🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells
General (No Skill)
Alchemist Barbarian Bard Champion Cleric Druid Fighter Gunslinger Inventor Investigator Magus Monk Oracle Psychic Ranger Rogue Sorcerer Summoner Swashbuckler Thaumaturge Witch Wizard
Acrobatics Arcana Athletics Crafting Deception Diplomacy Intimidation Lore Medicine Nature Occultism Performance Religion Society Stealth Survival Thievery
Aasimar Anadi Android Aphorite Automaton Azarketi Beastkin Catfolk Changeling Conrasu Dhampir Duskwalker Dwarf Elf Fetchling Fleshwarp Ganzi Gnoll Gnome Goblin Goloma Grippli Half-Elf Half-Orc Halfling Hobgoblin Human Ifrit Kitsune Kobold Leshy Lizardfolk Orc Oread Pixie Poppet Ratfolk Reflection Shisk Shoony Skeleton Sprite Strix Suli Sylph Tengu Tiefling Undine

Pact of Eldritch Eyes Feat 14


UncommonArchetypeDivinationOccult
Source Pathfinder Dark Archive
Prerequisites Pactbinder Dedication

You've sworn a pact with an entity beyond mortal comprehension, granting you distant visions and insights. You can cast Prying Eye as an occult innate spell once per hour, using the higher of your class DC and your spell DC to determine the DC.

In exchange, you allow the entity to peer through you at your world. The entity's touch creates strange dreams, typically nightmares. Every morning, you awaken trained in an unexpected Lore skill determined by the GM, which you retain until the next time you rest for the night. While the entity contacts you most often while you sleep, it occasionally peers at you during the day, leading to disorientation and visions. You can generally determine what's going on during these visions, so normally this occurrence imparts no mechanical penalty. However, in the unlikely event that an encounter begins while you're experiencing visions from the entity, you might take a circumstance penalty to your initiative roll.

Special The entity isn't particularly attached to its pact with you. If you want it gone, you can retrain out of Pact of Eldritch Eyes, after which the entity withdraws its eyes to the void.


Traits

Uncommon

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

Archetype

This feat belongs to an archetype.

Divination

The divination school of magic typically involves obtaining or transferring information, or predicting events.

Occult

This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical.