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PFS StandardOstilli Host

Source Howl of the Wild pg. 70 2.0
Ostillis are amorphous organisms that combine characteristics of both plants and animals. Typically found in subterranean environments, they can share a symbiotic arrangement with surkis. When a magic-gathering node on a surki’s body is damaged or absent, an ostilli is placed on it like a bandage, and after several weeks, the creature fully fuses with its host and becomes a makeshift node, accumulating the magical nourishment that the surki needs to survive. With training, surkis—and increasingly, members of other species—can direct these tiny symbiotes to a variety of magical feats.

PFS StandardOstilli Host Dedication Feat 2

Uncommon Archetype Dedication 
Source Howl of the Wild pg. 70 2.0
Archetype Ostilli Host
Prerequisites trained in Arcana or Nature
Access surki ancestry

You've bonded with an attached symbiote known as an ostilli. You can bond with only one ostilli at a time since the symbiote emits low-frequency magical pulses that repel other ostillis. You become trained in Ostilli Lore; if you were already trained, you become an expert.

The ostilli is a Tiny creature grafted to your body. Like other grafts, it has no Hit Points or Speeds of its own and can't be targeted separately. It can't be removed and dies when you do; in the event of your demise and resurrection, you can bond to a new ostilli during a week of downtime, though you lose any abilities granted by your ostilli bond during that time. Your ostilli is obvious, unless you attempt to cover it with clothing or armor. In such a case, an onlooker can determine you're bonded to an ostilli with a successful Nature, Perception, or Surki Lore check against your Deception DC. Your ostilli must be visible for you to use any of the actions it grants.

Your ostilli is constantly siphoning ambient magic from the surroundings, granting you the Repel Ambient Magic and Spit Ambient Magic actions.

Repel Ambient Magic [one-action] (concentrate) Your ostilli glows green as it absorbs magic. Until the start of your next turn, you gain a +1 circumstance bonus to AC and saving throws against the next magical attack, cantrip, or spell that targets you. This bonus increases to +2 at 12th level.

Spit Ambient Magic [one-action] (concentrate, magical) Frequency once per round; Effect Your ostilli flashes red as it regurgitates a dart of magic at a target within 30 feet. This magical dart deals 1d6 piercing damage (basic Reflex save against the higher of your class DC or spell DC). This damage increases by 1d6 at 6th level and every 4 levels thereafter.

PFS StandardSoothing Pulse Feat 4

Archetype 
Source Howl of the Wild pg. 70 2.0
Archetype Ostilli Host
Prerequisites Ostilli Host Dedication

Your ostilli can use its stored magic to help staunch your wounds, granting you the Administer Ambient Magic action.

Administer Ambient Magic [two-actions] (healing) Frequency once per hour; Effect Your ostilli pulses a calm lavender color as it converts stored magic into a curative balm. You regain 2d4 Hit Points, and you can immediately attempt a flat check to recover from persistent bleed damage with the DC reduced to 10. This healing increases by 2d4 at 8th level and every 4 levels thereafter.

PFS StandardTactile Magic Feedback Feat 4

Archetype 
Source Howl of the Wild pg. 70 2.0
Archetype Ostilli Host
Prerequisites Ostilli Host Dedication

Your ostilli can sense nearby spellcasters. You gain an imprecise sense known as spellsense, which has a range of 60 feet and detects only creatures capable of casting spells (including creatures with innate spells). You gain a +2 circumstance bonus to Recall Knowledge checks about creatures you're detecting with spellsense.

PFS StandardVersatile Mutation Feat 4

Archetype 
Source Howl of the Wild pg. 70 2.0
Archetype Ostilli Host
Prerequisites Ostilli Host Dedication

Your ostilli's darts can deal different types of damage. When you Spit Ambient Magic, you can choose to have the ostilli deal bludgeoning or slashing damage instead of piercing damage. At 8th level, choose one of the following: acid, cold, electricity, fire, or sonic damage; when your ostilli Spits Ambient Magic, it can deal that damage type instead and adds that trait to the action.

