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Druid Feats


Animal Companion Feat 1


Druid‚ÄčRanger‚Äč
Source Pathfinder Core Rulebook
Prerequisites animal order

You gain the service of a young animal companion that travels with you on your adventure and obeys any simple commands you give it to the best of your abilities.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Ranger

This indicates abilities from the ranger class.

Animal Companion (Druid) Feat 1


Druid‚Äč
Source Pathfinder Core Rulebook
Prerequisites animal order

You gain the service of a young animal companion that travels with you on your adventure and obeys any simple commands you give it to the best of your abilities.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Fire Lung Feat 1


Druid‚Äč
Source Pathfinder Secrets of Magic
Prerequisites flame order

A lifetime of proximity to flames has inured your lungs and eyes to smoke. You can breathe normally in areas of ash and smoke without risk of suffocation, and you ignore the Concealed condition from smoke.

You need only a successful DC 10 flat to recover from Persistent Fire Damage, rather than DC 15 (and the DC when receiving particularly effective assistance is DC 5 flat instead of 10).


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Leshy Familiar Feat 1


Druid‚Äč
Source Pathfinder Core Rulebook
Prerequisites leaf order

You gain a leshy familiar, a Tiny plant that embodies one of the many spirits of nature. Other than taking the form of a plant instead of an animal, this familiar uses all the same rules as other familiars.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Reach Spell One ActionFeat 1


Bard‚ÄčCleric‚ÄčConcentrate‚ÄčDruid‚ÄčMetamagic‚ÄčOracle‚ÄčSorcerer‚ÄčWitch‚ÄčWizard‚Äč
Source Pathfinder Advanced Player's Guide

You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Bard

This indicates abilities from the bard class.

Cleric

This indicates abilities from the cleric class.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Druid

This indicates abilities from the druid class.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Shore Step Feat 1


Druid‚Äč
Source Pathfinder Secrets of Magic
Prerequisites wave order

The shallows and tide pools have always called to you and let you pass unhindered. You ignore difficult terrain resulting from shallow water.

In addition, if you roll a success on an Acrobatics check to Balance on a slippery or wet surface, or on an Athletics check to Swim, you get a critical success instead.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Steadying Stone Feat 1


Druid‚Äč
Source Pathfinder Secrets of Magic
Prerequisites stone order

The earth has taught you how to remain unyielding and firm. If you roll a success on an Acrobatics check made to Balance on uneven ground composed of earth or rock, you get a critical success instead.

As long as you remain on the ground, you gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that would attempt to knock you prone. If you're a rock dwarf, this bonus increases to +3.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Storm Born Feat 1


Druid‚Äč
Source Pathfinder Core Rulebook
Prerequisites storm order

You are at home out in the elements, reveling in the power of nature unleashed. You do not take circumstance penalties to ranged spell attacks or Perception checks caused by weather, and your targeted spells don't require a flat check to succeed against a target concealed by weather (such as fog).


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Verdant Weapon Feat 1


Druid‚ÄčExploration‚Äč
Source Pathfinder Advanced Player's Guide

You cultivate a seed that can sprout into a wooden staff, vine whip, or another weapon.

You spend 10 minutes focusing primal energy into a seed, imprinting it with the potential of a single level 0 weapon you are trained with and that has no mechanical parts or metal components.

When holding the imprinted seed, you can spend a single Interact action to cause it to immediately grow into that weapon; a second Interact action returns it to seed form. Your verdant weapon functions as the imprinted weapon and can be etched with runes or affixed with talismans as normal, which are suppressed when the weapon is in seed form. It also becomes a primal focus.

You can have only one verdant seed at a time. If you prepare a second, your first verdant seed immediately becomes a mundane specimen; any runes on the previous seed that are valid for the new seed transfer between them at no cost, but you lose any inapplicable runes unless you transfer them to a Runestone or another weapon.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Exploration

An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.

Widen Spell One ActionFeat 1


Druid‚ÄčManipulate‚ÄčMetamagic‚ÄčOracle‚ÄčSorcerer‚ÄčWitch‚ÄčWizard‚Äč
Source Pathfinder Advanced Player's Guide

You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Wild Shape Feat 1


Druid‚Äč
Source Pathfinder Core Rulebook
Prerequisites wild order

You are one with the wild, always changing and adapting to meet any challenge. You gain the Wild Shape order spell, which lets you transform into a variety of forms that you can expand with druid feats.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Call of the Wild Feat 2


Druid‚Äč
Source Pathfinder Core Rulebook

You call upon the creatures of nature to come to your aid. You can spend 10 minutes in concert with nature to replace one of the spells you've prepared in one of your druid spell slots with a Summon Animal or Summon Plant or Fungus spell of the same level.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Enhanced Familiar Feat 2


Druid‚ÄčMagus‚ÄčSorcerer‚ÄčThaumaturge‚ÄčWitch‚ÄčWizard‚Äč
Source Pathfinder Advanced Player's Guide
Prerequisites a familiar

(Druid) You infuse your familiar with additional primal energy, increasing its abilities.

(Magus) You infuse your familiar with more magical energy.

(Sorcerer, Wizard, Witch) You infuse your familiar with additional magical energy.

(Thaumaturge) By applying the best of multiple traditions of magic, you've found a more efficient way for your familiar to store its energy.


You can select four familiar or master abilities each day, instead of two.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Magus

This indicates abilities from the magus class.

Sorcerer

This indicates abilities from the sorcerer class.

