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PFS StandardMonstrous Inclinations [one-action] Feat 16

Animist Apparition Wandering 
Source War of Immortals pg. 26
Requirements Your attuned apparition grants Forest Lore or Ocean Lore as one of its apparition skills.

Your apparitions share with you the monstrous nature of those creatures who dwell in deep seas or ancient woods. You add monstrosity form to your apparition spell repertoire, allowing you to cast it with your apparition spellcasting.

Special If you are attuned to a stalker in darkened boughs, add the phoenix form from monstrosity form to your available darkened forest form options when you cast the spell heightened to 8th rank.



If you are attuned to a lurker in devouring dark, add the cave worm and sea serpent forms to your devouring dark form options as a polymorph effect when you cast the spell heightened to 8th rank.

Traits

Apparition:

Apparitions are spiritual entities who generally lack the power, cohesiveness, or attachments to enter or affect the physical world. Unlike a ghost or phantom, an apparition does not need to have ever been a living creature and could be the spiritual memory of a particularly meaningful location or event. Apparitions are reliant on animists to interact with other people and things, and generally can't be targeted or affected by spells and abilities other than those of the animist they are attuned to. Animist feats and abilities that affect spirits affect apparitions only if they specifically say so.

Animist abilities with the apparition trait involve one or more of your apparitions acting alongside you. You must be attuned to at least one apparition to use an apparition ability, and some abilities might state in their requirements more specifically which apparition you must be attuned to. Typically, you're assumed to always attune to your apparitions during your daily preparations, but in some rare circumstances or as a result of certain animist abilities, your apparitions might be dispersed or separated from you for a time; you aren't attuned to dispersed apparitions.

Wandering:

Wandering identifies animist feats attuned to particular types of apparitions. These feats require you to have attuned to an apparition who matches their prerequisites when you select them, and represent knowledge and ability pulled from that specific bond. When you make your daily preparations, you can retrain any wandering feat you know for any other wandering feat available at the level you took the exchanged feat (including lower-level wandering feats, as usual). You must meet all the new feat's other prerequisites.