comes to turn threats into action, your authoritative voice causes foes to falter.
Your voice can be heard easily by any creatures within 300 feet if you wish, regardless of the level of ambient noise, although your voice can't penetrate silence or similar effect. Additionally, on the first round of combat, creatures that haven't acted yet are flat-footed to you.
Special You can't select another dedication feat until you have gained two other feats from the shootist archetype.
4th Level Inquisitor Feats
Executioner Weapon Training (Feat 4)
Archetype |
Prerequisites Inquisitor Dedication
Your inquisitor training has made you deeply skilled with the weapons that execute with a swift chop to the neck. You become trained with the following weapons: battle axe, falchion, great axe, and scimitar. Whenever you gain a class feature that grants you expert or greater proficiency with a given weapon or weapons, you also gain that proficiency for these weapons.
Harsh Judgement [A] (Feat 4)
Archetype |
Prerequisites Inquisitor Dedication
Choose one creature you can see, and loudly declare the creature's life forfeit by your judgment. That creature becomes your condemned foe until they are defeated, you use Harsh Judgment on a different creature, or the encounter ends. You gain a +2 circumstance bonus to Perception checks to Seek your condemned foe and on Intimidation checks to Demoralize them. You have a –1 circumstance penalty to Perception checks to Seek creatures other than your condemned foe and on Intimidation checks to Demoralize anyone other than your condemned foe.
You typically can use Harsh Judgment only during an encounter, and if you try to use it to declare someone's life forfeit during exploration or downtime, you are likely to start an encounter.
6th Level Inquisitor Feats
Discerning Gaze (Feat 6)
Archetype |
You have a sense for when people are lying. You gain a +1 circumstance bonus on your secret Perception checks to Sense Motive.
If you use Sense Motive on a creature you have currently condemned with Harsh Judgment, your GM rolls the Perception check twice and takes the higher result (this is a fortune effect).
Frightful Condemnation [FA] (Feat 6)
Archetype | Emotion | Magical | Fear |
Prerequisites Inquisitor Dedication, Harsh Judgement
Trigger You hit your condemned foe with a melee Strike in the same turn during which you condemned it with Harsh Judgement
Your willingness to follow through on your pitiless judgment is frightful to the person you have condemned, and they begin to dread what you will do to them next. Your condemned foe is frightened 1, or frightened 2 if the triggering Strike was a critical hit.
8th Level Inquisitor Feats
Accurate Swing (Feat 8)
Archetype |
Prerequisites Inquisitor Dedication
You strike cleanly with wide, sweeping attacks to inflict maximum damage, taking advantage of your judged foe's fear to land a felling blow. If you Strike a creature you condemned with Harsh Judgment that has the frightened condition with a sweep melee weapon or a sweep unarmed attack, you gain a circumstance bonus to the Strike's damage equal to the number of weapon damage dice your weapon deals.
Inquisitor's Resolve [R] (Feat 8)
Archetype |
Inquisitors are known for having nerves of steel and an unbreakable resolve. When you would be overwhelmed by terror, you can draw upon this resolve to keep your composure and remain undaunted. You take mental damage equal to twice your level, and the saving throw is a success instead of a failure.
10th Level Inquisitor Feats
Strident Command (Feat 10)
Archetype |
Prerequisites Inquisitor Dedication; master in Intimidation
The common folk heed your demands, and though your true foes rarely bend to your commands, when they do the hesitation can cost them the battle. You can cast command once every 10 minutes as a 1st-level occult innate spell.
14th Level Inquisitor Feats
Execution [AA] (Feat 14)
Archetype |
Requirements You have condemned a foe with Harsh Judgement
You swing wide, attempting to behead your condemned foe. Make a melee Strike against your condemned foe. If you hit, your condemned foe takes 8d6 extra precision damage with a basic Fortitude save against your class DC or spell DC, whichever is higher. If the condemned foe is reduced to 0 Hit Points by the execution and requires a head to live, they die. For creatures with multiple heads, this usually kills the creature only if you sever its last head. The creature then becomes temporarily immune to your Execution for 1 day.
Beast Gunner
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.
