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Epithets

Source War of Immortals pg. 31
As your story unfolds, your personality and deeds begin to shape the potential of your divine spark. You come to bear an epithet—a word or phrase that seems to always stick in the mind of those describing you. Your epithets grant you additional abilities, especially when your divine spark is brought to the surface.

Show all Epithets

Dominion Epithets

PFS Standard Born of the Bones of the Earth

Your dominion is over stone and soil, the pillars holding up the stage of history's great legends. You gain the Energized Spark feat (page 35) for your choice of earth or fire. When you critically succeed on a Strike and the target of the critical hit is standing on a surface of earth or stone, the target is driven down and mired in the ground. The target is immobilized and must succeed at an Escape attempt against your class DC to end the immobilization. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), has a burrow speed, or could otherwise escape without effort.

When you Spark Transcendence while standing on a surface of earth or stone, you can choose to shatter the surface in a 10-foot emanation, making it difficult terrain. You are not affected by this difficult terrain.

PFS Standard Dancer in the Seasons

You flourish in spring and idle in summer, give in fall and take in winter. You gain the Energized Spark feat for your choice of cold, fire, void, or wood. When you critically succeed on a Strike, you can Step as a free action in a whirl of leaves, snow, blossoms, or shimmering heat. The season changes, rotating each time you use this ability.

When you Spark Transcendence, you gain temporary Hit Points equal to half your level as you are reinvigorated by the changing of the seasons; these temporary Hit Points last until the start of your next turn.

PFS Standard Of Verse Unbroken

Though you are a warrior, you respect the power of song, oratory, and other arts, knowing it is these forces that make fights worth fighting. You gain the Energized Spark feat for your choice of sonic or vitality. When you critically succeed on a Strike, haunting melodies play around the target, making them stupefied 1 unless they succeed on a Will save against your class DC.

When you Spark Transcendence, your divine spark releases a sublime song that harmonizes with your allies. Until the start of your next turn, any of your allies that starts their turn within 30 feet of you can hum to Sustain one of their effects that can be sustained. This is a free action triggered by the ally's turn beginning. Your song then ends, and that ally can't benefit from this ability again for 10 minutes. This is an auditory and mental effect.

PFS Standard Peerless under Heaven

For as long as there have been gods, they have made war, and you aim to stand atop the pile when the fighting's over. When you critically succeed on a Strike, divine skill at arms guides your weapon, granting you the critical specialization effect for the weapon group. If you already had access to the critical specialization effect for this weapon, your weapon gains the additional critical specialization effect of the grievous rune.

After you Spark Transcendence, your impeccable battle form strikes fear. An enemy of your choice within 30 feet must succeed at a Will save against your class DC or be frightened 1. That creature is then temporarily immune to this effect for 10 minutes. This is an emotion, fear, mental, and visual effect.

PFS Standard Restless as the Tides

Your dominion is over the ocean, the great source and ultimate taker of lives. You gain the Energized Spark feat for your choice of water or cold. When you critically succeed on a Strike, water blasts the target and those nearby. This deals bludgeoning splash damage equal to the number of weapon damage dice to the target and all creatures within 10 feet of it. This effect has the water trait.

When you Spark Transcendence, you can Step, your body carried along by a surging tide. If your transcendence affected an enemy, you can instead move that enemy 5 feet in a direction of your choice unless it succeeds at a Fortitude save against your class DC. If you move an enemy who started out adjacent to you, you can Step into the space it vacated.

PFS Standard Whose Cry is Thunder

The sky overhead is yours to command as lightning strikes your soul. You gain the Energized Spark feat for your choice of electricity or sonic. When you critically succeed on a Strike, a thunderclap booms! The target must make a Fortitude saving throw against your class DC. On a failure, they are knocked prone and deafened for 1 minute. This is a sonic effect.

When you Spark Transcendence, you can choose to become electrically charged until the start of your next turn. Any creature that touches you or damages you with an unarmed attack or non-reach melee weapon while you're charged takes 1d6 electricity damage as lightning courses back to them.