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Combat Style Archetypes

These archetypes focus around a physical means to fight.

PFS StandardAldori DuelistDedication Feat 2

Legacy Content

Uncommon 
Source World Guide pg. 35 2.0
Prerequisites trained in Aldori dueling swords
You have sworn the Aldori swordpact and study the art of Aldori dueling, a famed school of bladecraft which has been passed down for over a millennium from the teachings of Baron Sirian Aldori. One day, you hope to demonstrate your skill at swordplay in order to become acknowledged as a true swordlord.

PFS LimitedApocalypse RiderDedication Feat 12

Uncommon 
Source War of Immortals pg. 106
From the mightiest empire to the smallest star, everything dies. Lowly mortals, ageless angels, and primordial gods all face the same inescapable fate—to fade beyond memory and join the litany of the forgotten. The hastening of all life into this oblivion is the ultimate goal of the daemonic harbingers and their forces, including those mortals who exploit hate and hopelessness to bring calamity on the world. Chief among these demigods are the Riders of the Apocalypse, powerful fiends chosen to deliver death, famine, pestilence, and war.

While neither the Riders nor their devotees feel obligated to make or keep promises, some mortals pledge their efforts to gain personal power and further the cause of entropy. Those destined to wreak the most destruction upon the world are known as apocalypse riders. Taking on such a mantle requires the utmost commitment to death and ruin.

You are such an apocalypse rider, and you have a terrifying ally in this fight, whether sent by daemonic overlords or spontaneously formed by Abaddon itself. This creature is a beastly mount with a form that matches your personality and goals, though its loyalties lie with Abaddon first. It will serve you faithfully as long as you continue to cause significant losses of life and inflict mass destruction. However, this apocalypse mount is more than just a way to monitor your obedience to the cause of misery. Your mount serves as a badge of office, signifying to daemons that you are effectively one of them.

From astride her ferocious riding drake, Arba Dwindletree (destructive female gnome druid) staves off her Bleaching by wreaking havoc on crops and pitting fledgling settlements in the River Kingdoms against one another. Her delight in this chaos is tempered only when meddlesome fey creatures try to join in on the “fun.” Posing as an Order of the Nail Hellknight, Owyn Darkoath (manipulative male humanwarrior) pushes border tensions between Andoran and Cheliax, riding a pitch black destrier into battle. His goal is to force default on the Thrunes’ contract with Hell, bringing even greater war when Asmodeus’ forces come to collect what they’re owed.

Deng Fo-Murk (cruel male human necromancer) uses his alchemical skills to reanimate the corpses of nobles and diplomats to sew political conflict between Hwanggot and its neighbors. He is poised to light the fuse on a powder keg of bloody consequences, through which he will gallop through on his terror bird mount.

In Abaddon, daemonkind sometimes demonstrates an odd mix of cooperation and hostility toward one another. This remains true of their mortal champions in the Universe. War creates both famine and pestilence, drought creates war, and all worshippers of the end of all things engineer death in one form or another. An apocalypse rider may specialize in a particular rubric of death, but all daemonic servitors understand that the categories of the Four Riders frequently overlap one another. A group of riders might even cooperate to increase the scale of their deadly designs, but their apocalypse mounts carefully track who is delivering on their oath and who is not.

Apocalypse riders who fulfill the full scope of their commitment to the Riders often prove to be among the mightiest creatures on their world. Such servants of death are hardly sated once a project reaches its desired number of casualties. Successful riders often indulge in a new sort of killing or initiate a plan larger and more lethal in scope than their original commitments. A truly ambitious apocalypse rider will turn their baleful gaze to their own master, enforcing one of the few dogmas observed by daemonkind—all creatures must die, including those immortal demigods who remain unchallenged for too many centuries. Several times over the millennia, an apocalypse rider or exalted deacon has laid waste to a presiding Rider and claimed the daemon’s post. An individual who assumes the office of Rider immediately becomes a unique daemon and takes over the realm of the previous Rider on the plane of Abaddon.

PFS StandardArcherDedication Feat 2

Source Player Core 2 pg. 185 1.1
Bows of all types are powerful weapons. Generals and hunters alike recognize the power in dealing death from a distance, and from behind safe cover. Those dedicated to the bow—from mysterious cloaked strangers to heartless snipers—are often viewed with a mixture of respect and fear. Like any weapons adept, the archer's skill is forged through experience and constant practice. A true archer becomes one with their bow and is able to make incredible shots with their weapon that most would consider impossible, or at the very least magical.

PFS LimitedArchfiendDedication Feat 12

Uncommon 
Source War of Immortals pg. 110
Fiends are legion. From the scheming, tyrannical devils and the sinful, soul-coveting demons, to the terrifying sahkils and the unknowable qlippoth, they come in countless forms and are more numerous than the stars in the sky, the sands upon the beach, and the sins of morals. Beings of cruelty and malice, cunning and corruption, fiends revel in bloodshed, violence, and destruction. These are the forces you’re destined to join and eventually rule over—the servants and soldiers who will protect your domain, carry out your orders, and destroy your enemies.

Through your Calling, you’re destined to become an archfiend, a powerful leader, general, or tyrant who rules over your own extraplanar realm and amasses a following of fiends. A devious archdevil who rises through the ranks of Hell’s hierarchy, a powerful demon lord who seizes their realm in the Outer Rifts by bloody coup, a fearmongering sahkil tormentor who builds a palace of nightmares in their own personal demiplane, and a sadistic velstrac demagogue who cuts a swath of agony through the Netherworld—all are archfiends. And while their motives, methods, domains, and minions differ, the evil they cause and the power they wield are universal. Archfiends are fiends of legend, whose names live on forever, both among their own kind and the mortals who fear them. The most powerful of archfiends gain a horde of fiendish followers who help them bring evil to the mortal realms.

Moloch (tyrannical male devil general), General of Hell, rules Malebolge and directs Hell’s armies from Melqart Keep at the heart of Citadel Ba’al. The Lord of the Sixth personifies wrathful destruction held in check by absolute discipline, and those who honor him often find their enemies crushed by the might of his armies.

Scheming in his twisted tree lair known as the Witchbole, the Lord of the Blasted Tarn, Treerazer (corrupting male demon deforester), seeks dominion over the Tanglebriar. Once a powerful aspiring demon lord, the fiend was banished to the Universe long ago and seeks revenge against the elven deities who imprisoned him within the surrounding forest and all they hold dear.

Searching for the perfect beings so she can end all others, Raetorgash (cruel female velstrac demagogue), the Skull-Hoarder, resides in a bone tower at the heart of the charnel house Targothieh with the Netherworld. She often judges potential subjects by the shape and composition of their skulls, usually by first having them removed from the containing skin and muscle.

You wish to number among these mythic beings. You have been gathering power, whether through the study of occult tomes, the accumulation of wealth, or the manipulation of heedless pawns in political spheres. You hold little regard for much of anything except your own goals, though you might briefly ally yourself with others for mutual protection or financial gain. However, should the need arise, you are prepared to abandon those ties without so much as a second thought. After all, you are destined to sit upon a throne that has room for only one —and that is you. The time has come for you to establish your realm, amass your fiendish hordes, and carve your own legend into the annals of history.

PFS LimitedAscended CelestialDedication Feat 12

Uncommon 
Source War of Immortals pg. 114
You have a noble and kind soul, as shown through your mortal deeds, and have thus earned the chance to join the ranks of celestial beings such as agathions, angels, archons, and azatas. By continuing to fight against the machinations of the wicked, you can eventually ascend to become a divine being in your own right. When you face seemingly insurmountable challenges to save lives and communities, combat evil, and slay dangerous monsters, you further prove your worthiness.

Ascended celestials commonly rise from obscurity during times of great upheaval or in regions in dire peril. During the Age of Lost Omens, ascended celestials are on the rise, as devastating disasters like the Eye of Abendego and the opening of the Worldwound spread chaos and destruction across Golarion. Other ascended celestials face more political threats as the rule of tyrannical villains like the Black Triune, Geb, Queen Abrogail Thrune II, Walkena, and Tar-Baphon continue uncontested.

Yet for every great evil, a hero rises. In Iblydos, many of the hero-gods, brave souls who strive to achieve their destinies, might be considered ascended celestials. In shadowy Nidal, a Desnan priestess secretly spreads hope and light and plots to break the rule of the Black Triune. In Ustalav, a brave scientist sneaks out at night, destroying undead predators with clever inventions and wisdom gained from folktales. In the shattered ruins of Azlant, an azarketi diver retrieves fragments of an ancient weapon to wield in their fight against the alghollthu veiled masters of the ocean depths.

As Deskari, demon lord of infestations and locusts, attempted to spread the Worldwound across the surface of Avistan, Queen Galfrey (heroic female human herald), ruler of Mendev, and her closest allies rose up to stop him, bringing an end to the Fifth Mendevian Crusade. Queen Galfrey became an ascended celestial upon the closure of the Worldwound, rising to the celestial ranks as Iomedae’s herald.

The Tian Xia nation of Tianjing was once the site of a great war between qlippoths and celestials. Triumphant against the fiends, the heavenly host remained in the Universe to repair the landscape and protect it from further incursion. When mortals began to populate the area, the celestials entrusted them with guardianship, establishing magical seals that would keep the qlippoths at bay. Today, though, these seals are beginning to weaken, and a young acolyte named Chogyel (diligent nonbinary human nephilim priest) has begun to notice strange signs of supernatural activity in Tamdrin Vale. Their faith will soon be tested, putting them on the path toward becoming an ascended celestial.

As many generations of the nation of Holomog have been exposed to celestial energy, the population of nephilim is larger than average. Ghunda Gutrim (boisterous male ganzi musician) patrols the border of the Field of Maidens to rescue and lift the spirits of those who accidentally wandered into the haunted area.

You count yourself among these heroes with the potential to become ascended celestials. Whether you battle wickedness with righteous might, inspire your community to perform worthy acts of charity, or act in secret against a rising tide of darkness, your actions result in making the world a better place. You are likely humble about these accomplishments, performing them not out of a desire for glory, but from a place of compassion and empathy. You may not even be aware that you’ve garnered the metaphysical attention of the celestial realms. Others, though, can see the holy light that radiates from your person, if not physically, then spiritually. Until your eventual ascension, you continue to work for the great greater good, no matter who or what stands in your way.

PFS StandardAssassinDedication Feat 2

Source Player Core 2 pg. 186 1.1
Prerequisites trained in Deception and Stealth
Targeted killing through stealth and subterfuge is the expertise of an assassin. While assassins are skilled in ending lives and many are evil, some live by a moral code, preying on the wicked, the cruel, or those who revel in unchecked aggression or power.

PFS StandardBastionDedication Feat 2

Source Player Core 2 pg. 187 1.1
Prerequisites Shield Block
Some say that a good offense is the best defense, but you find such boasting smacks of overconfidence. In your experience, the best defense is a good, solid shield between you and your enemies. You've focused your training on how best to use a shield to protect yourself and those around you. Darting around in search of cover isn't necessary when you carry your cover with you. With a shield in your hand, you are akin to a mobile fortress. You repel assaults and stand strong against the tide of enemies, secure in the knowledge that you have your most trusted companion at your side: your shield. This long-lasting fighting style has existed for ages due to its practicality and propensity for survival among its practitioners. While some prefer the nimbleness of a free hand or the power of a larger weapon, a bastion knows that surviving a little bit longer is worth more than a quicker or stronger attack.

PFS LimitedBeast LordDedication Feat 12

Uncommon 
Source War of Immortals pg. 118
Prerequisites a mature animal companion or an advanced construct companion
The tales of connections between man and creature are numerous across the lands, often carrying with them legends of the exploits of companions as they protect that which is dearest to them. A beast lord is defined by their bond with their companion, an unshakable union that cannot be broken. This link can be brought forth through deific intervention, a traumatic shared event between companions that solidified their connection in magic, or even simply through a powerful friendship. A beast lord is not simply a title by which to measure those who unite with their companions, it is a collective merging of minds and souls. It’s been proposed that while the heart of one companion still beats, the other’s cannot cease, two drums in a perpetual song forever destined to be together as one. Stories of beast lords see them arising from their long-lost or secret dens to protect the lands, other companions, or lost members of their domains even long after most believed them dead and gone. These legends suggest that while even one life still lives, regardless of how many generations have passed, a beast lord can return to defend, and sometimes lead, those under their protection.

While this archetype is called “beast lord,” your companion need not be an animal. A wizened druid might preach the Green Faith alongside a similarly weathered arboreal companion. An elven ranger might patrol the skies above their forest home on a riding drake. An ingenious inventor might construct a robotic ally to aid in his workshop. What is important is that the beast lord has a strong bond with a companion, and that the two work hand-in-hand, almost sharing one mind.

Across the Inner Sea Region, Adowyn (untamed female human hunter) and Leryn (protective male wolf companion) travel protecting sacred natural lands and hunting those unfortunate enough to draw their ire. Their most recent exploits involved stopping an illegal strip-mining operation in the foothills of the Mindspin Mountains.

In the Mwangi Expanse, a young kobold named of Vidni (charismatic nonbinary kobold merchant) travels in hopes of selling their varied wares, keeping their most trusted friend and bodyguard Hew (fearsome male gorilla companion) close. The two have found some success in Senghor, and are saving up to buy their first trading ship.

In the Verduran Forest of Avistan, Gal (clever female centaur ranger) moves hoof in hoof with her boar companion Jinx (steadfast female boar companion), plunging tusk and arrow into the hearts of any would-be intruders. They are friendly with the local druids who reside on the Isle of Arenway, but aren’t beholden to their politics.

In Alkenstar, the inventor Dr. Ashley Arrowbaud (distractable female human inventor) labored for years within her laboratory until she one day emerged with a large, arthropod-shaped metal creature marked SC- 04910 (sturdy genderless construct companion) who almost has a will of its own. The two have recently begun to discover the sinister actions of a secret society that includes members of the administration of Dr. Arrowbaud’s alma mater, Blythir College.

Any of these characters may be, or may one day become, beast lords. By sharing a deep connection and the same goals, each pair may find a cause or quest that is important to them, which could eventually transform them into figures of legend. Tales of their exploits may inspire a similar connection in others, who might soon become another beast lord.

You have forged your own union with a loyal companion. The two of you share every burden, every strife, and a clear destiny. That future, no matter what foes you face, lands you protect, or quests you pursue, always shares the commonality of your undying connection to each other. Though there will be enemies who seek to drive you apart or even send you into the hands of Pharasma, they will not be able to dissolve your partnership as long as you and your companion remain true to one another. You are one unit, one body and one mind, and the tribulations and trials set against you will quickly crumble through the power of your union.

You need not travel alone, though others won’t truly understand the connection you have with one another. You and your companion may make other friends or even form intimate relationships outside of this bond. Those ties will always be secondary, however, and that may cause some jealousy or resentment. But nothing like that will ever drive a wedge between you and your companion. Those who shun or ostracize you for your bond will eventually see its power when you rise to become figures of myth whose stories will be told for the rest of eternity.

PFS LimitedBroken ChainDedication Feat 12

Uncommon 
Source War of Immortals pg. 122
Wherever tyrants abuse their power, rebels soon follow, fighting against their oppression in disorganized and sporadic outbursts, often easily quashed by the tyrant, whose power grows yet stronger. But on rare occasions, one among the ranks of the rebels rises above and beyond to meet the tyrant at their level and lights the spark of an unstoppable revolutionary passion among their people, leading them to outmaneuver and eventually overpower their oppressor. Even should they fall at the hands of the tyrant’s forces, their martyrdom will inflame the movement, inspiring another to take on the mantle, for a broken chain’s greatest power is their bond to their movement.

Some bards yet tell tales of broken chains who, unwilling to give up the fight against a tyrant, broke the bonds which destiny had over their mortality, and quite literally came back to life in the body of another fervent follower of the cause. A few who have claimed the mantle of broken chain whisper to their closest friends that they have prevented a terrible death from occurring by somehow turning back the hands of time; witnessing this event has haunted their nightmares ever since, and they worry that they have somehow incurred the wrath of fate itself.