Thaumaturge

This indicates abilities from the thaumaturge class.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Order Explorer Feat 2


Druid‚Äč
Source Pathfinder Core Rulebook

You have learned the secrets of another druidic order, passing whatever rites of initiation that order requires and gaining access to its secrets. Choose an order other than your own. You gain a 1st-level feat that lists that order as a prerequisite, and you are now a member of that order for the purpose of meeting feat prerequisites. If you commit acts anathema to your new order, you lose all feats and abilities requiring that order but retain your other druid feats and abilities. You don't gain any of the other benefits of the order you chose.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Poison Resistance Feat 2


Alchemist‚ÄčDruid‚Äč
Source Pathfinder Core Rulebook

(Alchemist) Repeated exposure to toxic reagents has fortified your body against poisons of all kinds.

(Druid) Your affinity for the natural world grants you protection against some of its dangers.


You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Alchemist

This indicates abilities from the alchemist class.

Druid

This indicates abilities from the druid class.

Cryptic Spell One ActionFeat 4


Concentrate‚ÄčDruid‚ÄčManipulate‚ÄčMetamagic‚Äč
Source Pathfinder Dark Archive

Requirements You're in natural terrain.


You hide your magic in the croak of a frog, in the sway of the trees, in the howl of the wind, and the flicker of the will-o'-wisp. If the next action you take is to Cast a Spell, attempt a Nature check against all observers' Perception DCs. If you succeed at your check against an observer's Perception DC, that observer doesn't notice that you're Casting a Spell, even though verbal, somatic, and material components are usually noticeable, and spells normally have sensory manifestations that would make spellcasting obvious to those nearby. All of these are instead hidden in the natural sights and sounds of the environment.

This ability hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see you transform into a giant bear.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Druid

This indicates abilities from the druid class.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Elemental Summons Feat 4


Druid‚Äč
Source Pathfinder Advanced Player's Guide

You can call the four elements to you.

You can spend 10 minutes in concert with nature to replace one of the spells you've prepared in one of your druid spell slots with a Summon Elemental spell of the same level.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Fire Resistance Feat 4


Druid‚Äč
Source Pathfinder Secrets of Magic
Prerequisites flame order

Your connection to heat and flame means that fire is reluctant to bring its full force to bear against you. You gain fire resistance equal to half your level, and you gain a +1 circumstance bonus to saving throws against fire effects.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Form Control One ActionFeat 4


Druid‚ÄčManipulate‚ÄčMetamagic‚Äč
Source Pathfinder Core Rulebook
Prerequisites Strength 14, Wild Shape

With additional care and effort, you can take on an alternate form for a longer period of time.

If your next action is to cast Wild Shape, wild shape's spell level is 2 lower than normal (minimum 1st level), but you can remain transformed for up to 1 hour or the listed duration (whichever is longer). You can still Dismiss the form at any time, as permitted by the spell.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Leshy Familiar Secrets Feat 4


Druid‚Äč
Source Pathfinder Advanced Player's Guide
Prerequisites leaf order

The leaf order's secrets allow your familiar to take advantage of its leshy form. You can select one additional familiar ability each day, which must be one of the following leshy familiar abilities. You can't select more than one leshy familiar ability at a time.

  • Grasping Tendrils Your familiar can extend vines or similar tendrils, increasing its reach to 15 feet.
  • Purify Air Your familiar recycles air, providing enough oxygen for a Medium creature in areas with stale air, such as a sealed chamber or extradimensional space. If the leshy is within the area of an inhaled poison effect or an effect that relies on smell, creatures within a 15-foot emanation from the leshy gain a +2 circumstance bonus to their saving throws against the effect.
  • Verdant Burst When your familiar dies,it releases its primal energy to cast the 3-action version of Heal, heightened to a level 1 lower than your highest-level spell slot. The heal spell gains a status bonus equal to twice the spell's level to the Hit Points it restores to plants. You must be able to cast 2nd-level spells using spell slots to select this familiar ability.

Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Mature Animal Companion (Druid) Feat 4


Druid‚Äč
Source Pathfinder Core Rulebook
Prerequisites Animal Companion

Your animal companion grows up, becoming a mature animal companion, which grants it additional capabilities. Your animal companion is better trained than most. During an encounter, even if you don't use the Command an Animal action, your animal companion can still use 1 action on your turn that round to Stride or Strike.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Natural Swimmer Feat 4


Druid‚Äč
Source Pathfinder Secrets of Magic
Prerequisites wave order

Water flows around you, letting you cut through the waves as if born to it. You gain a swim Speed of 15 feet. If you already have a permanent swim Speed, swimming up or down isn't difficult terrain.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Order Magic Feat 4


Druid‚Äč
Source Pathfinder Core Rulebook
Prerequisites Order Explorer

You have delved deeper into the teaching of a new order, gaining access to a coveted order spell. Choose an order you have selected with Order Explorer. You gain the initial order spell from that order.

Special You can take this feat multiple times. Each time you do, you must choose a different order you have selected with Order Explorer.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Sheltering Cave Feat 4


Conjuration‚ÄčDruid‚ÄčEarth‚ÄčExploration‚ÄčPrimal‚Äč
Source Pathfinder Secrets of Magic
Prerequisites stone order

Requirements You're standing on ground composed of earth, stone, or a similar material.


You spend 10 minutes communing with spirits of earth and stone, requesting shelter. At the end of this time, the earth rises and opens, forming a small cave or earthen mound 20 feet in diameter and 10 feet high. This cave has the structure trait and the same restrictions as structures created by magic items. The cave has a single entrance and provides shelter from the elements.

The cave remains for 12 hours or until you spend 10 minutes coaxing the earth to close.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Conjuration

Effects and magic items with this trait are associated with the conjuration school of magic, typically involving summoning, creation, teleportation, or moving things from place to place.

Druid

This indicates abilities from the druid class.

Earth

Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.

Exploration

An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.