Beast Gunner Dedication (Feat 6)
Uncommon | Archetype | Dedication | Magical |
Prerequisites expert with at least one ranged weapon, you own a beast gun and have slain the type of creature associated with your beast gun in a fair hunt (see above); trained in Arcana and Crafting
You've bonded to your beast gun and unlocked the first hints of its hidden potential. You treat all beast guns as martial firearms when determining your proficiency with them, even beast guns that are normally advanced weapons. You can change your bonded beast gun to another beast gun you own each day during your daily preparations, as long as you've previously performed a ritual hunt associated with the new beast gun.
The beast gun also acts as a conduit, drawing out and amplifying any latent or active magic power you have. You learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from either the arcane or primal spell list. You choose this cantrip from the common spells on your chosen spell list or from other spells you have access to on the list. This cantrip must require a spell attack roll. You're trained in spell attack rolls and spell DCs for arcane or primal spells, whichever of the two traditions you chose. Your key spellcasting ability for these spells is Charisma.
If you already cast arcane or primal spells from spell slots, you learn one additional cantrip from that tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire.
You also gain Spellsling.
Spellsling [AAA]
Requirements You're wielding your bonded beast gun; Effect You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the beast gun you're wielding. Make a Strike with that beast gun. Your spell flies with the ammunition, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for the purposes of determining your multiple attack penalty, but you don't apply the penalty until after you've completed resolving the attack and spell.
Special You can't select another dedication feat until you have gained two other feats from the beast gunner archetype.
8th Level Beast Gunner Feats
Basic Beast Gunner Spellcasting (Feat 8)
Archetype |
Prerequisites Beast Gunner Dedication
You've unlocked the first secrets of beast guns, granting you the power of their synergistic magic. You gain a 1st-level spell slot. At 6th level, they grant you a 2nd-level spell slot, and you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-level spell slot. Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell level to your repertoire, either a common spell of your chosen tradition or another spell of that tradition you've learned or discovered.
Call Gun (Feat 8)
Archetype | Conjuration | Magical | Teleportation |
Prerequisites Beast Gunner Dedication
You build a powerful magical connection with a chosen gun or crossbow, gaining the ability to conjure it directly to your hand from any distant location. During your daily preparations, choose a single crossbow or firearm. Until your next daily preparations, you can use the Call Gun action to call the gun to your hand.
Call Gun [A] (conjuration, magical) Effect You hold aloft a free hand and call the beast gun you chose during your daily preparations into your hand. As long as the weapon you chose is on the same plane, it appears in your hand.
10th Level Beast Gunner Feats
Drain Vitality [A] (Feat 6)
Archetype | Magical | Necromancy |
You draw out the bestial magic energy within your bonded beast gun to fortify yourself, purge ongoing harm, and bolster your life force with a sheath of swirling life essence. You gain temporary Hit Points equal to your level and attempt a flat check against any ongoing persistent damage, using the DC appropriate for particularly effective assistance. Using this ability depletes the magic within your bonded beast gun, preventing you from using any of its activated abilities until the end of your next turn.
12th Level Beast Gunner Feats
Expert Beast Gunner Spellcasting (Feat 12)
Archetype |
Prerequisites Basic Beast Gunner Spellcasting
You become an expert in spell attack rolls and DCs of the appropriate magical tradition and grant you a 4th-level spell slot and you can select a second spell from your repertoire as a signature spell. At 14th level, you gain a 5th-level spell slot, and at 16th level, you gain a 6th-level spell slot.
16th Level Beast Gunner Feats
Controlled Bullet [AA] (Feat 16)
Archetype | Evocation | Magical |
You create a direct magical connection with your beast gun, allowing you to guide the beast gun's next shot by taking control of the projectile directly, steering it through the air, and swerving and veering it to continue to hit target after target. Make a beast gun Strike against a creature within the first range increment. On a hit, the shot tears through the target and continues toward another target you can see. You make a Strike against this new target. The new target must be no farther from the previous target than a distance equal to the beast gun's range increment. For example, the new target must be within 150 feet of the previous target when attacking with a drake rifle. On a hit, you can direct the bullet toward a new target.
You can continue to make Strikes against new targets in this same way until your attack misses, at which point your shot dissipates. You can't make a Strike against a target you already attacked during this use of Controlled Bullet, but you can otherwise continue to make attacks against valid targets until you miss. Each attack counts toward your multiple attack penalty, but don't increase your penalty until you've made all your attacks.