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Fantastic Careers: OOPS! All Reactions


Reactions are a beloved element of the Pathfinder Second Edition action economy. Who doesn’t love
stopping the monster in its tracks and disrupt ing what would have been a devastating action? But reac-
tions are also situational. It can be difficult to gauge how much mileage your PC will get out of that
reaction feat. The PC archetypes prese nted in this book will help you find something to do with your
reaction nearly every round of combat – and help you gain an extra reaction when you just don’t have
enough! Regardless of your character build or play style, the Fantastic Careers series provides options
to advance your characters along their unique journeys!
DOUBLE CHECKER 5
Table of Contents IMPROVISED DEFENDER 6
MAGIC WARY 6
MAGICAL IMPROVISER 7
ADDITIONAL RULES 3 MOTIVATOR 8
PSIONIC PUNISHER 8
QUICK RESCUER 9
BACKGROUND 3
READY GADGETEER 10
STEPPER 10
ARCHETYPES 3 OPPORTUNISTIC STRIKER 11
RIPOSTER 11
AIDER 3 TAUNTER 11
ATHLETIC OPPORTUNIST 4
CREATIVE FAILER 4 MORE FROM LION’S BRAIN! 12
DIVINE ADMONISHER 5

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The full rules for archetypes are found on page 219 AIDER DEDICATION FEAT 2
of the Pathfinder Core Rulebook, with additional ARCHETYPE DEDICATION STARTER
rules on page 149 of the Pathfinder Advanced Replaced Feature a reaction
Player’s Guide. This book presents 16 archetypes
You specialize in aiding your allies in unexpected
that follow the standard rules, with many carrying
ways. Choose a skill in which you’re trained as your
an additional trait described below.
aiding skill. At 3rd, 7th, and 15th levels, you gain an
additional skill increase you can apply only to your
Additional Rules aiding skill. You can always use your aiding skill to
Many dedication feats in this book include a new Aid any type of check your ally makes, although
starter trait. These feats can be taken at 1st level in your GM might adjust the DC to Aid if using this skill
place of a class feature you would have otherwise would be far-fetched in the current situation.
received. The type of class feature is specified in the Special You can’t select another dedication feat
dedication feat. In this book, the starter dedication until you have gained two other feats from the aider
feats would require you to give up a reaction you archetype.
would have otherwise gained. For example, at 1st
level, a fighter can give up Attack of Opportunity or ADDITIONAL AID FEAT 4
a druid can give up Shield Block to take a starter ARCHETYPE
dedication feat. You must meet other prerequisites
Trigger An ally is about to use an action that requires
besides level.
a skill check or attack roll.
Additionally, all archetypes in this book include the
Requirements You have already attempted to Aid
following feat:
another ally who used the same action this round,
and the triggering ally is willing to accept your aid.
ADDITIONAL REACTION FEAT 10 You try to help the next ally. Attempt to Aid the trig-
ARCHETYPE gering ally. If the ally you previously aided suc-
Prerequisites an archetype that grants a reaction ceeded at their check, you gain a +1 circumstance
At the start of each of your turns when you regain bonus, and if the ally you previously aided critically
your actions, you gain an additional reaction that succeeded, you treat a failure as a success.
can be used only to make a reaction from one of
your archetype feats. Usually, any given event can AID DEFENSE FEAT 4
only trigger one of your reactions. ARCHETYPE
Trigger An ally’s DC is being targeted by a check.
Background Requirements The ally is willing to accept your aid,
The following background is designed to support and you have prepared to help (see below).
the archetypes in this book. You try to help your ally withstand an attack. To use
this reaction, you must first prepare to help, usually
by using an action during your turn. You must ex-
READY BACKGROUND
plain to your GM exactly how you’re trying to help,
Whether from trauma or training, you have learned and they determine whether you can Aid your ally.
to be ready to react at a moment’s notice. When you use your Aid reaction, attempt a skill
Choose two ability boosts. One must be to Dexter- check or attack roll of a type decided by your GM.
ity or Wisdom, and one is a free ability boost. The typical DC is 20, but your GM might adjust this
You are trained in the Acrobatics skill and the Traps DC. Your GM can add any relevant traits to your
Lore skill. Once per day, you can use one additional preparatory action or to your Aid reaction depend-
reaction in a round. ing on the situation.
Critical Success You grant your ally a +2 circum-
Archetypes stance bonus to their DC against the triggering
check. If you’re a master with the check you at-
Aider tempted, the bonus is +3, and if you’re legendary,
You believe that helping your allies is a valuable it’s +4.
contribution.