Primal

This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical.

Thousand Faces Feat 4


Druid‚Äč
Source Pathfinder Core Rulebook
Prerequisites wild shape

Your form is as mutable as the weather, changing to meet your whim. You add the forms listed in Humanoid Form to your wild shape list.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Woodland Stride Feat 4


Druid‚Äč
Source Pathfinder Core Rulebook
Prerequisites leaf order

You can always find a path, almost as if foliage parted before you. You ignore any difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don't impede your progress.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Advanced Elemental Spell Feat 6


Druid‚Äč
Source Pathfinder Secrets of Magic
Prerequisites flame stone storm or wave order

Your connection to one of the great elemental aspects of nature deepens, allowing you further control over its powers.

You gain the advanced order spell associated with your order:

Increase the number of Focus Points in your focus pool by 1.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Current Spell One ActionFeat 6


Abjuration‚ÄčConcentrate‚ÄčDruid‚ÄčMetamagic‚Äč
Source Pathfinder Advanced Player's Guide

As you use your magic to manipulate air or water, you divert some of its currents to form a barrier around you.

If your next action is to Cast a Spell with the air or water trait, until the start of your next turn, you gain a +1 circumstance bonus to AC or a +2 circumstance bonus against ranged attacks. This effect has the air or water trait, or both, depending on the traits of the spell you cast.

You also gain a +1 circumstance bonus to all saves against effects with the air trait, water trait, or both until the start of your next turn, depending on the spell's traits.

Effect: Current Spell (Air)

Effect: Current Spell (Water)


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Abjuration

Effects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Druid

This indicates abilities from the druid class.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Green Empathy Feat 6


Druid‚Äč
Source Pathfinder Core Rulebook
Prerequisites leaf order

You can communicate with plants on a basic level and use Diplomacy to Make an Impression on them and to make very simple Requests of them. Non-creature plants typically can't fulfill most requests you might ask of them unless you have access to other magic such as speak with plants.

Because of your affiliation with the leaf order, plants have a sense that you support them, so you gain a +2 circumstance bonus on your check to Make a Request of a plant using Green Empathy.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Insect Shape Feat 6


Druid‚Äč
Source Pathfinder Core Rulebook
Prerequisites Wild Shape

Your understanding of life expands, allowing you to mimic a wider range of creatures.

Add the forms in Insect Form to your wild shape list.

Whenever you use wild shape to polymorph into the non-flying insect form listed in Pest Form, the duration is 24 hours instead of 10 minutes.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Steady Spellcasting Feat 6


Bard‚ÄčCleric‚ÄčDruid‚ÄčOracle‚ÄčSorcerer‚ÄčWitch‚ÄčWizard‚Äč
Source Pathfinder Advanced Player's Guide

Confident in your technique, you don't easily lose your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat. If you succeed, your action isn't disrupted.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Bard

This indicates abilities from the bard class.

Cleric

This indicates abilities from the cleric class.

Druid

This indicates abilities from the druid class.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Storm Retribution ReactionFeat 6


Druid‚Äč
Source Pathfinder Core Rulebook
Prerequisites storm order, tempest surge order spell

Trigger An opponent adjacent to you critically hits you with a melee weapon or melee unarmed attack.

Requirements You have at least 1 available Focus Point


You lash out, directing a burst of storming fury toward a creature that has harmed you.

You cast Tempest Surge on the triggering opponent and push that creature, moving it 5 feet away from you if it fails its Reflex save, or 10 feet if it critically fails. This movement is forced movement.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Can't You See? Feat 8


Druid‚ÄčRanger‚Äč
Source Pathfinder Dark Archive
Prerequisites trained in Occultism, expert in Stealth

The eye rebels, the mind recoils-no matter how much those who can see you try to explain what's there, their friends' gazes just skitter over you, like a bird afraid to land. A character who attempts to Point Out your location must attempt a DC 14 flat. If they fail, their allies misunderstand them and aren't sure where you are. On a critical failure, their allies think they pointed you out in a different location entirely, chosen by the GM. Similarly, when a creature critically fails to Seek you while you're Hidden to or undetected by it, it thinks you're in a different location chosen by the GM. In either case, you appear to be hidden to a creature that thinks you're in a different location, though you're actually undetected by it for targeting and further uses of the Seek action.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Ranger

This indicates abilities from the ranger class.

Deimatic Display One ActionFeat 8


Druid‚Äč
Source Pathfinder Advanced Player's Guide
Prerequisites trained in Intimidation

Imitating animal threat displays, you make yourself appear larger and more imposing.

Roll one Intimidation check to Demoralize and compare the result to the Will DC of each animal, fungus, and plant creature in a 15-foot cone. When you do, Demoralize gains the visual trait, and creatures are affected if they can see you. You don't take a penalty if the creature doesn't understand your language.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Eerie Environs Feat 8


Druid‚ÄčRanger‚Äč
Source Pathfinder Dark Archive
Prerequisites trained in Intimidation, trained in Stealth

The natural world can be scary to those not used to it-and you make it scarier still. If you're Hidden from a creature, you can attempt to Demoralize it without losing your hidden condition-imitating the sounds of strange beasts or causing the foliage to rustle menacingly. When you do so, you don't take a penalty to your check if the target doesn't understand your language.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Ranger

This indicates abilities from the ranger class.

Eerie Traces Feat 8


Concentrate‚ÄčDruid‚ÄčExploration‚ÄčMove‚ÄčRanger‚Äč
Source Pathfinder Dark Archive
Prerequisites trained in Intimidation, trained in Survival

The tracks you leave behind are strange, somehow disconcerting and unnerving-they might travel backward, or through places no one would think to pass through. You change your tracks into eerie traces, moving up to half your travel speed as you do so. You don't need to attempt a Survival check to change your tracks, but anyone tracking you must attempt a will save against the higher of your class DC or spell DC.