The five-winged angel Thais, Cayden Cailean’s herald, embodies freedom and courage. She has gone as far as to fight the ruler of nine Hells, Asmodeus, to liberate one thousand innocent souls who were tricked into the clutches of hell by a vaguely worded diabolical contract. In the process, she paid a personal sacrifice: the loss of one of her feathery wings.

In Galt, the poets and philosophers Darl Jubannich (inspirational male human poet) and Hosetter (deceased male aiuvarin philosopher) led the people to revolt and fight against House Thrune, eventually forming the Revolutionary Council to rule the newly independent nation of Galt. Little did they know their lofty ideals would be turned against them when the council executed Hosetter with one of their final blade guillotines, trapping the philosopher’s soul. Fearing for his own life, Jubannich fled the country.

In Ravounel, a mysterious group of champions of the people called the Silver Ravens overthrew Barzillai Thrune to establish the new country, independent from Cheliax. Many claim they were aided by a band of adventurers whose names have never been discovered, but whose contributions were vital to the cause.

The Bright Lions of Mzali, lead by the devout Sihar (revolutionary female human fighter), wage a cloak-anddagger war of attrition against the forces of the tyrannical God-King Walkena. Sihar has also revived the worship of the Old Sun Gods, a trio of deities once forgotten.

Any of these individuals may be considered broken chains, destined to bring low a powerful tyrant or system of oppression and light a flame of liberty that will reverberate across history.

Which oppressive regime or ruler you will bring down is up to you. Leading your roused band of rebels, no unjust bond will survive for long, and evil despots across the land will quake in their boots at your passionate fury’s advance. They will send spycatchers against your infiltrated saboteurs, deadly assassins to assail your key allies, and even the full might of a nation’s army. You must heed the call to lead your movement against these threats and be brave enough to take on as much of the burden of danger as you can. Inspire your followers, protect them from harm, and lead them to freedom.

PFS StandardBullet DancerDedication Feat 2

Uncommon 
Source Guns & Gears pg. 132 2.0
Prerequisites expert in unarmored defense and trained in unarmed attack
While most monastic orders and traditional fighting schools shun firearms as loud and unreliable technology for unskilled conscripts, you fuse flourishing feints and ricocheting gunplay into a whirling ballet of bullets. As a bullet dancer, you might become the target of brash duelists and gladiators looking to make a name for themselves. But you tend to welcome the attention and might have proven your reputation while dancing your deadly ballet in tournaments from Tymon to Goka. You've found your fluid motions and explosive attacks to be surefire crowd-pleasers, even as they serve to confound and shock your foes.

PFS LimitedButterfly BladeDedication Feat 4

Legacy Content

Uncommon 
Source Pathfinder #166: Despair on Danger Island pg. 78
Prerequisites trained in butterfly swords
You've trained in one of Goka's oldest traditions of espionage, intimidation, and combat mastery. You use your skills to learn about your enemies and cut them down with your mastery of the butterfly sword.

PFS RestrictedCaptainDedication Feat 2

Uncommon 
Source Battlecry! pg. 82
Prerequisites Charisma +2; you don't have an animal companion, construct companion, or other companion that functions similarly
Whether it’s your personal prowess, your fearsome reputation, or your skill at bringing out the best in others, you inspire people to flock to your banner. You might hold an official position in a military, guild, or other institution, or you might operate outside of formal structures. Regardless of your role, you are the type of person that others instinctively turn to for guidance in dangerous or chaotic situations.

A captain is always accompanied by at least one follower, who stays by their side through thick and thin and relies upon them to excel in combat. Followers can fill a variety of roles, from eagle-eyed scouts or stalwart bodyguards to capable medics.

Click here to see a list of followers.

Click here for follower rules.

PFS StandardClawdancerDedication Feat 2

Source Howl of the Wild pg. 68 2.1
Prerequisites permanent unarmed claw or talon attack (such as one granted by your ancestry or a graft)
Nature provides many creatures weapons for hunting and defense, but few are as common and simple as the claw. Whether for climbing, catching, or rending, claws are an indispensable tool for any limbed denizen of the wild. Humanoid species with these weapons often take pride in such a gift, developing clawed combat into an art.

Catfolk of southern Tian Xia are particularly adept at fighting with their claws. They call their style the Knives of Valash and prioritize rapid strikes mixed with sharp grapples to pin a foe in place. The style’s practitioners, sometimes called Knives themselves, patrol the wilds honing their skills against the many dangers there. Once an acolyte rises sufficiently in rank, they’re sent out across Golarion to explore and “sharpen their claws.” Those who perfect their art over the years often return to Tian Xia to teach the next generation of the style.

PFS StandardCrossbow InfiltratorDedication Feat 2

Source Battlecry! pg. 56
Prerequisites trained in Stealth
Crossbow infiltrators are typically highly trained members of specialized units or organizations who favor stealthy tactics and quiet weapons. Whether you were trained as an assassin, a spy, or for some other purpose related to espionage and infiltration, you specialize in using unobtrusive forms of crossbow weaponry to eliminate targets.

While all crossbow infiltrators learn to use the hand crossbow and gauntlet bow, some take part in more aggressive and dangerous infiltrations and request specialized equipment like the repeating hand crossbow or crescent cross—a unique weapon that combines a bladed gauntlet with an arm-mounted crossbow apparatus—to complete their objectives. It’s also incredibly common for crossbow infiltrators to either have access to poisons and poison training from the organizations they serve, or to have their own supplier to supplement their tool sets.

The use of small, easily concealed or disposed-of weapons and tools makes it easy for crossbow infiltrators to slip into a location unnoticed, complete whatever objective they have been given, and then slip away without being detected, either climbing over a castle wall or blending into a crowded marketplace.

PFS StandardCultivatorDedication Feat 2

Rare 
Source Tian Xia Character Guide pg. 114
Prerequisites trained in Occultism
Cultivators are seekers of immortality who practice occult disciplines to refine their qi. By gathering and purifying vast quantities of qi and enriching their bodies' qi with energies from the Universe and Creation's Forge, these warriors pursue—or “cultivate”—immortality and gain mastery over life and death. Many cultivators seek to become ageless immortals with awe-inspiring mystical powers known as xian and potentially even ascend to divinity as minor officials of the Tian pantheon. More unorthodox cultivators instead mingle qi with the Void and the Netherworld's dark energies.

While humanoid cultivators are the norm, it isn't unheard of for animals, trees, rocks, or even household objects to cultivate their qi and become powerful yaoguai (page 82). The mountains of Shanguang, Shenmen, and Zi Ha are famed sites for cultivators, as are the bamboo groves of Songbai and the verdant heart of the Valashmai Jungle. All types of cultivators are watched over carefully by Tian Xia's imperial dragons, for cultivators go against Heaven's will in seeking to transcend their ontology and destiny. There is little place for the timid among cultivators, as they seek to stand among the most powerful beings of both earth and Heaven. As a result, their personalities tend to be extreme, possessed of otherworldly benevolence, hellish wrath, or unmoving poise.

The intense effort and discipline required to reach the peaks of cultivation weed out most aspirants before they can even truly begin, and the tribulations that most cultivators attract winnows the rest. While calamity drives many to cultivate, rumors persist that gods and dragons alike test and punish cultivation's path with yet more hardship and woe. For every cultivator who eventually attains immortality, a thousand more aspirants meet their ends in the cruelest fates.

Cultivators are rare, even within Tian Xia.

PFS LimitedDemolitionistDedication Feat 2

Uncommon 
Source Guns & Gears pg. 133 2.0
As rippling explosions bring a castle's walls tumbling down, you grin and wipe the stone dust of your handiwork from your face. Brute force might work for others, but applying science to place the right explosives in just the right spot is essential to your craft.