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Success You grant your ally a +1 circumstance bo- CAUGHT BY SURPRISE FEAT 4
nus to their DC against the triggering check. ARCHETYPE
Critical Failure Your ally takes a –1 circumstance Prerequisites Athletic Opportunist Dedication,
penalty to their DC against the triggering check. trained in Intimidation
Trigger You succeed at your Athletics check during
SUSTAINED AID FEAT 6 Athletic Opportunist Dedication.
ARCHETYPE Attempt to Demoralize the target. If you critically
Trigger An ally is about to use an action that requires succeeded at your Athletics check and you suc-
a skill check or attack roll. ceed at Demoralizing, you get a critical success, in-
Requirements You previously attempted to Aid this stead.
same ally making the same type of check in the
last minute, and you haven’t used Sustained Aid CONFOUNDING DISRUPTION FEAT 4
since then. ARCHETYPE
Your assistance and encouragement persist. At- Prerequisites Athletic Opportunist Dedication,
tempt to Aid the triggering ally using the same trained in Stealth
check you used previously to Aid. Trigger You succeed at your Athletics check during
Athletic Opportunist Dedication.
DEDICATED AID FEAT 10 Attempt a Stealth check against the target’s Per-
ARCHETYPE ception DC. On a success, you become concealed
Each morning, during your daily preparations, to the target until the end of their next turn. If you
choose up to six other people to be your beneficiar- critically succeeded at your Athletics check and
ies. You can use the Aid reaction to help one of your you fail your Stealth check, you get a success, in-
beneficiaries within 60 feet of you even if you ha- stead.
ven’t prepared to do so.
Athletic Opportunist EFFECTIVE DISRUPTION FEAT 6
You never miss an opportunity to demonstrate your ARCHETYPE
physical prowess. Prerequisites Athletic Opportunist Dedication, ex-
pert in Athletics
ATHLETIC OPPORTUNIST DEDICATION FEAT 2 When you succeed at Disarming as a reaction, the
penalty and bonus last an additional round. When
ARCHETYPE DEDICATION STARTER
you succeed at Grappling as a reaction, the
Prerequisites trained in Athletics grabbed or restrained condition lasts an additional
Replaced Feature a reaction round. When you critically fail at Shoving or Tripping
Trigger A creature within your reach uses a manipu- as a reaction, you get a failure, instead.
late action or a move action, makes a ranged at-
tack, or leaves a square during a move action it’s Creative Failer
using. You find clever ways to fail forward.
You rush at your foe’s opening. Attempt to Disarm,
Grapple, Shove, or Trip the triggering creature. If CREATIVE FAILER DEDICATION FEAT 2
your result is a critical success and the trigger was a ARCHETYPE DEDICATION STARTER
manipulate action, you disrupt that action. This
Replaced Feature a reaction
check doesn’t count toward your multiple attack
Trigger You failed (but didn’t critically fail) a skill
penalty, and your multiple attack penalty doesn’t
check as part of an activity that required 1 to 3
apply to this check.
actions.
Special You can’t select another dedication feat
until you have gained two other feats from the ath- You carry forward the momentum of your effort. At-
letic opportunist archetype. tempt a different single action that requires a check
with a different skill.
Special You can’t select another dedication feat
until you have gained two other feats from the cre-
ative failer archetype.
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“I MEANT TO DO THAT” FEAT 4 You can’t select another dedication feat until you
ARCHETYPE have gained two other feats from the divine ad-
Prerequisites Creative Failer Dedication monisher archetype.
Trigger You succeeded at your skill check during
Creative Failer Dedication. PERSISTENT ADMONISHMENT FEAT 4
You gain a +1 status bonus you can choose to apply ARCHETYPE
on any check you attempt during your next turn. If Prerequisites Divine Admonisher Dedication
you critically succeeded, you also become quick- When you choose to deal mental damage with Di-
ened on your next turn. You can use the extra ac- vine Admonisher Dedication, the triggering crea-
tion to attempt a single action that requires a skill ture takes an equal amount of persistent mental
check. damage.