Success The tracker is unaffected.

Failure The tracker becomes Frightened 1 for as long as it follows your tracks. This condition doesn't decrease until the tracker stops following you, and it comes back if the tracker resumes following your tracks. If the tracker enters into an encounter with you after following your tracks, it begins the encounter frightened 1.

Critical Failure As failure, but your disturbing traces cause the tracker to be Frightened 2 instead.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Druid

This indicates abilities from the druid class.

Exploration

An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.

Move

An action with this trait involves moving from one space to another.

Ranger

This indicates abilities from the ranger class.

Ferocious Shape Feat 8


Druid‚Äč
Source Pathfinder Core Rulebook
Prerequisites Wild Shape

You have mastered the shape of ferocious dinosaurs.

Add the forms listed in Dinosaur Form to your wild shape list.

Whenever you use wild shape to take a form that grants you a specific Athletics modifier, you gain a +1 status bonus to your Athletics checks.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Fey Caller Feat 8


Druid‚Äč
Source Pathfinder Core Rulebook

You have learned some of the tricks the fey use to bend primal magic toward illusions and trickery.

Add Illusory Disguise, Illusory Object, Illusory Scene, and Veil to your spell list as primal spells.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Fiery Retort ReactionFeat 8


Druid‚ÄčEvocation‚ÄčFire‚Äč
Source Pathfinder Secrets of Magic
Prerequisites flame order

Trigger An opponent adjacent to you hits you with a melee weapon or a melee unarmed attack.

Frequency once per minute


Ignoring your pain, you sear your attacker with a wave of flame. The triggering opponent takes fire damage equal to your level.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Evocation

Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.

Fire

Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.

Forgotten Presence Feat 8


Uncommon‚ÄčDruid‚Äč
Source Pathfinder Dark Archive

The world conspires to keep you forgotten and unnoticed-memories cloud, ink stains out your name in ledgers, and portraits of you crack and warp over your face. Characters attempting to Recall Knowledge about you take a -2 circumstance penalty. Add Modify Memory to your spell list as a primal spell.


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.

Druid

This indicates abilities from the druid class.

Incredible Companion (Druid) Feat 8


Druid‚Äč
Source Pathfinder Core Rulebook
Prerequisites Mature Animal Companion

Your animal companion continues to grow and develop. It becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Soaring Shape Feat 8


Druid‚Äč
Source Pathfinder Core Rulebook
Prerequisites Wild Shape

Wings free you from the shackles of the ground below.

Add the bat and bird forms in Aerial Form to your wild shape list.

If you have Insect Shape, you also add the wasp form to your wild shape list. If you have Ferocious Shape, you also add the pterosaur form to your wild shape list.

Whenever you use wild shape to gain a form that grants you a specific Acrobatics modifier, you gain a +1 status bonus to Acrobatics checks.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Wind Caller Feat 8


Druid‚Äč
Source Pathfinder Core Rulebook
Prerequisites storm order

You bid the winds to lift and carry you through the air. You gain the Stormwind Flight order spell. Increase the number of Focus Points in your focus pool by 1.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Eerie Proclamation Two ActionsFeat 10


Uncommon‚ÄčAuditory‚ÄčConcentrate‚ÄčCurse‚ÄčDruid‚ÄčLinguistic‚ÄčManipulate‚ÄčNecromancy‚ÄčPrimal‚ÄčRanger‚Äč
Source Pathfinder Dark Archive
Prerequisites expert in Occultism, expert in Survival

Frequency once per hour

Requirements You must be in either natural terrain or in abandoned or relatively unused artificial terrain (such as a darkened alley or haunted house).


You know there are places in the world that are just wrong-places where the birds don't sing and where you always feel like you're being watched. You can spot these places, and you can awaken them. To do so, you must gesture toward a 10-foot by 10-foot square you can see and make an ominous proclamation of some manner (i.e. "This is cursed ground," "That is an ill-omened place."). The next creature that enters the marked territory must attempt a Will save against your spell DC (will if you're a druid) or class DC (will if you're a ranger).


Success The target is unaffected.

Failure Something goes horribly awry for the victim in the cursed ground. The details are up to the GM-it can be a purely "natural" accident (they step into an old bear trap, perhaps) or something stranger and more spectral. The target gains a condition for 2 rounds. Roll 1d4 on the table and use the failure column to determine which condition.

Critical Failure As failure, but the effect is astonishingly gruesome. Use the critical failure column, and the condition lasts for 1 minute.

d4 Failure Critical Failure
1 Clumsy 2 Clumsy 3
2 Enfeebled 2 Enfeebled 3
3 Stupefied 2 Stupefied 3
4 Dazzled Blinded for 1 round, then Dazzled

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.

Auditory

Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Curse

A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.

Druid

This indicates abilities from the druid class.

Linguistic

An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Necromancy

Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.

Primal

This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical.

Ranger

This indicates abilities from the ranger class.

Elemental Shape Feat 10


Druid‚Äč
Source Pathfinder Core Rulebook
Prerequisites Wild Shape

You understand the fundamental elements of nature such that you can imbue them into your body and manifest as a living embodiment of those elements.

Add the forms in Elemental Form to your wild shape list.

Whenever you're polymorphed into another form using wild shape, you gain resistance 5 to fire.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Harden Flesh One ActionFeat 10


Druid‚ÄčEarth‚Äč
Source Pathfinder Secrets of Magic
Prerequisites stone order

Requirements You're standing on earthen or stone ground.