PFS LimitedDrow ShootistDedication Feat 2

Legacy Content

Uncommon 
Source Pathfinder #165: Eyes of Empty Death pg. 77
Prerequisites trained in the hand crossbow
Some drow take skill with the hand crossbow to new heights. You've learned the secrets of these fabled drow shootists. With fearlessness and swagger, you can accomplish amazing deeds with hand crossbows.

PFS StandardDual-Weapon WarriorDedication Feat 2

Source Player Core 2 pg. 196 1.1
You're able to effortlessly fight with multiple weapons simultaneously, weaving your weapons together into a storm of quick attacks. To you, continual offense is the best form of defense, and you leave little room for your foes to avoid your whirlwind of weapons. Your unconventional fighting style still manages to weave in a unique kind of defense, blocking blade with blade, all without sacrificing power. Speed is your friend, and stagnation can mean ruin. Your attacks come fast and from unexpected angles. Become one with the blur of weapons and find victory.

PFS StandardDuelistDedication Feat 2

Source Player Core 2 pg. 197 1.1
Prerequisites trained in light armor and simple weapons
All across the world, students in fencing academies practice with their weapons to master one-on-one combat. The libraries of these schools contain troves of information, detailing hundreds of combat techniques, battle stances, and honorable rules of engagement. Those who gain admission to such training classes might duel in formalized settings and that's certainly the more genteel route to take. However, others assert that there's no better training ground for duels than the chaotic life of an adventurer. In such situations, a flexible, single-handed fighting style is invaluable. You never know when you'll need an extra hand to shove a foe, haul open a door, or grab valuable loot. You can accomplish such deeds with style and grace. Regardless of your method, fighters such as you are feared across the land.

PFS StandardEldritch ArcherDedication Feat 6

Source Player Core 2 pg. 198 1.1
Prerequisites expert in at least one weapon from the or bow or crossbow weapon group
While many archers see their craft as an art form as much as a means of battle, a small number of archers seek to perfect their skills through magic, and you are among their number. Bolstering your athletic and martial abilities with mystical talents, you achieve rare heights with the bow or crossbow-transforming arrows or bolts into eldritch ammunition, sending projectiles zig-zagging unerringly to their targets, and manifesting arrows that can deliver spells or even instant death. The imbuing of raw magic into the point of an arrow is no easy feat. Eldritch archers are respected and feared for their prowess and make valuable members for any party of adventurers.

While having some spellcasting ability increases your flexibility and power as an eldritch archer, you might learn the secrets of these arts without being independently skilled in spellcasting, instead learning the magic of the bow for its own sake. In fact, many eldritch archers begin as archers first and spellcasters second. That is not to say that the occasional spellcaster has not picked up archery. In fact, many wizards, wise in the art of war, have studied the bow, particularly to master this art. Ultimately, what matters is a perfect combination of martial skill and magical ability; the order you go about obtaining them matters little.

PFS LimitedEternal LegendDedication Feat 12

Uncommon 
Source War of Immortals pg. 126
Do you ever consider your death? That grand thing that reaches us all, the consequence of life. The shadow cast by light. Do you ever consider your death? Do you ever think about the life that follows it? Pick up your blade, warrior. If your death is won in glory, you will be remembered for all time. That is the true path to immortality.

Woven into the threads of all cultures and traditions are various heroic champions, whose epic battles and martial exploits are sung of in hymns and sea shanties, whispered in hushed reverent tones, or sometimes deified and sacrificed to with burnt offerings. To be an eternal legend is to be one of these heroes. Whether with blade, bow, or fist, your deeds will live forever through stories and poems, your very essence woven into the fabric of the universe.

Think of a grand warrior, whose deeds of valor are witnessed by peons and infantry soldiers, the stories of which are then passed down to their friends and family back home. That warrior’s name might be altered or mangled in the process, but he will be remembered all the same. The way his blade captured the light of the sun, the way his mien was that of a mighty king or celestial. When he is inevitably slain by the one stronger than him (for there will always be someone stronger), he will die with a grin. For his blade will become a sacred treasure upon which nations will be founded, his name the bedrock of religions. But for now, his entrance into a tavern is met with hushed whispers that he returns with a gregarious wink. Or perhaps his passage through this world goes unheeded until that fateful day he joins the ranks of the dead.

Ponder The Old Man (wise male human herald), whose real name has been forgotten, replaced by an epithet. Did he ever have a real name? As a herald of the god Irori, The Old Man has helped many monks achieve their full potential and been the inspiration for several fighting styles. But don’t let his wizened appearance fool you. His fists are as hard as stone, his movements as swift as the wind. Do not cross The Old Man if you wish for all your bones to remain unbroken and your skin unbruised.

Consider Torman Iates (risk-taking male human nomarch), renowned gladiator of Absalom. After emerging triumphant from countless battles within the Irorium arena, the grizzled human has parlayed his fame into successful careers as a tavern owner and local politician. He sits as a nomarch on the Low Council of Absalom, where he helps pass legislation to aid exfighters like himself. Because of this, Torman is respected and well-liked by those who fight for coin.

Contemplate the grand traveling warrior Halimess (ferocious female dromaar freedom fighter), whose cloak is made of white tiger pelt, whose helm is plated with the scales of dragons, and whose blades are crafted from the teeth of deep-sea leviathans. She travels the land not slaying monsters, but helping commoners, standing up to tyrants, and working the fields when others cannot. She is rarely forced to unsheathe her blade, but when she does, her legend grows. Many intelligent monsters even fear her approach.

Suppose that any of these individuals are—or have the potential to be—eternal legends. They are unforgettable paragons of might and unmatched exemplars of finesse. In the face of insurmountable odds, they stand with conviction and determination. In that vein, you have answered the call of the eternal legend. Your life will not be an easy one; no, you will face tribulations. You will end most of your days with aching muscles and the blood of your foes drying upon your armor. Your battles will be like songs sung amidst storms—the pounding of a drum mixing with the rumble of thunder. Hold steadfast your weapon, clench tightly your fist, and tales of your exploits will become the myths of tomorrow!

PFS StandardFan DancerDedication Feat 2

Uncommon 
Source Tian Xia Character Guide pg. 98
Prerequisites trained in Performance
Fan dancers display exceptional elegance and control as they drift across the stage, specializing in spinning movements that are, at times, like a trickling brook and, at others, a swift and powerful river. While some fan dancers use their skills to gain the advantage in combat, others adeptly manipulate their fans to distract their enemies and create openings for their allies.

Some fan dancer abilities require you to be wielding one or more fans, which can be a fighting fan or a normal fan used as an improvised weapon.

Characters with Tian Xia origin have access to the fan dancer archetype.

PFS StandardField PropagandistDedication Feat 2

Source Battlecry! pg. 58
Prerequisites Charisma +2; trained in Deception and Diplomacy
Some might call you a journalist, while others might think of you as a town crier or deploy you as a herald. You know that you are so much more: the words you use and the stories you tell can sway the course of battles or turn the tides of war. You have studied the means to influence the beliefs and behaviors of those around you. You boost the morale of your allies, confound enemies, and influence neutral bystanders.

Whether you work as a journalist for a private organization, such as the Pathfinder Society, or are directly employed by a government body to reveal the best face of their actions, you’ve accepted a role that requires you to do more than just report events. You excel at inserting your own interpretation into the narrative and using that interpretation to sway the hearts and minds of your audience, for good or ill. Those whom you might speak against may not appreciate your words, referring to them as “lies” or “slander,” but you have come to understand that truth can be as changeable as the winds.

PFS StandardFive-breath VanguardDedication Feat 6

Uncommon 
Source Tian Xia Character Guide pg. 90
Prerequisites Two of the five elemental stances (Ironblood Stance, Mountain Stance, Reflective Ripple Stance, Stoked Flame Stance, and Tangled Forest Stance)
Tian elementalists of the School of Five Breaths seek mastery over the five elemental martial arts expressed by the following stances: Ironblood Stance for metal, Mountain Stance for earth, Reflective Ripple Stance for water, Stoked Flame Stance for fire, and Tangled Forest Stance for wood. They’re collectively referred to as the elemental stances. Those of the School of Five Breaths who practice martial arts are taught to harness the elemental cycle by learning, mastering, and moving quickly between the elemental stances, creating a versatile and potent martial art form. Monastic training is essentially a requirement for five-breath vanguards, but martial artists from a variety of classes might find ways to master the techniques.

