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PFS StandardSister of the Golden Erinys

Source Hellfire Dispatches pg. 32
The Sisterhood of the Golden Erinys is a women's monastic order named after a mercenary company of fiendish erinyes who often work under Eiseth, a Queen of the Night who fosters wrath and vengeance. Although best known for raising a generation of Isgeri youth in the ways of Asmodeus, the sisterhood is still fundamentally a martial order, training in a vicious blend of unarmed combat and esoteric weaponry.

The order has embraced many weapons in the time since its founding, but the current iteration under Mother Valka prefers the asp coil, a flexible sword of many segments. Most of the order's martial techniques focus on using the flexible weapons to capture the targets of their vengeance, while their fingers dig into those targets like the fangs of a viper, causing intense pain. The pain is often a punishment in itself but can also render the targets unconscious for capture. Older iterations of the order focused on death as a punishment, using swords and bladed scarves to swiftly dispatch prey, although such techniques are rare among the sisterhood in Isger. Although the organization has a long history in the shadows of Cheliax as the Sisterhood of Eiseth, the rise of House Thrune allowed a branch of that order to change their focus from worshipping Eiseth to serving the Church of Asmodeus. Following the Goblinblood Wars in Isger, the Chelaxian government desired to strengthen its vassal's military without giving it any ideas about freedom. Infrexus Thrune was deeply impressed by the sisterhood's training facilities and had recruited many of them as assassins and even as guards for the women of the imperial family. He offered the order his support to build orphanages across Isger, training a generation of children (and potential warriors) loyal to Hell. In exchange, the sisterhood recruited the most promising girls into their own ranks.

While they provide food and shelter for the orphans as promised, the sisters' guidance is harsh. The constant physical training, with even more assigned as punishment, resembles a military camp more than a traditional orphanage. They give their charges a classroom education comparable to aristocrats in Elidir but quite focused on the sisterhood's mission. Literacy and even arithmetic are taught from infernal ledgers, leaving many charges knowing more about Dis than Isger.

The promise of a new generation of sisters bore fruit, with the order growing exponentially through those early years. There are now far more than needed for training the next generation, in fact. Sisters can now be found across the Inner Sea, returning to their order's roots of avenging Hell's grievances. With the war, many of them have been working alongside the Chelaxian military or as spies, while others have found more comfortable positions with merchant groups like the Aspis Consortium.

However, nowhere near every orphan joined the sisterhood. Even among the women eligible to join, almost every child showed some degree of rebellion before reaching adulthood. The order encourages its members to sublimate pain by taking revenge against those who caused it but is silent on the topic of those who feel wronged by the order itself. Many of these rebels eventually return to the fold of the order or worship of infernal powers in general, but even more resolve to avoid those gods or directly reject them by embracing rebellion in the form of deities like Milani. Recently, a growing number have turned to Ragathiel as a symbol of vengeance who would support their case against the sisterhood.

Between the sheer number of children drilled in the basic forms of the Golden Erinys and how many have turned their back on the order, there's no shortage of people in Isger using some form of the sisterhood's arts. Reconstructing the full techniques of the sisterhood is beyond most practitioners, however, particularly those reluctant to accept the stain of the techniques' infernal elements. Despite the difficulty, a few gifted graduates of the sisterhood's orphanages have managed to find their own ways to Hell.

Additional Feats

Source Player Core pg. 215
Some 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.


PFS StandardSister of the Golden Erinys Dedication Feat 2

Uncommon Archetype Dedication 
Source Hellfire Dispatches pg. 109
PFS Note This feat does not allow Pathfinder Society members to become unholy or add the unholy trait to their weapons.
Archetype Sister of the Golden Erinys
Prerequisites You're from Isger or a member of the Sisterhood of the Golden Erinys.
Access You're from Isger or a member of the Sisterhood of the Golden Erinys.

The fighting style of the Sisterhood of the Golden Erinys is rooted in their understanding of devils. You gain the Additional Lore general feat for Devil Lore. When you choose this feat, you can choose to become sanctified as unholy. You gain access to the asp coil. You have familiarity with the asp coil and scourge, treating them as simple weapons for the purposes of proficiency. If you're unholy, your Strikes using those weapons and your unarmed Strikes gain the unholy trait.

Special If you have the Monastic Weaponry feat, the asp coil gains the monk trait for you.