You fortify your skin with minerals drawn from earth and stone. You gain resistance 3 to physical damage, except adamantine, until the beginning of your next turn. At 12th level, and every 4 levels thereafter, the resistance increases by 1, to a maximum of resistance 6 at 20th level.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Earth

Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.

Healing Transformation One ActionFeat 10


Druid‚ÄčMetamagic‚Äč
Source Pathfinder Core Rulebook

You can take advantage of shapechanging magic to close wounds and patch injuries. If your next action is to cast a non-cantrip polymorph spell that targets only one creature, your polymorph spell also restores 1d6 Hit Points per spell level to that creature. This is a healing effect.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Overwhelming Energy One ActionFeat 10


Druid‚ÄčManipulate‚ÄčMetamagic‚ÄčSorcerer‚ÄčWizard‚Äč
Source Pathfinder Core Rulebook

(Druid) With a complex gesture, you call upon the primal power of your spell to overcome enemies' resistances.

(Sorcerer) You alter your spells to overcome resistances.

(Wizard) With a complex gesture, you alter the energy of your spell to overcome resistances.


If the next action you use is to Cast a Spell, the spell ignores an amount of the target's resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature's immunities are unaffected.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Sorcerer

This indicates abilities from the sorcerer class.

Wizard

This indicates abilities from the wizard class.

Plant Shape Feat 10


Druid‚Äč
Source Pathfinder Core Rulebook
Prerequisites leaf order or Wild Shape

You can take the form of a plant creature.

Add the forms listed in Plant Form to your wild shape list; if you don't have wild shape, you can instead cast plant form once per day, heightened to the same level as your highest-level druid spell slot.

Whenever you're polymorphed into another form using wild shape, you gain resistance 5 to poison.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Pristine Weapon Feat 10


Druid‚Äč
Source Pathfinder Advanced Player's Guide
Prerequisites Verdant Weapon

Your verdant weapon can cut through the resistances of magical creatures. The weapon is treated as cold iron and silver. If you critically hit a creature that has a weakness to cold iron or silver, the target takes 1d6 Persistent Bleed Damage as the primal energies within your weapon slow its natural healing.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Side by Side (Druid) Feat 10


Druid‚Äč
Source Pathfinder Core Rulebook
Prerequisites Animal Companion

You and your animal companion fight in tandem, distracting your foes and keeping them off balance. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Dragon Shape Feat 12


Druid‚Äč
Source Pathfinder Core Rulebook
Prerequisites Soaring Shape

You can take on the form of some of the world's most fearsome creatures.

Add the forms listed in Dragon Form to your wild shape list.

Whenever you're polymorphed into another form using wild shape, you gain resistance 5 to your choice of acid, cold, electricity, fire, or poison.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Green Tongue Feat 12


Druid‚Äč
Source Pathfinder Core Rulebook
Prerequisites Green Empathy

You share a special kinship with all things green and living. You (and your leshy familiar, if you have one) are constantly under the effects of Speak with Plants. Most non-creature plants recognize you as a druid of the leaf order and are friendly to you.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Necromantic Deflection Feat 12


Uncommon‚ÄčChampion‚ÄčDruid‚Äč
Source Pathfinder Lost Omens: Knights of Lastwall

You imbue your shield with life-giving energy to deflect harmful necromantic magic. When you have your shield raised, you gain the shield's circumstance bonus to your AC and saving throws against necromancy spells. If you have the Shield Block reaction, damage you take as a result of a necromancy spell can trigger that reaction, even if it isn't physical damage.


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.

Champion

This indicates abilities from the champion class.

Druid

This indicates abilities from the druid class.

Pesh Skin One ActionFeat 12


Uncommon‚ÄčDruid‚ÄčMorph‚Äč
Source Pathfinder #149: Against the Scarlet Triad

Requirements You are transformed into a plant by a polymorph spell.


Your plant form sprouts hundreds of spines, and your blood causes mild hallucinations in creatures exposed to it. Each time a creature touches you, hits you with an unarmed attack, or hits you with a melee weapon attack while adjacent to you, that creature takes 1d6 piercing damage. Increase the damage to 2d6 if the polymorph spell is 8th level or higher, or to 3d6 if it's 10th level.

When an adjacent creature damages you with piercing or slashing damage, it must succeed at a Fortitude save against your class DC or become stupefied 1 (or stupefied 2 on a critical failure) until the end of its next turn.

These benefits last until you're no longer polymorphed into a plant.


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.

Druid

This indicates abilities from the druid class.

Morph

Effects that slightly alter a creature's form have the morph trait. Any Strikes specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to counteract the first (in the same manner as two polymorph effects, described in that trait). Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. The GM determines which morph effects can be used together and which can't.

Primal Focus Feat 12


Druid‚Äč
Source Pathfinder Core Rulebook

Your connection to nature is particularly strong, and the spirits of nature flock around you, helping you replenish your focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Primal Summons Feat 12


Druid‚Äč
Source Pathfinder Core Rulebook
Prerequisites Call of the Wild

Whenever you summon an ally, you can empower it with the elemental power of air, earth, fire, or water. You gain the primal summons order spell.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Purifying Spell One ActionFeat 12


Concentrate‚ÄčDruid‚ÄčMetamagic‚ÄčWater‚Äč
Source Pathfinder Secrets of Magic
Prerequisites wave order

You purify the water within a creature's body to cleanse them of illness. If the next action you use is to cast Heal targeting a single living creature, you can attempt to counteract a disease or poison affecting the target, in addition to the other benefits of heal. If you do, heal gains the water trait.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Druid

This indicates abilities from the druid class.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Water

Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element.