PFS LimitedGodlingDedication Feat 12

Rare 
Source War of Immortals pg. 130
Golarion has seen more than one mortal experience apotheosis and ascend to the ranks of its many deities. Some of the most famous of such individuals are the Ascended, the deities who achieved divinity through the power of the Starstone. However, many current deities found ways to ascend without the aid of a magical meteorite, instead carving their own path to greatness through their deeds and actions.

Irori, god of enlightenment, dedicated his mortal life to the pursuit of self-perfection and achieved godhood through personal perfection of his own mind, body, and spirit, a deed that was later accomplished by his nephew Gruhastha, as well. Nethys, god of magic, attained such immense mastery of magic as a mortal that he was able to witness everything that transpired across every plane of existence, an accomplishment that fueled his own divine ascension.

Godlings are mythic beings whose actions or circumstances propel them along similar paths to these ascended mortals, using their mythic power to elevate themselves to a higher existence. Aided by their hierophants, mortal allies who share in the godling’s power, these beings travel Golarion, building their personal legends and paving their own path to divinity.

The wizard Razmir (arrogant male human wouldbe- god) pursues divinity and immortality by whatever means he can acquire it, in locales across the Inner Sea both obvious and obscure.

In the Mwangi Expanse, it is believed that members of Old-Mage Jatembe’s Ten Magic Warriors still linger as immortal demigods, and that those they choose as their hierophants are candidates to receive the title of Magic Warrior themselves.

On the continent of Arcadia, in the region known as the Deadshot Lands, Steel at Dawn (compassionate female human gunslinger) and her sidekick hierophant Nibbub (plucky male chuspiqui scout) travel from remote community to remote community, protecting travelers from bandits and monsters while collecting an ever-growing congregation of grateful worshippers.

Any of these characters might be, or might become, godlings. Less than demigods but closer to true godhood than an exemplar, godlings wield mythic power while sharing divine magic to pursue and accomplish their goals.

Whatever it is that drives you to transcend mortality and walk among the immortals is for you to decide. The pull of divinity can cause you to become disconnected from mortal concerns, but your hierophant is there to keep you grounded and connected to the mortal world. This will be the most essential and important of the relationships you develop as you pursue your adventures, for your hierophant serves as a reminder of where you have come from and acts as a critical ally in helping you become the god you seek to be. Most hierophants become the first high priest of a godling who achieves full divinity, and some may even become a herald or similarly powerful ally.

The opportunity to achieve many great deeds lies before you, along with the power to shape the world to your desires. Godhood is not promised, but you have the power to achieve it if you can overcome the challenges barring your path. Dark priests, opposing gods, and powerful monsters are certain to stand between you and apotheosis, but the trust and assistance of those who believe in you can carry you forward. Spread your name, claim your dominion, and gather your faithful!

PFS StandardGuerrillaDedication Feat 2

Source Battlecry! pg. 60
Prerequisites trained in Stealth and Survival
Eschewing straightforward clashes of armies on the fields of war, you favor covert, hit-and-run techniques that make your environment your battlefield. You specialize in using your surroundings to your advantage, striking from the shadows and disappearing before your foes realize what hit them.

Your need to avoid notice means you are likely to develop particular deftness with weapons that allow you to strike from a distance, using whatever ammunition the environment provides. Blowguns and slings are weapons often favored by guerrillas in particular, their simple efficacy enhanced with easily crafted poisons.

PFS StandardJalmeri HeavenseekerDedication Feat 4

Legacy Content

Uncommon 
Source Impossible Lands pg. 224
Prerequisites Student of Perfection Dedication, or you've trained with a champion of the Challenge of Sky and Heaven
Certain martial artists dedicate themselves to fighting in Jalmeray's Challenge of Sky and Heaven. These individuals devote themselves to the esoteric mysteries of the sky.

You can select the dedication feat for the Jalmeri Heavenseeker archetype even if you haven't yet gained three feats from the Student of Perfection archetype.

PFS StandardMagic WarriorDedication Feat 2

Legacy Content

Uncommon 
Source World Guide pg. 95 2.0
Prerequisites ability to cast focus spells
You mix magic and martial prowess, following in the tradition of the Ten Magic Warriors of Old-Mage Jatembe.

PFS StandardMartial ArtistDedication Feat 2

Source Player Core 2 pg. 206 1.1
You have trained in the martial arts, making your unarmed strikes lethal. You seek neither mysticism nor enlightenment, and you don't view this training as some greater path to wisdom. Yours is the way of the fist striking flesh, the hand turning aside the blade, and the devastating kick taking your enemy down. Your training is focused and practical, and since you have turned every part of your body into a weapon, you never find yourself without one. While you might have learned your techniques in a dojo or school focused on training the body, you might just as easily have learned them in street brawls and bar fights, combining instincts with intense athleticism for a deadly combination.

Regardless of your origins, your path is one of iron, transforming your body into a deadly weapon. The techniques available are many, but the results are all the same. Whether you attack with your fist, fang, or foot, your prowess is undeniable. Many martial artists seek to master a stance to put form to their flurry of attacks. Such techniques allow one to channel their strength. However, some prefer freedom in form and reject stances altogether. You may find your own style or master one of the forms used by legendary martial artists.

PFS StandardMaulerDedication Feat 2

Source Player Core 2 pg. 207 1.1
Prerequisites Strength +2
You shove your way through legions of foes, knock enemies on all sides to the ground, and deal massive blows to anyone or anything that comes near. You know that when it comes to taking down an enemy, it never hurts to have a bigger weapon.

PFS StandardOverwatchDedication Feat 2

Uncommon 
Source Guns & Gears pg. 50 2.0
Prerequisites expert in Perception
With a stalwart mind and sharp eyes, you observe the battlefield as though you and your allies are pieces on a chessboard. By predicting dangers and hazards and offering your insights to your comrades, you win battles through keen observation and teamwork. Whenever there's a threat or opening, you're the first to point it out, and you're ready to help your allies directly when necessary.

As a group's overwatch, you might let the position go to your head. In such cases, you might think of yourself as the mastermind behind the chessboard and feel detached from your allies, thinking of them as little more than pawns on the field.

But more likely your role allows you to feel a deeper connection to your allies, and your coordination and heroics stand out most when you subsume your individual ego to serve the group's needs. In that case, you might think of yourself as a part of a functional whole—if your party was a single living body, you serve as the eyes, but that doesn't mean you're the brain, the heart, or other vital organs. Everyone has a crucial role to play.

PFS StandardPistol PhenomDedication Feat 2

Uncommon 
Source Guns & Gears pg. 136 2.0
Prerequisites trained in at least one type of one-handed firearm; trained in Deception and Performance
You treat combat as an art and your pistol as an extension of your performance. You might wield a single pistol, a pair of pistols, or a pistol paired with a melee weapon to pull off showy maneuvers. However you slice it, though, the use of pistols or other one-handed firearms is crucial to your technique and style.

To you, everything is a show, and you use your gun as a prop and instrument, not just to kill opponents but to trick, mislead, hinder, and even bully them into doing what you want them to do. While others tend to focus on delivering as much devastation downrange as possible, your style is all about control. By controlling a foe's attention and actions, you can bolster your own attacks and mitigate the foe's potential for mayhem. You control the tempo of the battle much as you would a staged performance, carefully ensuring your foe's actions don't fall outside of your intended script. You're both the director and the star of this show, and your enemies dance to the tune you play with your pistol... sometimes quite literally!

PFS LimitedProphesied MonarchDedication Feat 12

Uncommon 
Source War of Immortals pg. 134
Many lands and cultures have generational stories of an exceptional leader, a person who appeared in a time of great need to forge a kingdom and protect it against all incursions, bringing peace and prosperity. Stories abound that these “prophesied monarchs” will return when they’re needed, defying the barriers of time and death to ensure the safety of their people. Though destiny and prophecy have long since been broken on Golarion, these individuals persist, either through force of will, the power of the stories surrounding them, or some other divine quirk that ensures their pseudo-immortality.

