All Archetypes
Artifact | Class | Combat Style | Core | Faction | Multiclass | Mystical | Profession | Undead


PFS StandardWar Mage Dedication Feat 2

Uncommon Archetype Class Dedication 
Source Battlecry! pg. 68
Archetype War Mage
Class Wizard
Prerequisites You have a spellcasting class feature.

Your studies into the battlefield applications of magic have made your spells particularly effective at disrupting enemy formations or manipulating enemy troops into positions where they are more vulnerable to wide-scale magical attacks. When you cast a non-cantrip spell that deals damage in an area, choose a number of targets equal to your Intelligence modifier who failed their saving throw against the effect. Move each one up to 10 feet from their original position after they take damage and any other effects from the spell. You can't move a creature into or through obstacles. A Medium or smaller creature counts as one target; a Large creature counts as two Medium creatures; and a Huge creature counts as four Medium creatures. You can't move Gargantuan creatures in this way.

You also gain the Additional Lore general feat for Warfare Lore. If you were already trained in Warfare Lore, you become trained in a Lore skill of your choice.

War Mage Dedication Leads To...

Arcana of Iron, Intimidating Spell, Mage's Field Dressing, Shield Spell Reinforcement, Shielding Formation, Siege Ritualist, Spellshield

Traits

Uncommon:

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Archetype:

This feat belongs to an archetype.

Class:

Archetypes with the class trait fundamentally diverge from your class's specialties but still fit within the theme of your class.

You can select a class archetype only if your class meets the criteria listed in the archetype's prerequisites. Class archetypes always alter or replace some of a class's static class features in addition to any new feats they offer.

It might be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features. The 1st-level ability is presented much like a class feature and includes the class archetype's prerequisites and rules on how it changes your class. If you select this ability, you must take that archetype's dedication feat at 2nd level, and you proceed normally afterward. You can never have more than one class archetype.

Dedication:

Each archetype’s dedication feat represents your character’s dedicated effort learning a new set of abilities, making it impossible to split your focus and pursue another archetype at the same time. Once you take a dedication feat, you can’t select a different dedication feat until you complete your dedication by taking two other feats from your current archetype. You can’t retrain a dedication feat as long as you have any other feats from that archetype.