IMPRESSIVE FAILURE FEAT 6 CHAMPION’S REACTION FEAT 6


ARCHETYPE ARCHETYPE
Prerequisites Creative Failer Dedication Prerequisites Divine Admonisher Dedication
Trigger You critically succeeded at your skill check
Choose a champion’s reaction that your deity
during Creative Failer Dedication.
could grant to one of their champions. You gain this
Choose a target who can see you perform the trig- reaction.
gering action. They become fascinated by you for Special You can take this feat again and choose
1 round. another reaction that your deity could grant to one
Divine Admonisher of their champions.
Your deity grants you the power to interpose their
will. ANATHEMATIC REACTION FEAT 6
UNCOMMON ARCHETYPE
DIVINE ADMONISHER DEDICATION FEAT 2 Prerequisites Divine Admonisher Dedication
ARCHETYPE DEDICATION DIVINE STARTER Access You have advanced in the ranks of your de-
Prerequisites You serve a deity and are trained in ity’s faith or hold a fringe office such as inquisitor.
Religion. Choose a champion’s reaction that your deity does
Replaced Feature a reaction not grant to one of their champions. You gain this
Trigger A creature performs an act anathema to reaction, but you must spend a Focus Point to use it.
your deity. If you don’t have a focus pool, you gain one with
You can cast use this reaction only when a creature one Focus Point.
actively commits a unique act of anathema. For ex- Double Checker
ample, if creating undead were anathema to your You make sure you account for every possibility.
deity, you could use this reaction on a necromancer
who had just created undead in front of you, but
not on an undead creature just for existing. Choose DOUBLE CHECKER DEDICATION FEAT 6
one of the following: ARCHETYPE DEDICATION
• You gain a +1 status bonus to attack and dam- Prerequisites expert in Perception
age rolls against the target for 1 minute. If you Trigger You use the Seek action.
are master in religion, increase the bonus dam- Attempt the Seek action again. If you scan the
age to 2; if legendary, 3. same area, instead of rolling, increase your previous
• The triggering creature takes mental damage check by 1.
equal to half your level rounded up, subject to Special You can’t select another dedication feat
a basic Will save against the higher of your until you have gained two other feats from the dou-
spellcasting DC or class DC. ble checker archetype.
Special When you first take this feat, you become
bound by your deity’s edicts and anathemas.

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ON SECOND THOUGHT FEAT 8 even though you wouldn’t take the -2 circumstance
ARCHETYPE SECRET penalty when defending against the attack.
Prerequisites Double Checker Dedication Special When you first take this feat, choose a skill
Trigger You Recalled Knowledge. in which you are master as your defensive skill.
You can’t select another dedication feat until you
You use your common sense to evaluate the infor-
have gained two other feats from the improvised
mation you just recalled. Attempt a secret DC 30
defender archetype.
Perception check. Regardless of the outcome, you
can’t use On Second Thought on future attempts to
Recall Knowledge about the same topic until IMPROVISED SAVES FEAT 18
you’ve had opportunity to learn more (such as by ARCHETYPE
visiting a library or increasing your proficiency with a Prerequisites Improvised Defender Dedication
relevant skill). Trigger You must attempt a saving throw.
Success You learn whether the information you re- Attempt a defensive skill check instead of the re-
ceived from Recall Knowledge was correct, false, quired saving throw. Though this allows you to avoid
or mixed. taking penalties to your saving throw, the check
Failure You believe the information you received doesn’t benefit from any bonuses to your saving
was correct. throws, and you can’t make use of effects that
change the outcome of your saving throw (such as
WATCHFUL COMBATANT FEAT 8 Evasion).
ARCHETYPE SECRET
Prerequisites Double Checker Dedication IMPROVISED PROTECTOR FEAT 18
Trigger You dealt damage to a creature. ARCHETYPE
You examine the creature’s reaction carefully. At- Prerequisites Improvised Defender Dedication
tempt a secret Perception check. The DC is usually You can use Improvised Defender Dedication when
the DC to Recall Knowledge about the creature, or an ally within your reach is targeted with an attack
your GM might use the creature’s Deception DC if and you can see the attacker. The attack roll then
they’re savvy enough to hide it. targets your defensive skill DC instead of their AC.
Critical Success You learn the numerical value of
the creature’s resistance or weakness to the types
of damage you dealt. IMPROVISED DEFENSES FEAT 20
Success You learn whether the creature has re- ARCHETYPE
sistance or weakness to one type of damage you Prerequisites Improvised Saves
dealt, determined by your GM. Trigger A creature targets your saving throw DC with
Improvised Defender a check and you can see the creature.
You can find clever ways to defend yourself against The triggering check targets your defensive skill DC
attacks. instead of your saving throw DC. Though this allows
you to avoid taking penalties to your saving throw
DC, the check doesn’t benefit from any bonuses to
IMPROVISED DEFENDER DEDICATION FEAT 16 your saving throws, and you can’t make use of ef-
ARCHETYPE DEDICATION fects that change the outcome of a check against
Prerequisites master in a skill your saving throw DC.
Trigger A creature targets you with an attack and
you can see the attacker.
Magic Wary
You are always on the lookout for magic that might
You improvise a defense against the attack. The affect you.
triggering attack roll targets your defensive skill DC
instead of your AC. Though this allows you to avoid
taking penalties to your AC, it doesn’t remove any MAGIC WARY DEDICATION FEAT 1
conditions or other effects causing such penalties. ARCHETYPE DEDICATION SKILL STARTER
For example, an enemy with sneak attack would still Prerequisites trained in Arcana, Nature, Occultism,
deal extra damage to you for being flat-footed, or Religion