True prophesied monarchs can be recognized by the knights who always accompany them. Mystical bonds of fate or strange magic tie the prophesied monarch and their knights together, ensuring that they’ll always find each other when they or their kingdom need them most. It would be fair to say that a prophesied monarch’s true power lies not in the impact of their decrees or the strength of their sword arm, but in the quality of their knights. Some knights might one day even be called upon to take up a fallen monarch’s mantle, protecting their legacy even after death. Regardless of the nature of a prophesied monarch’s knights, the bonds between them are practically unbreakable, and the power of their union is virtually unstoppable, defying demons, death, and perhaps even the gods themselves.

While this archetype refers to “knights” and “kingdoms,” the nature of a prophesied monarch’s chosen companions and ruled territory can vary greatly. A ferocious pirate captain might treat her ship as her kingdom and her most loyal crewmates as her knights. A pious cleric might consider their church and parishioners their kingdom and the priests who serve alongside them as the knights sworn to protect the same. A bandit outlaw might consider the woods he haunts his kingdom and the scurrilous brigands who fight alongside him his knights. What’s important is that the monarch has a territory or dominion they can claim as their own and a band of bonded allies who help enforce that claim.

In Casmaron, stories of the ancient hero-god Namzaruum (prophesied male human hero-god) tell of the day he’ll awaken from his long rest in the Hall of Slumbering Kings to lead a new Azlanti empire.

In the land of Ustalav, rumors abound in the frontiers and forests of a man calling himself Arnisant (mysterious male human knight), who hunts undead alongside a band of stalwart knights.

In the Fangwood Forest of Nirmathas, a jolly archer named Relkin (mirthful male human ranger) guards his abode from undead, Molthuni troops, and Nirmathan militias alike, assisted by a knavish group of bandits with hearts of gold.

In the Shackles, Hurricane Queen Tessa Fairwind (fearsome female aiuvarin pirate) and her crew rule over a kingdom of salt and blood.

In the Isles of the Empty Courts, off the eastern shore of Arcadia, there lies a table surrounded by thrones upon which sit the bodies of nine ancient rulers. It’s said that when the isles need them most, they shall awaken to usher in a new age.

Any of these characters might be, or might one day become, prophesied monarchs, rulers whose legendary stories grow before them, establishing an immortal and incomparable dynasty that will long outlast their mortal life.

Whatever self-made prophecy you might fulfill or kingdom you might rule is for you to decide. With your noble knights beside you, villains and monsters are sure to fall, and no hero will stay fallen long when their stalwart companions are close by to lift them to their feet. You’ll almost certainly face dragons and dark wizards and all manner of fell beasts. You’ll be called on to lift up those who look to you, no matter the personal cost to be paid. Trust in your knights, believe in your people, and rule with honor.

ProvocatorDedication Feat 10

Legacy Content

Uncommon 
Source Pathfinder #159: All or Nothing pg. 79
Prerequisites Strength 14; Charisma 14
The provocator is a gladiator who mixes brilliant performance with mastery of weapons.

PFS LimitedRed Mantis AssassinDedication Feat 2

Uncommon 
Source Prey for Death pg. 108
Prerequisites trained in sawtooth sabers; worshipper of Achaekek; member of the Red Mantis assassins
You are a Red Mantis assassin, inducted by Achaekek, He Who, and sworn to chase your prey to the end of the world and beyond. While many Red Mantis assassins hail from the city of Ilizmagorti and regard it as their hometown, the Red Mantis has agents throughout the world, some of whom have yet to visit their so- called capital city. Still, those who have never been to Ilizmagorti eventually realize that they should at least pay a the city visit at some point in their lives.

As a Red Mantis assassin, you'll periodically be asked to perform assassinations—but the organization is not without rules. The information presented on the previous page is important to understand if you choose to play a Red Mantis assassin as a result. This, plus the fact that the pursuit of murder-for-hire is generally seen as a criminal act that draws the interest of society's less-reputable and more sadistic members, means that this archetype may not be appropriate for all groups. More than most archetypes, this one requires the consent and permission of not just the GM, but of your fellow players. For an adventure like Prey for Death, though, this archetype can be considered to be unlocked for all who wish to join.

The rare feats presented in the archetype are typically available only for assassins who have received permission from the Blood Mistress to undergo the appropriate training.

PFS StandardRivethun InvolutionistDedication Feat 2

Uncommon 
Source Divine Mysteries pg. 295
Prerequisites trained in Nature and Religion
Rivethun involutionists leverage their connection to the spirit world to cast spells. This magic can also grant them a powerful spirit companion.

Sixth PillarDedication Feat 10

Legacy Content

Uncommon 
Source Pathfinder #167: Ready? Fight! pg. 77
Prerequisites Dexterity 14; expert in Acrobatics; ability to cast spells
The Sixth Pillar follows a tradition that blends martial arts with magic. Traditionally, this is a way to better focus and harness innate or bloodline magic, but it can be used by anyone who can cast spells.

PFS StandardSniping DuoDedication Feat 2

Source Guns & Gears pg. 138 2.0
Prerequisites trained in at least one type of weapon in the crossbow or firearm groups; trained in Stealth
Skilled shooters who don't let their egos get in the way of their efficacy are likely to say that sniping is a two-person job. Taking down a target without giving away your position or giving the opponent a window for reprisal is difficult work that requires teamwork and coordination, as well as a tight-knit bond and shared perspective. Sniping duos live and die by the credo “two heads are better than one,” focusing their skills and strategies toward deadly efficiency. Whether your spotter and partner is a fellow ranged combatant or a melee enthusiast, you've learned how to use the openings they provide to devastating effect.

PFS StandardSpirit WarriorDedication Feat 2

Uncommon 
Source Tian Xia Character Guide pg. 92
Warriors can draw powers from the joy and the sadness in their hearts, spiritual gifts and burdens they can share and give to others. They cultivate experiences from their adventures to nurture and grow their spiritual power, learning to channel it through martial arts techniques tailored to their style and personality. Once they’ve created a martial art that combines a favored weapon and specialized unarmed techniques, spirit warriors learn to channel spirit energy through their limbs and weapons. Spirit warriors are typically found in the Forest of Spirits, the Chuyokai Forest, and the Valashmai Jungle.

PFS LimitedStaff AcrobatDedication Feat 2

Legacy Content

Uncommon 
Source Pathfinder #151: The Show Must Go On pg. 75
Prerequisites Dexterity 16; trained in Acrobatics and Athletics; trained with at least one of the following weapons: staff, bo staff, halfling sling staff, or any weapon in the spear or polearm group (referred to in this archetype as “your staff”)
You can perform amazing acts in and out of combat when you have a spear, staff, or polearm.

PFS StandardStalwart DefenderDedication Feat 2

Legacy Content

Uncommon 
Source Highhelm pg. 110
Prerequisites trained in light armor
The military history of the dwarves is a story of largely defensive combat and tactics, whether it be as simple as guarding a camp during the Quest for Sky or a protracted siege, such as at the Sky Citadel of Kraggodan. The martial discipline of the stalwart defender arose over the course of centuries to become an iconic dwarven warrior, capable of holding their ground against overwhelming odds and not ceding an inch of stone.

To be a stalwart defender is to stand with the resilience of a mountain. When danger arrives you face it unflinchingly, allowing your enemy's blows to glance off you like wind whistling past granite. This mindset comes naturally to dwarves, while other ancestries typically need specialized training to attain the determination needed for such a style.

