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PFS StandardCozy Campfire Feat 6

Archetype Consecration Divine Exploration Fire 
Source Rival Academies pg. 35
Archetype Campfire Chronicler
Prerequisites Campfire Chronicler Dedication

You spend 1 hour building a campfire in a single unoccupied square and whispering the stories of those you’ve met on your journeys. The campfire sheds bright light in a 30-foot radius (and dim light for the next 30 feet). The campfire can’t be put out or get larger through mundane means; it instead burns out after your next daily preparations or when you use this ability again.

The first time each round a creature within the campfire’s bright light performs an action with the attack trait, they must then attempt a Will save against your class DC or spell DC (whichever is higher). This is a divine curse effect, and you are aware of any attempt, although other creatures in the area are not.
Critical Success The creature is aware of the effect and can choose to disrupt their action. If they don’t disrupt it, the campfire goes out.
Success The creature is aware of the effect and can choose to disrupt their action. If they don’t disrupt it, they become temporarily immune to the campfire’s effects for 24 hours.
Failure The creature takes a –2 status penalty to the action’s attack roll and to all other attack rolls until the beginning of their next turn.
Critical Failure The action is disrupted, and the creature takes a –2 status penalty to attack rolls until the beginning of their next turn.

Traits

Archetype:

This feat belongs to an archetype.

Consecration:

A consecration spell enhances an area for an extended period of time. A given area can have only a single consecration effect at a time. The new effect attempts to counteract any existing one in areas of overlap.

Divine:

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.

A creature with this trait is primarily constituted of or has a strong connection to divine magic.

Exploration:

An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.

Fire:

Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.

Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.