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Replaced Feature a reaction or a skill feat from your • A staff you cast a spell from today regains a
background or class charge, up to its usual maximum.
You gain the Recognize Spell skill feat. • A broken item in your possession loses the bro-
Special You can’t select another dedication feat ken condition.
until you have gained two other feats from the Failure No effect.
magic wary archetype. Critical Failure You take mental damage equal to
twice the spell’s level.
SHARE MAGIC DEFENSE FEAT 2 Magical Improviser
ARCHETYPE AUDITORY LINGUISTIC You perfect your spells right at the end of casting
them.
Prerequisites Magic Wary Dedication
Trigger You critically succeed at Recognizing a Additional Feats: 6th Siphon Magic (page 7, Pre-
requisites Recognize Spell); 10th Steal Magic (page
Spell.
7, Prerequisites Recognize Spell)
Choose one ally who can hear you. They gain the
same circumstance bonus as you from Recognize
Spell. MAGICAL IMPROVISER DEDICATION FEAT 2
ARCHETYPE DEDICATION STARTER
SIPHON MAGIC FEAT 4 Prerequisites a cantrip that requires 1 or 2 actions to
cast
ARCHETYPE
Replaced Feature a reaction
Prerequisites Magic Wary Dedication
Trigger You attempt to Recognize a Spell. You can use the Ready action to prepare to cast a
cantrip that requires 1 or 2 actions to cast.
If you correctly recognized the spell, your next Strike
Special You can’t select another dedication feat
before the end of your next turn deals additional
until you have gained two other feats from the mag-
damage equal to the spell’s level, of a type deter-
ical improviser archetype.
mined by the spell’s school as defined in Bespell
Weapon. If you incorrectly recognized the spell, you
take this damage before resolving the Strike, in- MAGICAL REDIRECTION FEAT 4
stead. ARCHETYPE MANIPULATE METAMAGIC
Prerequisites Magical Improviser Dedication and a
STEAL MAGIC FEAT 10 spell with a target of one creature
Trigger You finish casting a spell with a single target,
ARCHETYPE
and you fail at the spell attack roll or the target
Prerequisites Magic Wary Dedication
succeeds at their saving throw.
Trigger You attempt to Recognize a Spell.
Sensing the outcome of your spell, you redirect its
Attempt a counteract check against the spell’s DC.
wasted energy elsewhere. Select another eligible
If you failed or critically failed at Recognizing the
target for the spell. Treat the outcome of your spell
Spell, you automatically critically fail this counteract
attack roll as one degree worse, or the target’s sav-
check.
ing throw as one degree better.
Critical Success You gain temporary Hit Points equal
to the spell’s level that last 1 minute. Treat the re-
sults of the spell as one degree worse for the METAMAGIC IMPROVISATION FEAT 6
caster. Choose one of the options for a success ARCHETYPE
below. Prerequisites Magical Improviser Dedication, a met-
Success The spell resolves as usual. Choose one of amagic ability
the following: Trigger You finish casting a spell.
• You regain a Focus Point. With a quick gesture, you add a final element to
• You regain a spell slot or prepared spell you your spell. Apply a metamagic ability you know to
have cast, up to the level of the spell you Rec- this spell. You can’t use this reaction to apply the
ognized. You can’t choose this option if the same metamagic ability twice to the same spell.
spell you recognized was a cantrip.
• You regain the use of a non-broken wand that
you previously cast a spell from today.
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WHAT I MEANT TO CAST WAS… FEAT 8 SUCCESSFUL MOTIVATOR FEAT 6
ARCHETYPE ARCHETYPE
Prerequisites Magical Improviser Dedication Prerequisites Motivator Dedication
Trigger You resolve the effects of a spell you cast. When an ally critically succeeds at their skill check
This spell must require 1 to 3 actions to cast. after benefiting from your Motivator Dedication,
With a quick adjustment to your incantations and you can use Motivator Dedication again after your
gestures, you convert one spell into another. No ef- next turn.
fects occur from the triggering spell. Instead, you
Psionic Punisher
cast another spell, expending a spell slot, using an
You force your will into your enemies’ minds at their
item, etc. as usual. The second spell must take 1 or 2
moments of weakness.
actions to cast, and does not benefit from any met-
Additional Feats: any feats that award a rogue de-
amagic effects you applied to the triggering spell.
bilitation (Prerequisites Psionic Debilitation)
Motivator
You provide timely encouragement to your allies. PSIONIC PUNISHER DEDICATION FEAT 2
ARCHETYPE DEDICATION ENCHANTMENT MENTAL
MOTIVATOR DEDICATION FEAT 2
NONLETHAL OCCULT STARTER
ARCHETYPE DEDICATION FORTUNE STARTER Prerequisites trained in Occultism
Prerequisites trained in Deception, Diplomacy, or In- Replaced Feature a reaction
timidation Trigger You deal damage to a creature.
Replaced Feature a reaction The creature takes persistent mental damage equal
Trigger An ally fails a skill check. to half your level rounded up. Attempts to counter-
Attempt a motivational skill check at the same DC act this effect use the higher of your Occultism DC
as the triggering check. or your occult spell DC.
Critical Success The ally may attempt the check Special You can’t select another dedication feat
again with a +1 circumstance bonus. You can’t until you have gained two other feats from the
use Motivator Dedication again for 1 minute. psionic punisher archetype.
Success They ally may attempt the check again.
You can’t use Motivator Dedication again for 10
minutes. PSIONIC COMMAND FEAT 4
Failure You can’t use Motivator Dedication again ARCHETYPE
for 10 minutes. Prerequisites Psionic Punisher Dedication, com-
Critical Failure You can’t use Motivator Dedication mand
again for 1 hour. Trigger A creature takes persistent mental damage
Special When you first take this feat, choose De- from your Pisonic Punisher Dedication.
ception, Diplomacy, or Intimidation as your motiva- You cast command against the creature, expend-
tional skill. ing a spell slot or prepared spell, using an item, or
You can’t select another dedication feat until you expending other resources as usual.
have gained two other feats from the motivator ar-
chetype.
PSIONIC DEBILITATION FEAT 4
ARCHETYPE ENCHANTMENT MENTAL NONLETHAL
QUICKENING MOTIVATION FEAT 4
OCCULT
ARCHETYPE
Prerequisites Psionic Punisher Dedication
Prerequisites Motivator Dedication Trigger A creature takes persistent mental damage
When you critically succeed at using Motivator from your Pisonic Punisher Dedication.
Dedication, the target becomes quickened on their The creature must attempt a Will save against the
next turn. They may use the extra action to use a higher of your Occultism DC or your occult spell DC.
single action that requires a skill check. Critical Success The persistent mental damage
ends.
Success No effect.

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Failure The target becomes stunned 1. You can QUICK RESCUER DEDICATION FEAT 2
choose to replace this effect with any rogue debil- ARCHETYPE DEDICATION STARTER
itations you know. Replaced Feature a reaction
Critical Failure As failure, and the target automati- Prerequisites trained in Athletics
cally fails their flat check to overcome the persis- Trigger An ally within your reach triggers a reaction.
tent mental damage.
You quickly pull the ally to safety. Attempt an Ath-
letics check against the DC of the triggering reac-
PSIONIC FRIGHT FEAT 4 tion (for example, the attack DC for Attack of Op-
ARCHETYPE ENCHANTMENT MENTAL OCCULT portunity, or the Reflex DC for a hazard).
Prerequisites Psionic Punisher Dedication Critical Success You move the ally to a square
Trigger A creature takes persistent mental damage within your reach outside the range of the reac-
from your Pisonic Punisher Dedication. tion. If such a square exists, the triggering reaction
Attempt an Occultism check against the target’s does not affect your ally. If it doesn’t, you get a
Will DC. success, instead.
Critical Success The target becomes frightened 1 Success You adjust your ally advantageously, grant-
and automatically fails their flat check to over- ing them a +2 circumstance bonus to their check
come the persistent mental damage. or DC against the reaction.
Success The target becomes frightened 1. Failure No effect.
Failure The target becomes immune to your Psionic Critical Failure You accidentally push your ally fur-
Fright for 1 minute. ther into danger. Your ally takes a -1 circumstance
Critical Failure As failure and the target’s persistent penalty to their check or DC against the reaction.
damage ends. Special You can’t select another dedication feat
until you have gained two other feats from the quick
rescuer archetype.
PSIONIC THEFT FEAT 4
ARCHETYPE ENCHANTMENT MENTAL OCCULT FALLING SUPPORT FEAT 4
Prerequisites Psionic Punisher Dedication
ARCHETYPE
Trigger A creature takes persistent mental damage
from your Pisonic Punisher Dedication. Prerequisites Quick Rescuer Dedication
Trigger An ally within your reach falls or is knocked
Attempt an Occultism check against the target’s
prone.
Will DC.
Critical Success You learn a useful piece of infor- You attempt to catch your ally. Attempt an Athletics
mation from the target, as though you had suc- check. The DC is usually the DC of the effect that
cessfully Recalled Knowledge about them or suc- caused your ally to fall (for example, the Athletics
cessfully Coerced them into giving you infor- DC of a creature who Tripped your all), or the Climb
mation. The target automatically fails their flat DC of a wall your ally might Grab an Edge of.
check to overcome the persistent mental dam- Critical Success You catch your ally. Either they do
age. not fall prone, or they successfully Grab an Edge
Success You learn a useful piece of information as adjacent to you.
in critical success. Success You grant the ally a +2 circumstance bonus
Failure The target becomes immune to your Psionic to their check or DC to avoid falling or to Grab an
Fright for 1 minute. Edge. This can change the outcome of the trigger-
Critical Failure As failure and the target’s persistent ing event.
damage ends. Failure No effect.
Critical Failure You fall, as well.
Quick Rescuer
You are always ready to pull an ally out of harm’s
QUICK MEDICINE FEAT 4
way.
Additional Feats: 8th Delay Trap ARCHETYPE
Prerequisites Quick Rescuer Dedication, Battle Med-
icine
Trigger An ally within your reach takes damage.