PFS StandardStarlit SentinelDedication Feat 2

Rare 
Source Tian Xia Character Guide pg. 94
Though the zodiac is known throughout Tian Xia for subtly watching over the continent, sometimes the 12 constellations find more direct action necessary. When a grave threat arises, a zodiac constellation might shine on an everyday student or worker, granting them the power to transform into a powerful alter ego to repel those threats. Though most of these starlit sentinels act covertly when the world is asleep, some become well known either as urban legends or outright celebrities, though usually only as their alter ego. Some might find themselves pulled between the dual pressures of an unassuming civilian identity working in a market by day, and the defender of that same market from rampaging oni or qi-stealing jiang-shi under the light of the stars. Due to a quartet of well-known female sentinels operating out of Goka, many have come to believe that the zodiac chooses only girls as its champions, but the heavens care little for such mortal concerns and are equally likely to grant their power to those of any gender. Starlit sentinels are rare, even in Tian Xia, and individual sentinels are unique; a new sentinel empowered by a given constellation won’t awaken as long as the previous sentinel of that constellation is active.

PFS StandardSterling DynamoDedication Feat 2

Uncommon 
Source Guns & Gears pg. 52 2.0
While many people across Golarion use prosthetic devices, you've acquired and outfitted yourself with a particularly advanced combat model of clockwork prosthesis: a piece of cutting edge technology called a sterling dynamo. You know how to maintain your dynamo and how to customize it to suit your needs and style, incorporating any promising new technologies you encounter into its design.

There's a significant distinction, however, between someone who merely has a sterling dynamo prosthesis and someone like you who is a true sterling dynamo. With their recent invention, people in Absalom and Dongun Hold with access to the technology have begun to adopt sterling dynamos as their prostheses of choice, among the wide variety of amazing options already available in both markets. However, not everyone who chooses to use sterling dynamo technology is a member of the sterling dynamo archetype.

With the sterling dynamo archetype, you both use a sterling dynamo prosthesis and truly understand its advantages, limitations, and limitless potential. You don't have to literally be your own mechanic, as there's no requirement for a sterling dynamo to be particularly skilled at crafting, but even if you aren't, you can still “feel” what's right when it comes to adjusting and optimizing your dynamo. Whether you implement these improvements yourself or present your mechanic with ideas and insights that allow them to achieve something special on your behalf, your strength and ingenuity are what make you a sterling dynamo.

As you train to use your dynamo in all sorts of adventures, you may become capable of feats its original inventors never dreamed possible. In fact, as you progress in the archetype and explore the possibilities, you might find that these inventors want to interview you in order to apply your insights and help them create a new generation of the technology with even greater capabilities. The sterling dynamo's adaptability grants it vast potential, so the sky's the limit!

PFS LimitedStone BrawlerDedication Feat 2

Legacy Content

Uncommon 
Source Pathfinder #195: Heavy is the Crown pg. 82
Prerequisites Constitution 14
Stone brawlers learn to encase themselves in temporary, magical rock that empowers their unarmed strikes and defends their bodies. Their relationship to stone is often transactional, and they call on the resilient material for utilitarian purposes. Most stone brawlers view rock as a tool to be utilized in the heat of battle, much as a fencer values their sword or a wizard their magic.

The practice of conjuring stone is most common where resources are scarce, such as Belkzen, the Lands of the Linnorm Kings, or within the Darklands, where the value and resilience of stone is well known.

PFS LimitedStoneboundDedication Feat 2

Legacy Content

Uncommon 
Source Pathfinder #195: Heavy is the Crown pg. 83
Prerequisites Constitution 14
A stonebound is a devoted sentinel who draws on the power of the earth and stone to protect their people.

While stonebound are most commonly found in dwarven enclaves, the practice of binding oneself to the nature of stone is found in the mountains of Garund, Vudra, Arcadia, and in various Darklands communities. A person who binds themselves to stone becomes more resilient to damage, capable of surviving for longer than their unbound counterparts, and often gains a deeper understanding of stone beyond mere knowledge.

Historians theorize that this technique originated in Orv and spread from there. The practice of binding to stone is most common where elemental power, especially the essence of earth, is the strongest. This practice has begun to spread to Belkzen, throughout the Darklands, and across the deserts of northern Garund. Most recently, the Martial Mineral Masters in Quain have adopted the technique for their new dojo and flour mill. The most famous stonebound public figure is Sorrina Westyr, Spellmaster for the Pathfinder Society, who spent a decade in the Elemental Plane of Earth.

PFS StandardSwarmkeeperDedication Feat 2

Uncommon 
Source Howl of the Wild pg. 72 2.1
Prerequisites trained in Nature
Many civilizations throughout history have benefited from a symbiotic relationship with insects. A community might raise insects for certain byproducts, such as a bee’s honey or a spider’s silk, or tame larger versions of common species as mounts. Some even take this harmony to the extreme and willingly host a swarm of insects inside their bodies. Because of their unusual arrangement, swarmkeepers tend to live solitary lives, or at least as solitary as you can be as a host of thousands. When dealing with those who might be squeamish of their abilities, some swarmkeepers wear straw skeps, backpack-like boxes often employed by beekeepers as a kind of social camouflage. Such items might even be used to house additional insects if their swarm grows too big to fit inside their body.

Swarmkeepers can add new capabilities to their swarms. For some, this means incorporating many different species of insects into their swarm, making even mortal enemies in nature work together. Others selectively cultivate one kind of insect precious to them into various morphs that give the swarm new capabilities.

PFS StandardTrapsmithDedication Feat 4

Uncommon 
Source Guns & Gears pg. 54 2.0
Prerequisites Snarecrafter Dedication, or Snare Specialist ranger class feat
Wielding a wrench or blowtorch, you manufacture snares that whir and tick with delicate precision. Your best work requires the right materials—a glorious set of brass fittings and cogwheels—with which you create snares that are as elegantly lethal as they are subtle. As a trapsmith, you're always improving your snares: adjusting timing, tweaking triggers, and finding new ways to hide them from foes.

You can select the dedication feat for the trapsmith archetype even if you haven't yet gained three feats from the snarecrafter archetype.

PFS RestrictedUndead MasterDedication Feat 2

Legacy Content

Uncommon 
Source Book of the Dead pg. 41
Prerequisites evil alignment
Not everyone with an interest in the undead raises a vast army of faceless, disposable minions. You prefer to cultivate a more personal relationship with a small number of undead companions, personalized to your needs and expectations. Those companions with minds trust you implicitly; those without are extensions of your will. Perhaps they see you as a teacher or caretaker, shepherding them on the path to peace and passing on, or perhaps they are your protectors, bound to aid you by negotiation and magical spells. Whatever the case, they will fight for and alongside you without question, throwing themselves into danger without hesitation if it will provide a means to your desired end.

This archetype works well for a necromancer capable of raising undead but isn't exclusive to them. You could be a warrior who befriended an undead, an evil champion granted an undead companion by your deity, or an undead bloodline sorcerer undead are drawn to. The additional feats below are found in the beastmaster archetype. Whenever one of these additional feats refers to an animal companion, as an undead master, you apply it to your undead companion instead.

PFS StandardUndead SlayerDedication Feat 2

Legacy Content

Source Book of the Dead pg. 28
Prerequisites trained in Religion
Anywhere undead prey upon the living, some brave souls make it their mission to destroy the monsters. Many adventurers are skilled at dispatching undead, but you go a step further. You study them, learn their weaknesses, and master the tools to end them quickly and cleanly. An undead slayer doesn't simply kill monsters; they become what even monsters fear. Leave it to others to be a shield—you become the blade that strikes evil at its heart. You can identify the common types of undead by sight. You drill and practice with the special gear necessary to destroy some of the more complicated undead, like vampires; train in their strengths and weaknesses; and learn how to create safe houses to stash your arsenal and hide from undead.

Some undead slayers work at the behest of an organization to exterminate the undead of a particular region, but many act independently, or in a group of like-minded adventurers. Were you called by a higher power? Are you on a personal quest for vengeance? Whatever the reason, you now walk a path that will take you to the vilest dens of rot and decay

PFS StandardUnexpected SharpshooterDedication Feat 2

Uncommon 
Source Guns & Gears pg. 142 2.0
Some people say you must be the luckiest soul in all of Golarion to still be alive and kicking after all the dangers you've seen. Others say that, given the circumstances and the number of foes who you've defeated seemingly by accident, that there's no way you can really be as incompetent as you seem. These critics claim there has to be some kind of angle, some racket you're running. Either way, you sure don't look or act dangerous, except possibly to yourself.