PFS RestrictedCloaking Pulse Feat 6

Archetype 
Source Howl of the Wild pg. 70 2.0
Archetype Ostilli Host
Prerequisites Ostilli Host Dedication

Your ostilli can emit illusion magic to mask your position, granting you the Drape Ambient Magic action.

Drape Ambient Magic [one-action] (illusion) Frequency once per round; Effect Your ostilli turns clear as it converts its stored magic into a bubble of refracting light around you. You become hidden to all creatures until the end of your turn. If you Strike a creature, that creature is off-guard against that attack, and you then become observed.

PFS StandardDeflecting Pulse Feat 6

Archetype 
Source Howl of the Wild pg. 70 2.0
Archetype Ostilli Host
Prerequisites Ostilli Host Dedication

Your ostilli can use its stored magic to protect you from other magic, granting you the Turn Aside Ambient Magic action.

Turn Aside Ambient Magic [one-action] (concentrate) Your ostilli glows a faint yellow as it establishes a barrier. Choose acid, cold, electricity, fire, or sonic damage. Until the beginning of your next turn, you gain resistance against the chosen damage type equal to half your level.

PFS StandardPropulsive Mutation Feat 6

Archetype 
Source Howl of the Wild pg. 71 2.0
Archetype Ostilli Host
Prerequisites Ostilli Host Dedication

Your ostilli can fire its dart farther. When you Spit Ambient Magic, the range increases to 60 feet.

PFS StandardChaining Mutation Feat 8

Archetype 
Source Howl of the Wild pg. 71 2.0
Archetype Ostilli Host
Prerequisites Ostilli Host Dedication

The dart fired by your ostilli can ricochet to strike another creature. The first time each round that a target takes damage when you Spit Ambient Magic, you can choose a second target within 20 feet of the first; that target is also affected by Spit Ambient Magic.

PFS StandardDeadly Mutation Feat 8

Archetype 
Source Howl of the Wild pg. 71 2.0
Archetype Ostilli Host
Prerequisites Ostilli Host Dedication

The dart fired by your ostilli is more dangerous. The damage dice of your Spit Ambient Magic increase to d8s, and when a target critically fails its save against the ability, it also takes 1d6 persistent bleed damage. If you dealt a type of energy damage with Spit Ambient Magic (such as when dealing fire damage with Versatile Mutation), the persistent damage is damage of that type instead of bleed.

PFS StandardSpell Swallow Feat 10

Archetype 
Source Howl of the Wild pg. 71 2.0
Archetype Ostilli Host
Prerequisites Ostilli Host Dedication

Your ostilli has grown strong enough to completely consume a spell cast at you, granting you the Devour Ambient Magic action.

Devour Ambient Magic [reaction] (concentrate) Frequency once per day; Trigger A creature Casts a Spell with you as the only target; Effect Your ostilli radiates cyan light as its tentacle-like filters attempt to consume the magical effect. You can attempt to counteract the triggering spell with an Arcana or Nature check and a counteract rank equal to half your level.

PFS StandardSpraying Mutation Feat 10

Archetype 
Source Howl of the Wild pg. 71 2.0
Archetype Ostilli Host
Prerequisites Ostilli Host Dedication

Your ostilli can launch a multitude of darts at once over a short distance. When you Spit Ambient Magic, you can have it affect all creatures within a 15-foot cone instead of the normal target.

PFS StandardCellular Reconstruction [reaction] Feat 12

Archetype Healing 
Source Howl of the Wild pg. 71 2.0
Archetype Ostilli Host
Frequency once per day
Prerequisites Ostilli Host Dedication
Trigger You fail a recovery check while dying.

Your ostilli takes control of your nervous system and kicks your cellular functions into overdrive when you're about to die. You regain Hit Points equal to your level. For the next 2 rounds, at the start of your turn, you regain Hit Points equal to half your level. The first time you regain Hit Points at the start of your turn, you reduce your wounded condition by 1.