Wandering Oasis Feat 12


Druid‚Äč
Source Pathfinder Advanced Player's Guide
Prerequisites master in Survival

You're surrounded by soothing energy. You and allies within 60 feet of you are protected from severe environmental heat and cold. If you're legendary in Survival, you and those allies are also protected from extreme environmental heat and cold.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Bizarre Transformation One ActionFeat 14


Druid‚ÄčManipulate‚ÄčMetamagic‚Äč
Source Pathfinder Dark Archive
Prerequisites Wild Shape

The forms you take on defy belief-chimerical sights of twisted antlers or acidic drool. If your next action is to cast Wild Shape, you can change the damage type of a single unarmed attack granted by the wild shape form to one of the following: acid, bludgeoning, cold, electricity, fire, poison, piercing, or slashing. The chosen attack gains the appropriate trait.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Reactive Transformation ReactionFeat 14


Druid‚Äč
Source Pathfinder Advanced Player's Guide
Prerequisites Wild Shape; Dragon Shape, Elemental Shape, Plant Shape, or Soaring Shape

Trigger varies


You transform reflexively when in danger. You cast Wild Shape to transform into one form granted by one of the prerequisite feats you have, depending on the trigger. Your form's resistances and weaknesses apply against the triggering damage.


Trigger You fall 10 feet or more


Effect Choose a form from Aerial Form.


Trigger You take acid, cold, electricity, fire, or poison damage


Effect Choose a form from Dragon Form that resists the triggering damage.


Trigger You take fire damage


Effect Choose a fire elemental form from Elemental Form.


Trigger You take poison damage


Effect Choose a form from Plant Form.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Sow Spell One ActionFeat 14


Concentrate‚ÄčDruid‚ÄčMetamagic‚Äč
Source Pathfinder Advanced Player's Guide

You fold your spell into a seed. If your next action is to Cast a Spell using 1 action or 2 actions, the spell instead plants itself in an adjacent square. You must make all decisions regarding the spell at the time you cast it.

Within the next 10 minutes, you can direct your sown spell to sprout and produce the spell's effects as a reaction, which is triggered when a creature enters the sown spell's space or a square adjacent to it.

You can have only one sown spell at a time, and if you don't trigger the spell within 10 minutes, it dissipates and the spell is lost. A creature can notice the sown spell with a successful Perception check against your spell DC.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Druid

This indicates abilities from the druid class.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Specialized Companion (Druid) Feat 14


Druid‚Äč
Source Pathfinder Core Rulebook
Prerequisites Incredible Companion

Your animal companion continues to grow in power and ability, and it is now cunning enough to become specialized. Your animal companion gains one specialization of your choice.


Special You can select this feat up to three times. Each time, add a different specialization to your companion.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Timeless Nature Feat 14


Druid‚Äč
Source Pathfinder Core Rulebook

With primal magic sustaining you, you cease aging. The overflowing primal energy gives you a +2 status bonus to saves against diseases and primal magic.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Verdant Metamorphosis Feat 14


Druid‚Äč
Source Pathfinder Core Rulebook
Prerequisites leaf order

You transform into a plant version of yourself. You gain the plant trait and lose any trait that's inappropriate for your new form (typically humanoid for a PC, but also possibly animal or fungus). You can change from a form that looks mostly like your old self into a tree or any other non-creature plant as a single action, which has the concentrate trait. This has the same effect as tree shape, except you can turn into any kind of non-creature plant and your AC is 30. If you rest for 10 minutes while transformed into a non-creature plant during daylight hours under direct sunlight, you recover half your maximum Hit Points. If you take your daily rest in this way, the rest restores you to maximum Hit Points and removes all non-permanent drained, enfeebled, clumsy, and stupefied conditions, as well as all poisons and diseases of 19th level or lower.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Effortless Concentration Free ActionFeat 16


Bard‚ÄčDruid‚ÄčSorcerer‚ÄčSummoner‚ÄčWitch‚ÄčWizard‚Äč
Source Pathfinder Advanced Player's Guide

Trigger Your turn begins


You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active class spells.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Bard

This indicates abilities from the bard class.

Druid

This indicates abilities from the druid class.

Sorcerer

This indicates abilities from the sorcerer class.

Summoner

This indicates abilities from the Summoner class.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Impaling Briars Feat 16


Druid‚Äč
Source Pathfinder Core Rulebook
Prerequisites leaf order

You can fill an area with devastating briars that impale and impede your foes. You gain the impaling briars order spell. Increase the number of Focus Points in your focus pool by 1.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Monstrosity Shape Feat 16


Druid‚Äč
Source Pathfinder Core Rulebook
Prerequisites Wild Shape

You can transform into a powerful magical creature. Add the purple worm and sea serpent forms listed in monstrosity form to your wild shape list. If you have Soaring Shape, also add the phoenix form to your wild shape list.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Invoke Disaster Feat 18


Druid‚Äč
Source Pathfinder Core Rulebook
Prerequisites Wind Caller

You can invoke nature's fury upon your foes. You gain the storm lord order spell. Increase the number of Focus Points in your focus pool by 1.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Perfect Form Control Feat 18


Druid‚Äč
Source Pathfinder Core Rulebook
Prerequisites Form Control, Strength 18

Thanks to magic and muscle memory, you can stay in your alternate forms indefinitely; you may have even forgotten your original form. When you use Form Control, instead of lasting 1 hour, wild shape is permanent until you Dismiss it.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Primal Aegis Feat 18


Druid‚Äč
Source Pathfinder Advanced Player's Guide

You surround yourself with a thick field of protective primal energy. You and allies within 30 feet of you gain resistance equal to your Wisdom modifier to acid, cold, electricity, fire, negative, and positive damage.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Primal Wellspring Feat 18


Druid‚Äč
Source Pathfinder Core Rulebook
Prerequisites Primal Focus

Your reservoir of Focus Points is a deep wellspring. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Apex Companion Feat 20


Uncommon‚ÄčDruid‚Äč
Source Pathfinder #150: Broken Promises
Prerequisites Animal Companion

You can call upon the essence of every individual animal of a particular species to temporarily transform your animal into an exemplar of its kind. You learn the Apex Companion order spell. Increase the number of Focus Points in your focus pool by 1.


