
Rivethun InvokerSource Divine Mysteries pg. 294PFS Note Rivethun is a philosophy which characters may choose as their religion. Doing so fulfills the “follower of Rivethun” access condition for relevant options.
Rivethun invokers manifest the spirits within their own body, gaining magical powers that bolster their physical form. They can ignore pain, defy death, and gain other powers thematically tied to the spirit they’ve invoked within their body.
Additional Feats
Source Player Core pg. 215 2.0Some archetypes include a list of “Additional Feats” that appear in other sources. The list includes each feat’s level, which might be different than normal when gained from the archetype. You can take the feat as an archetype feat of that level, meaning it counts toward the number of feats required by the archetype’s dedication feat. When selected this way, a feat that normally has a class’s trait (such as the fighter trait) doesn’t have that class trait.
Click here for the full rules on Additional Feats.
Uncommon Archetype Dedication Source Divine Mysteries pg. 294PFS Note Rivethun is a philosophy which characters may choose as their religion. Doing so fulfills the “follower of Rivethun” access condition.
Archetype Rivethun InvokerPrerequisites trained in
Athletics and
ReligionAccess Followers of Rivethun have access to this feat.
You’re a practicing Rivethun invoker, able to enter a trance that connects you physically and mentally to surrounding spirits. You become an expert in Athletics and Religion. You also gain the
Diehard general feat and the Enter Spirit Trance ability.
Enter Spirit Trance [one-action] (
concentrate,
divine,
mental) You enter a self-imposed trance that helps you push the physical limits of your body. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. The trance lasts for 1 minute, until you fall
unconscious, or until you
Dismiss it, whichever comes first. While in this trance, you gain a +1 status bonus to Fortitude and Will saving throws and your melee
Strikes deal 1 additional
spirit damage. Other abilities may require you to be in a spirit trance. When the trace ends, you lose any remaining
temporary Hit Points from Enter Spirit Trance, and you can’t Enter a Spirit Trance for 1 minute.
Archetype Morph Spirit Source Divine Mysteries pg. 294Archetype Rivethun InvokerPrerequisites Rivethun Invoker DedicationRequirements You’re under the effects of Enter Spirit Trance.
You manifest a physical attack of the spirits all around you, such as the claw of an animal spirit or the whipping vine of a nature spirit. You gain an
unarmed attack that deals 1d8
spirit damage for the duration of your spirit trance. This unarmed attack is in the
brawling weapon group and has the
agile,
finesse, and
magical traits. At 5th level, this unarmed attack gains the benefits of a
striking rune. At 12th level, this unarmed attack gains the benefits of a
greater striking rune. At 20th level, this unarmed attack gains the benefits of a
major striking rune.
Barbarian Fighter Flourish Source Player Core pg. 143 2.0,
Player Core 2 pg. 78 1.1Archetype Rivethun InvokerPrerequisites trained in
Athletics* This version of the Barreling Charge feat is intended for use with an Archetype and has a different level for access than the
original feat.
You rush forward, moving enemies aside to reach your foe. You
Stride, attempting to move through your enemies’ spaces. Roll an
Athletics check and compare the result to the Fortitude DC of each creature whose space you attempt to move through during your Stride, moving through its space on a success but ending your movement before entering its space on a failure. You can then
Strike, regardless of how your Stride ended. You can use Barreling Charge to
Burrow,
Climb,
Fly, or
Swim instead of Stride if you have the corresponding movement type.
Archetype Healing Source Divine Mysteries pg. 294Archetype Rivethun InvokerFrequency once per day
Prerequisites Rivethun Invoker DedicationTrigger You fail or critically fail a saving throw against a
curse,
death,
emotion, or
fear effect.
You leverage your emotional turmoil to mend your physical form. You regain 2d8 Hit Points. If you’re a master in
Athletics, you regain 4d8 Hit Points instead. If you’re legendary in Athletics, you regain 6d8 Hit Points instead.