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You quickly treat the damage. Use Battle Medicine Stepper
on the triggering ally. If you restore more Hit Points You keep your feet ready to move at a moment’s
than the damage taken by your ally, you prevent notice.
them from falling below 0 Hit Points. Additional Feats: 4th Goblin Scuttle; 10th Skittering
Ready Gadgeteer Skuttle.
You keep your items ready and your mind sharp.
Additional Feats: 3rd Prescient Planner (Pathfinder STEPPER DEDICATION FEAT 2
Advanced Player’s Guide page 208); 7th Prescient
ARCHETYPE DEDICATION STARTER
Consumable (Pathfinder Advanced Player’s Guide
page 208). When using Prescient Planner, you can Replaced Feature a reaction
draw the item from your bandolier (or similar con- Trigger A creature enters a square adjacent to you.
tainer) as part of Ready Gadgeteer Dedication. You Step.
Special You can’t select another dedication feat
until you have gained two other feats from the step-
READY GADGETEER DEDICATION FEAT 2 per archetype.
ARCHETYPE DEDICATION MANIPULATE STARTER
Replaced Feature a reaction STEP AWAY FEAT 4
Trigger You Release or otherwise drop an item you
were holding, and you now have a free hand. ARCHETYPE
Requirements You have a one-handed item stored Prerequisites Stepper Dedication, expert in Acro-
in a bandolier or similar container. batics or Athletics
You draw a one-handed item from your bandolier Trigger You succeed at Escaping.
or similar container. You Step.
Special You can’t select another dedication feat
until you have gained two other feats from the STEP BACK FEAT 4
ready gadgeteer archetype. ARCHETYPE
Prerequisites Stepper Dedication, expert in Percep-
READY MEDICAL SUPPLIER FEAT 4 tion
ARCHETYPE MANIPULATE Trigger You trigger a creature’s or hazard’s reaction.
Prerequisites Ready Gadgeteer Dedication If you’re master in Perception, you can use this re-
Trigger Any ally within your reach takes damage, action when you see any ally trigger a creature’s
falls unconscious, or takes a harmful condition. or hazard’s reaction.
Requirements You have a one-handed item that You Step. If you would still be in range of the reac-
could help your ally (subject to GM discretion) tion, you gain a +2 circumstance bonus to your DC
stored in a bandolier or similar container, and you or saving throw against the reaction.
have a free hand.
You draw a one-handed alchemical or magic item STEP WITH FEAT 4
that could help your ally. ARCHETYPE
Prerequisites Stepper Dedication
QUICK ACTIVATION FEAT 6 Trigger You see an ally Step.
ARCHETYPE You Step.
Prerequisites Ready Gadgeteer Dedication
Trigger You draw an item using a reaction from the LEAVE BEHIND FEAT 6
ready gadgeteer archetype.
ARCHETYPE MANIPULATE
Requirements The item you drew requires 1 action
to activate. Prerequisites Stepper Dedication
Trigger You Step.
You activate the item. This free action gains the
Requirements You have caltrops (or a similar item as
same traits as the activation.
determined by your GM).
You scatter caltrops in the square you Stepped out
of.
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Opportunistic Striker Special You can’t select another dedication feat
You don’t let anything slip by you in combat. until you have gained two other feats from the ri-
poster archetype.

OPPORTUNISTIC STRIKER DEDICATION FEAT 2


GRABBING RIPOSTE FEAT 4
ARCHETYPE DEDICATION STARTER
ARCHETYPE
Replaced Feature a reaction
Prerequisites Riposter Dedication
You gain the Attack of Opportunity reaction.
Special You can’t select another dedication feat When you use Opportune Riposte, you can choose
until you have gained two other feats from the op- to attempt to Grapple the target, instead.
portunistic striker archetype.
INTIMIDATING RIPOSTE FEAT 4
DISRUPT THE DISRUPTER FEAT 4 ARCHETYPE
ARCHETYPE Prerequisites Riposter Dedication
Prerequisites Opportunistic Striker Dedication When you use Opportune Riposte, you can choose
You can use Attack of Opportunity in response to a to attempt to Demoralize the target, instead.
creature’s reaction that you triggered. Resolve the
effects of your Attack of Opportunity before resolv- SHOVING RIPOSTE FEAT 4
ing their reaction. ARCHETYPE
Prerequisites Riposter Dedication
PRECISE OPPORTUNIST FEAT 4 When you use Opportune Riposte, you can choose
ARCHETYPE to attempt to Shove the target, instead.
Prerequisites Opportunistic Striker Dedication
Your Attack of Opportunity deals an additional 1d6 TRIPPING RIPOSTE FEAT 4
precision damage. Increase this damage to 2d6 if ARCHETYPE
you are master with the weapon.
Prerequisites Riposter Dedication
When you use Opportune Riposte, you can choose
READY POISONER FEAT 4 to attempt to Trip the target, instead.
ARCHETYPE
Prerequisites Opportunistic Striker Dedication SPITEFUL RIPOSTE FEAT 6
Requirements You have a poison that could be ap-
ARCHETYPE
plied to your weapon with one or fewer actions.
Prerequisites Riposter Dedication
Trigger You use Attack of Opportunity.
When you use Opportune Riposte and choose an
You apply the poison to the weapon before making
action other than a Strike, on a success, you also
the Strike.
deal damage equal to your Strength modifier. This
Riposter damage combines with damage your success
You don’t let an opening pass you by. would otherwise deal.
Additional Feats: 16th Impossible Riposte (Path-
finder Advanced Player’s Guide page 93); 18th Fe-
Taunter
Do they really think they can beat you?
licitous Riposte (Pathfinder Advanced Player’s
Additional Feats: 4th You’re Next.
Guide page 93)