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.

Druid

This indicates abilities from the druid class.

Cunning Trickster Mask Feat 20


Archetype‚ÄčDruid‚ÄčWizard‚Äč
Source Pathfinder #174: Shadows of the Ancients
Prerequisites Druid Dedication or Wizard Dedication

Your mask carries the legacy of Verdant Spider, the Speaker of Needs, allowing you to deceive and outwit your foes. You can attempt to Feint a target from up to 30 feet away, and if you succeed or critically succeed in your Feint attempt, the target of your Feint takes a -2 circumstance penalty to saving throws against your spells until the start of your next turn. If you don't have the Conceal Spell feat, you gain it as a bonus feat, allowing you to disguise your spellcasting from others' eyes. If you already have the Conceal Spell feat, you can use Conceal Spell once per round as a free action instead of as a single action.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Archetype

This feat belongs to an archetype.

Druid

This indicates abilities from the druid class.

Wizard

This indicates abilities from the wizard class.

Emancipator's Mask Feat 20


Rare‚ÄčArchetype‚ÄčDruid‚ÄčWizard‚Äč
Source Pathfinder #174: Shadows of the Ancients
Prerequisites Druid Dedication or Wizard Dedication

Your mask grants you the abilities of Whistling Kite, the Vigilant Seer, who emancipated thousands. When you are attempting a check to free someone else from an effect that immobilizes, paralyzes, or controls them, roll twice and take the higher result; this is a fortune effect. The GM might decide that this fortune effect applies when attempting checks to remove other conditions or effects to free another. Immediately after you Cast a non-cantrip Spell that targets only one creature, you can choose to permit the target to make an attempt to Escape.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Archetype

This feat belongs to an archetype.

Druid

This indicates abilities from the druid class.

Wizard

This indicates abilities from the wizard class.

Grand Medic's Mask Feat 20


Rare‚ÄčArchetype‚ÄčDruid‚ÄčWizard‚Äč
Source Pathfinder #174: Shadows of the Ancients
Prerequisites Druid Dedication or Wizard Dedication

Your mask is infused with restorative magic associated with Ibex, the Flourishing Field, so it constantly repairs itself. You gain fast healing 5. If you lose a limb or other body part, it regrows within 1 day. Immediately after you Cast a non-cantrip Spell that targets only one creature, you can choose to have the spell also give that creature temporary Hit Points equal to the spell's level until the start of your next turn.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Archetype

This feat belongs to an archetype.

Druid

This indicates abilities from the druid class.

Wizard

This indicates abilities from the wizard class.

Heart of the Kaiju Feat 20


Uncommon‚ÄčDruid‚Äč
Source Pathfinder #168: King of the Mountain
Prerequisites Monstrosity Shape

Witnessing the might of the kaiju King Mogaru, Alru, and Toraloa up close awoke a new ferocity within you. When you transform using Monstrosity Shape, you can take on a kaiju form. When you take this feat, choose acid, cold, electricity, fire, or sonic damage; this is the damage your breath weapon deals. You can't change this later. The battle form is Gargantuan size with the following specific abilities; the damage values already include the extra die from being a 9th-level spell.

Kaiju Speed 40 feet; physical resistance 5; Melee One Action jaws (reach 20 feet), Damage 3d12+20 piercing damage; Melee One Action claws (agile, reach 20 feet), Damage 3d8+20 slashing damage

Breath Weapon Two Actions (evocation, primal) Each creature in a 60-foot cone takes 15d6 damage (of your chosen damage type), with a basic Reflex save against your spell DC. Once activated, your breath weapon can't be used again for 1d4 rounds.


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.

Druid

This indicates abilities from the druid class.

Hierophant's Power Feat 20


Druid‚Äč
Source Pathfinder Core Rulebook

You have entwined yourself with the natural world, and its full power flows through you. You gain an additional 10th-level spell slot.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Leyline Conduit One ActionFeat 20


Concentrate‚ÄčDruid‚ÄčManipulate‚ÄčMetamagic‚Äč
Source Pathfinder Core Rulebook

Frequency once per minute


You can cast your spells effortlessly by tapping into the leylines of the world. If your next action is to Cast a Spell of 5th level or lower that has no duration, you don't expend the prepared spell as you cast it.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Druid

This indicates abilities from the druid class.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Protective Spirit Mask Feat 20


Rare‚ÄčArchetype‚ÄčDruid‚ÄčWizard‚Äč
Source Pathfinder #174: Shadows of the Ancients
Prerequisites Druid Dedication or Wizard Dedication

Your mask carries the protective instincts of White Bull, the Horn Forger, and no one will hurt your allies while you have anything to say about it. Immediately after you Cast a non-cantrip Spell that targets only one ally, you can choose to have the spell also give that creature a +1 circumstance bonus to AC until the start of your next turn. Effect: Protective Spirit Mask

You also gain the Protector's Interdiction reaction.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Archetype

This feat belongs to an archetype.

Druid

This indicates abilities from the druid class.

Wizard

This indicates abilities from the wizard class.