Slam Down [two-actions] Feat 6*
Fighter Flourish Source Player Core pg. 143 2.0Archetypes Mauler,
Rivethun Invoker,
Thlipit ContestantPrerequisites trained in
Athletics* This version of the Slam Down feat is intended for use with an Archetype and has a different level for access than the
original feat.
You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them. Make a melee Strike. If it hits and deals damage, you can attempt an Athletics check to Trip the creature you hit. If you’re wielding a two-handed melee weapon, you can ignore Trip’s requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.
Archetype Morph Source Divine Mysteries pg. 294Archetype Rivethun InvokerPrerequisites Rivethun Invoker DedicationRequirements You’re under the effects of Enter Spirit Trance.
You manifest a defensive quality of spirits all around, such as the thick hide of an animal spirit or the sturdy bark of a nature spirit. Choose bludgeoning, piercing, or slashing. You gain
resistance equal to half your level to that damage type for the duration of your spirit trance. If you use Invoke Defense again, you can choose a different type of damage, but you lose the previous resistance.
Archetype Source Divine Mysteries pg. 294Archetype Rivethun InvokerPrerequisites Rivethun Invoker DedicationTrigger You’re dealt
mental damage or
spirit damage or you fail or critically fail a saving throw against a mental effect.
You draw on this spiritual pain to push your body to greater heights. You gain the
quickened condition until the end of your next turn. You can use the extra action only to
Step or
Stride.
Fighter Source Player Core pg. 147 2.0Archetypes Mauler,
Rivethun Invoker,
Thlipit ContestantPrerequisites Slam Down* This version of the Crashing Slam feat is intended for use with an Archetype and has a different level for access than the
original feat.
You can dash your foe to the ground with a single blow. When you use Slam Down, instead of making a Strike followed by a Trip, you can attempt a single Strike. If you do and your Strike hits, instead of rolling a check for your Trip attempt, you automatically apply the critical success effect of a Trip. If you used a two-handed melee weapon for the Strike, you can use the weapon’s damage die size instead of the regular die size for the damage from a critical Trip.
Archetype Morph Source Divine Mysteries pg. 294Archetype Rivethun InvokerPrerequisites Rivethun Invoker DedicationRequirements You’re under the effects of Enter Spirit Trance.
You manifest a form of locomotion of the spirits all around, such as the wings of an animal spirit or the watery flow of a nature spirit. Choose a movement type:
burrow,
climb,
fly, or
swim. You gain a Speed in the chosen movement type equal to your base Speed (or half your Speed if you selected burrow) for the duration of your spirit trance. If you use Invoke Movement again, you can choose a different movement type, but you lose the previous form of movement.
Barbarian Fighter Source Player Core pg. 148 2.0,
Player Core 2 pg. 82 1.1Archetype Rivethun InvokerPrerequisites Barreling Charge* This version of the Overpowering Charge feat is intended for use with an Archetype and has a different level for access than the
original feat.
You trample foes as you charge past. When you use Barreling Charge and successfully move through a creature’s space, that creature takes bludgeoning damage equal to your Strength modifier. On a critical success, the creature takes double damage and is off-guard until the end of your next turn.
Archetype Source Divine Mysteries pg. 294Archetype Rivethun InvokerFrequency once per hour
Prerequisites Rivethun Invoker DedicationRequirements You’re under the effects of Enter Spirit Trance.
The spirits you’ve invoked throughout your life have left behind echoes and spiritual fragments, which you can manifest across your own flesh, temporarily transforming you into something more akin to spirit than mortal. For 1 minute, you gain
fast healing 5 and you become
concealed. You can’t use this concealment to
Hide. Your
Strikes gain the benefits of a
ghost touch property rune. Whenever you deal damage with a Strike, you can choose to have that Strike deal
spirit damage, rather than its usual damage type.
If you would be knocked
unconscious or your
dying value would increase while One with the Spirits is active, the spirits revive you at the beginning of your next turn, restoring you to 30 Hit Points. One with the Spirits then immediately ends.