PFS StandardEye for Weakness Feat 4

Archetype 
Source Hellfire Dispatches pg. 109
Archetype Sister of the Golden Erinys
Prerequisites Sister of the Golden Erinys Dedication

When you successfully Recall Knowledge about a creature you can see, you automatically learn if it has a weakness to holy or unholy in addition to any other results. If you critically succeed at the check to Recall Knowledge, that creature is off-guard to you until the end of your turn.

PFS StandardGolden Erinys Stance [one-action] Feat 4

Archetype Stance 
Source Hellfire Dispatches pg. 109
Archetype Sister of the Golden Erinys
Prerequisites Sister of the Golden Erinys Dedication

Whether you're a keen student of vengeance or you picked up techniques after being a common target for the sisters' punishment, you've learned to dig painfully into your opponent's flesh. In this stance, you can make fury's fang unarmed attacks. These deal 1d6 piercing damage; are in the brawling group; and have the agile, backstabber, finesse, forceful, nonlethal, and unarmed traits.

While in the stance, if you critically hit with a melee Strike that deals piercing damage, the target is sickened 1 (with a DC to remove equal to your class DC); this is in addition to any critical specialization effect you might gain from the attack.

PFS StandardFiendish Brand [two-actions] Feat 6

Archetype Divine Unholy 
Source Hellfire Dispatches pg. 109
Archetype Sister of the Golden Erinys
Prerequisites Sister of the Golden Erinys Dedication

Make a Strike with a weapon or unarmed attack that deals piercing or slashing damage. If it's successful and deals damage, you carve bleeding words into your target. The target takes 1d6 persistent bleed damage, which has the unholy trait. Anytime the creature casts a holy spell while this bleed damage persists, it must succeed at a DC 5 flat check or the spell is disrupted.

PFS StandardVengeance Strike [reaction] Feat 6

Archetype 
Source Hellfire Dispatches pg. 109
Archetype Sister of the Golden Erinys
Prerequisites Sister of the Golden Erinys Dedication

You lash out at the foe who dared to attack you. Make a melee Strike against the triggering enemy. If you hit and deal damage, the enemy is off-guard to you until the end of your next turn.

PFS StandardCruel Piercing Feat 8

Archetype 
Source Hellfire Dispatches pg. 109
Archetype Sister of the Golden Erinys
Prerequisites Golden Erinys Stance
Trigger An enemy damages you and is within your reach.

You learn to impale your targets. When you're in Golden Erinys Stance, you gain the Puncture Flesh action.

Puncture Flesh [one-action]

Source Hellfire Dispatches pg. 109
Trigger Your last action was to deal piercing damage to an enemy within your reach
Attempt an Athletics check to Grapple the same enemy. The weapon that dealt the triggering damage gains the grapple trait for this check. On a success, the target also takes 1d8 persistent piercing damage (or 2d8 persistent piercing damage on a critical success). When the target is no longer grabbed or restrained by you, the persistent damage ends.

PFS StandardPromise of Pain [one-action] Feat 10

Archetype Auditory Concentrate Divine Linguistic Mental Nonlethal 
Source Hellfire Dispatches pg. 109
Archetype Sister of the Golden Erinys
Frequency once per minute
Prerequisites Sister of the Golden Erinys Dedication

You call out to an enemy in distress, promising them a future of unending pain. Choose an enemy with the sickened condition that you can see within 120 feet. That creature takes 10d4 mental damage with a basic Will save against your class DC or spell DC, whichever is higher. At 12th level and every 2 levels thereafter, the damage increases by 2d4.

PFS StandardWrathful Presence [two-actions] Feat 12

Archetype Aura Divine Emotion Fear Mental 
Source Hellfire Dispatches pg. 109
Archetype Sister of the Golden Erinys
Frequency once per 10 minutes
Prerequisites Sister of the Golden Erinys Dedication

You channel the unending wrath of the erinyes all around you. You have a 30-foot aura for 1 minute or until you Dismiss it. You and your allies in the aura gain a +3 status bonus to damage with Strikes. Your enemies who end their turn within the aura can't reduce their frightened value below 1.

PFS StandardFuse Stance Feat 18

Monk 
Source Player Core 2 pg. 126
Archetype Sister of the Golden Erinys
Prerequisites at least two stances

You have combined two stances into a single stance all your own. When you take this feat, choose two stances you know and combine them into a single fused stance. Give your new fused stance a unique name. When you enter your fused stance, you gain all the effects of both stances, including the requirements and restrictions.

If the stances both grant special attacks, you gain all those attacks. If a stance restricts you to one particular attack (such as Crane Stance), you must abide by that restriction. If the fused stances have incompatible restrictions, the GM determines which apply, or determines you can't fuse those stances at all.

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