Sky Master Mask Feat 20


Rare‚ÄčArchetype‚ÄčDruid‚ÄčWizard‚Äč
Source Pathfinder #174: Shadows of the Ancients
Prerequisites Druid Dedication or Wizard Dedication

Your mask holds the legacy of Black Heron, the Wings of Knowledge, who united the aeromancers of the Shory Empire. You can harness residual magical power to fly. You gain a fly Speed equal to your Speed. Immediately after you Cast a non-cantrip Spell that targets only you, your fly Speed doubles until your next turn.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Archetype

This feat belongs to an archetype.

Druid

This indicates abilities from the druid class.

Wizard

This indicates abilities from the wizard class.

Stalking Feline Mask Feat 20


Rare‚ÄčArchetype‚ÄčDruid‚ÄčWizard‚Äč
Source Pathfinder #174: Shadows of the Ancients
Prerequisites Druid Dedication or Wizard Dedication

Like Azure Leopard, the Patient Warden, your mask makes you most at home in the night and teaches you how to use the darkness to hunt. You gain greater darkvision. Immediately after you Cast a non-cantrip Spell with the shadow or darkness trait, you can attempt to Hide or Sneak as a free action. You must still meet the usual requirements of the action you choose, such as having cover or concealment to Hide and being undetected or Hidden to Sneak.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Archetype

This feat belongs to an archetype.

Druid

This indicates abilities from the druid class.

Wizard

This indicates abilities from the wizard class.

Storyteller's Mask Feat 20


Rare‚ÄčArchetype‚ÄčDruid‚ÄčWizard‚Äč
Source Pathfinder #174: Shadows of the Ancients
Prerequisites Druid Dedication or Wizard Dedication

Your mask remembers the stories of Shifting Frog, Storyteller of the Past and Future. You can cast Foresight once per day as an innate spell, either arcane if you have Wizard Dedication or primal if you have Druid Dedication, but the duration is 10 minutes instead of 1 hour. Immediately after you Cast a non-cantrip Spell that targets only a single foe, you can Recall Knowledge about that foe.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Archetype

This feat belongs to an archetype.

Druid

This indicates abilities from the druid class.

Wizard

This indicates abilities from the wizard class.

Thick Hide Mask Feat 20


Rare‚ÄčArchetype‚ÄčDruid‚ÄčWizard‚Äč
Source Pathfinder #174: Shadows of the Ancients
Prerequisites Druid Dedication or Wizard Dedication

Your mask grants you the toughness of Elephant, the Conjured Chronicle. Increase your maximum number of Hit Points by 20. Immediately after you Cast a non-cantrip Spell that targets only you, you gain resistance 10 to all physical damage until the start of your next turn.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Archetype

This feat belongs to an archetype.

Druid

This indicates abilities from the druid class.

Wizard

This indicates abilities from the wizard class.

Tireless Guide's Mask Feat 20


Rare‚ÄčArchetype‚ÄčDruid‚ÄčWizard‚Äč
Source Pathfinder #174: Shadows of the Ancients
Prerequisites Druid Dedication or Wizard Dedication

Your mask hosts the legacy of Golden Snake, the Tireless Guide, allowing you to guide others with ease. Your allies can use Follow the Expert to follow you for any of your trained skills, in addition to skills in which you are an expert or better. When they follow you when you use a trained skill, their circumstance bonus is +1. Immediately after you Cast a non-cantrip Spell that targets only one ally, that ally can Stride as a free action.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Archetype

This feat belongs to an archetype.

Druid

This indicates abilities from the druid class.

Wizard

This indicates abilities from the wizard class.

True Shapeshifter Two ActionsFeat 20


Concentrate‚ÄčDruid‚Äč
Source Pathfinder Core Rulebook
Prerequisites Dragon Shape, Wild Shape

You transcend the limitations of form. While under the effects of wild shape, you can change into any other form on your wild shape list; if the durations of the forms would vary, use the shorter of the two durations. Once per day, you can transform into a kaiju, with the effects of nature incarnate; if you have Plant Shape, you can instead transform into a green man.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Druid

This indicates abilities from the druid class.

Verdant Presence ReactionFeat 20


Uncommon‚ÄčDruid‚Äč
Source Pathfinder #156: The Apocalypse Prophet

Frequency once per hour

Trigger You take damage or cast a primal spell.


The life-giving properties of the aeon orbs flourish within you. Small plants or fungi magically appear on all surfaces in a 60-foot emanation around you. This life withers after 1 day unless the environment can support it. You can choose one of the following options each time you use this feat.

  • You can cause any number of 5-foot squares in the area to be light undergrowth, which is difficult terrain and provides lesser cover.
  • You can cause a tree or giant mushroom to appear in any unoccupied location in the area; it occupies an entire 5-foot square and provides standard cover. The tree or mushroom has 5 Hardness and 50 Hit Points.

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.

Druid

This indicates abilities from the druid class.

Vigilant Mask Feat 20


Rare‚ÄčArchetype‚ÄčDruid‚ÄčWizard‚Äč
Source Pathfinder #174: Shadows of the Ancients
Prerequisites Druid Dedication or Wizard Dedication

Your mask grants the extraordinary magical senses of Carmine Jaws, the Hyena who Looks Between. You gain scent as a precise sense to a range of 60 feet. If you already have scent as a precise sense, increase its range by 60 feet. You can sometimes catch a faint whiff of magic itself. Immediately after you Cast a non-cantrip Spell, your scent extends between worlds, like Carmine Jaws's own. This causes you to be able to smell ethereal creatures, those in an extradimensional space with an aperture that's within your scent range, incorporeal creatures and objects, and other creatures and objects that are insubstantial or not fully in phase with reality. Unlike your normal scent, this is an imprecise sense.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Archetype

This feat belongs to an archetype.

Druid

This indicates abilities from the druid class.

Wizard

This indicates abilities from the wizard class.