TAUNTER DEDICATION FEAT 2


RIPOSTER DEDICATION FEAT 2
ARCHETYPE DEDICATION EMOTION FEAR MENTAL
ARCHETYPE DEDICATION STARTER
Replaced Feature a reaction STARTER
You gain the Opportune Riposte reaction (Path- Replaced Feature a reaction
finder Advanced Player’s Guide page 86). Prerequisites trained in Intimidation
Trigger You see a creature attempt a skill check.

11
Attempt an Intimidation check against the target’s
Will DC.
More From Lion’s Brain!
Critical Success The target becomes frightened 1. If you enjoyed these archetypes, you might also
Success The target takes a -1 circumstance penalty like…
on the triggering check. • Caverns and Covens, an adventure for 2nd
Failure No effect. through 11th levels of Pathfinder Second Edi-
Critical Failure The target gains a +1 circumstance tion that features a deep conspiracy sur-
bonus on the triggering check. rounding an intelligent magic item!
Special You can’t select another dedication feat • Fantastic Careers: Archetypes for All, a col-
until you have gained two other feats from the lection of 39 player archetypes compatible
taunter archetype. with Pathfinder Second Edition.
• Fantastic Careers: Joylark, a Pathfinder Sec-
ond Edition-compatible archetype to turn
I’LL SHOW YOU HOW IT’S DONE FEAT 4 any character into an entertainer!
ARCHETYPE EMOTION FEAR MENTAL • Divine Companions. A compendium of 52 di-
Prerequisites Taunter Dedication vinely appointed animal companions and
Requirements Since the end of your last turn, a crea- familiars for your Pathfinder Second Edition
ture failed their skill check that triggered your PC.
Taunter Dedication. • Conjoined Archetypes, options to help your
Trigger You succeed at the same skill check (alt- Pathfinder Second Edition PCs synergize.
hough not necessarily the same action) as the one • Hag Hodgepodge, a specialty bestiary fea-
that triggered your Taunter Dedication. turing 28 new types of hags and their horrific
The target’s frightened value increases by 1. companions.

TOLD YOU SO! FEAT 4 Fantastic Careers OOPS! All Reaction © 2021, Lion’s Brain Media; Au-
thor: W. Brian Lane; Art https://pixabay.com/photos/door-land-
ARCHETYPE scape-fantasy-forest-1890746/?download
Prerequisites Taunter Dedication
Trigger The target of your Taunter Dedication fails at
the triggering check.
The target becomes flat-footed until the beginning
of their next turn.

AY, BATTER, BATTER… FEAT 8


ARCHETYPE
Prerequisites Taunter Dedication
When a creature who previously triggered your
Taunter Dedication attempts the same skill check as
when they triggered your Taunter Dedication, you
can use Taunter Dedication as a free action instead
of a reaction, and you treat a success as a critical
success on the Intimidation check.

12
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3. Offer and Acceptance: By Using the Open Game Con- Williams, based on material by E. Gary Gygax and Dave
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