Somehow, despite your apparent clumsiness, professed confusion, and known propensity to incite calamity, you find yourself standing after every battle. The same can't often be said for your enemies. Funny how that works out, isn't it?

PFS StandardWeapon ImproviserDedication Feat 2

Source Player Core 2 pg. 221 1.1
Prerequisites trained in martial weapons
As far as you're concerned, the best weapon to wield is the one that your opponents never see coming. By knowing how to fight effectively with whatever is at hand, you ensure that you're never caught unarmed, and you often get the drop on opponents who mistakenly think they've caught you unprepared. Whether you're smashing someone over the head with a barstool, tossing a mug of ale in their face to blind them, or stabbing your foes with a broken bottle, you can find weapons anywhere and employ them creatively whenever a brawl breaks out. Because you fight with disposable weapons, you don't need handle them with care as other warriors do, and you can break them when needed to win a fight without feeling any regrets later.

Improvised Weapon Ideas: Use these for inspiration. Cavern: broken stalagmite, large mushroom, old bones; Docks: barrel, crate, hook; Forest: branch, needles, or thorns; Market: box, fruit, scale, sign; Courtroom or Study: gavel, goblet, quill, lectern; Tavern: bottle, mug, serving tray, stool

GM Advice: For a GM setting damage, typically a one-handed improvised weapon's damage is 1d4, 1d6, or 1d8; one that needs two hands is 1d8, 1d10, or occasionally 1d12, and an extremely ineffective one might deal 1 damage. Improvised weapons typically have zero, one, or two traits, and often have the nonlethal trait. Agile improvised weapons usually have a smaller die size. It's extremely rare for an improvised weapon to deal more than one die of damage, but powerful magical objects might. Improvised weapons should be fun and don't last long, so feel free to experiment!

PFS LimitedWildspellDedication Feat 12

Uncommon 
Source War of Immortals pg. 138
Prerequisites ability to cast spells from spell slots
Magic was woven into the Universe from its creation, a source of power to be tapped by those with the skill, knowledge, or gift. This power isn’t distributed evenly, however. Ley lines, mana droughts, and magic storms represent areas where this power waxes and wanes. Spellcasters usually use tiny fragments of this power in defined, controlled ways, but a few can draw greater amounts than what normal spells require, channeling this energy to fuel diverse effects.

You’ve tapped into a nigh-unlimited well of magical energy and become so attuned to it that magic flows through the fabric of your being, a trickle of mystic power constantly radiating from you. You might have reached this state through intense study, years of meditation, revelation, as a gift from a powerful entity, or just through the natural progression of your inherent abilities. By accessing this raw power, you can raise the ambient level of magical energy and use it to empower, alter, and hinder spells nearby.

Wildspells are surrounded by faintly visible evidence of their connection, though the precise nature of the manifestation varies with the nature of their magic. Some have a faint aura that makes colors more intense, others are shadowed by barely perceptible smoke, and others might have garments or hair constantly moving, seemingly of their own accord. Places long inhabited by a wildspell are often home to strange occurrences: small objects animating, weather altered by their mood, plants growing larger, animals with unnatural colorations, and so on.

Wildspells revel in the use of their abilities, knowing that the power they tap into sets them above lesser casters. Most wildspells seek out new ways to shape the energies they unleash, knowing that their control is their only limit.

Alejandro the Green (excitable male human druid) poured out raw magic into his forest refuge in the River Kingdoms, over time causing the trees to walk and attracting hordes of curious fey from the First World. With the help of these newly made arboreals and fey visitors, he’s been able to drive out numerous hostile invaders. However, his wild magic has recently attracted the attention of malevolent proteans from the Maelstrom, and he’ll need more allies than he currently has to keep his home safe from their unpredictable predations.

Ernhilda Truestone (patient female dwarf sorcerer) used her wildspell powers to create an oasis of stable magic in the Mana Wastes, allowing her to give succor to harried travelers. Her home in the wastes grew to a bustling trading post, protected by her powers, though it rapidly faded after her passing. Some believe that Ernhilda’s spirit now resides in a cave somewhere under the settlement and that she could be brought back to life with the proper ritual. Finding the proper site for such magic has been hindered by the subterranean tunnels, which seem to shift randomly and without warning.

Teachers at the Magaambya are concerned about a young student named Mkosa (curious nonbinary halfling student) who has begun to exhibit signs of being a nascent wildspell. They don’t wish to hinder Mkosa’s education but are afraid of accidental explosions of magic harming others. The teachers haven’t informed Mkosa about their worries, and the time to make a decision is rapidly approaching.

Power and magic are yours to unleash, but only time will tell if you can master them to become a true wildspell. You’ll undergo trials of the spirit and body that have every chance of breaking you, either tearing your flesh apart with unfiltered magic or breaking your mind with arcane revelations about the Universe. If you survive, your story will be one for the legends.

PFS StandardWinged WarriorDedication Feat 2

Source Howl of the Wild pg. 82 2.1
Prerequisites you have permanent wings (such as from an ancestry or graft)
Nature provided wings to certain creatures to help them soar above predators or reach food hanging from tall trees or the side of a cliff. When those graced with wings no longer have to depend on flight for survival, their appendages can be turned to a different use: combat. In addition to granting strategic elevation over foes, wings provide a variety of combat advantages.

Winged warriors are found independently among several ancestries. While awakened animals seem able to use these techniques as if by instinct, tengu of the Inner Sea region are the most commonly seen practitioners of this fighting style. Naval and pirate crews in the Shackles particularly value a tengu’s skill at boarding actions. Warriors able to take flight, even temporarily, can often name their price when joining a crew on the Fever Sea. Despite the ranged armaments available on most ships, many sailors are hard-pressed to defend against skilled aerial assailants.

Even those who develop wings later in life, like certain surkis and those with grafted wings, can learn the fighting style of a winged warrior. Although it’s a long path, many of the techniques involved are reinvented, rediscovered, and even updated by individual warriors.

PFS StandardWrestlerDedication Feat 2

Source Player Core 2 pg. 222 1.1
Prerequisites trained in Athletics
Wrestlers are athletes who pit their strength and skill against powerful foes. Specializing in a variety of grabs, holds, and strikes, wrestlers are dangerous opponents whose techniques can leave a foe broken and defeated without taking their life. Though it appears brutal, wrestling is considered a respectable and innocuous art.

The wrestling tradition is common all over Golarion. Gladiators and other warriors who fight for entertainment use wrestling techniques in combat. The discipline's focus on grappling is also useful in non-gladiatorial matches, as many foes are unable to contend with an opponent's hold. Grappling is particularly effective against spellcasters, who have a difficult time completing the gestures for their spells while grabbed. However, with the right technique, a seasoned wrestler can hold down just about any foe standing in their way. Such wrestlers are feared by their foes and respected by their allies.

Wrestlers have storied traditions in the Hold of Belkzen, where orcs employ specialized grappling techniques to subdue the large animals they ride as mounts. Orcs prefer wrestling these creatures partially to minimize harm to them, but also because they believe that the process of subduing them in this manner creates a stronger bond between mount and rider.

Outside of the Inner Sea, wrestlers are common in Iblydos and Arcadia. Iblydan wrestlers focus on powerful grappling techniques to make sure theyfre never left without a means to fight on the battlefield, even if their weapons are destroyed. Arcadian wrestlers engage in matches designed to retell stories of ancient gods and their past battles. These matches prominently feature impressive acrobatic feats as well as highly technical grappling maneuvers.

PFS StandardWylderheartDedication Feat 2

Uncommon 
Source Shining Kingdoms pg. 146
Prerequisites member of the Wylderhearts
You’re a defender of nature, called to protect the world from the corrupting influence of demons. You might use a bow in the vein of your organization’s patron deity Ketephys, wield a sword in the style of valiant knights, or harness the primal magic of nature itself against your foes. No matter your chosen tool, your greatest assets in the battle against evil are the strength of your heart and your bond with your allies.