Champion Feats
Agile Shield Grip
Feat 1
Source Pathfinder Lost Omens Knights of Lastwall
Requirements You are wielding a shield with a shield boss or shield spikes in one hand.
You change your grip on the shield, allowing you to combine rapid attacks with your shield boss or shield spikes and your main weapon's Strikes in a series of swift motions. You reduce your shield boss and shield spikes weapon damage die to 1d4. As long as the weapon damage die is 1d4, your shield boss and shield spike Strikes gain the agile weapon trait. You can use Agile Shield Grip again to switch to a normal grip, returning the damage to the usual amount and removing the agile trait.
Traits
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.
ChampionThis indicates abilities from the champion class.
FighterThis indicates abilities from the fighter class.
Brilliant Flash Feat 1
Prerequisites grandeur cause
Your light cleanses souls of fear. When you use Flash of Grandeur, the attacker is also Off-Guard for 1 round.
Traits
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.
ChampionThis indicates abilities from the champion class.
Defensive Advance
Feat 1
Source Pathfinder Player Core 2
With the protection of your shield, you dive into battle! You Raise your Shield and Stride. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy.
You can use Defensive Advance while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Traits
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.
ChampionThis indicates abilities from the champion class.
FlourishActions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
Deity's Domain Feat 1
You embody an aspect of your deity. Choose one of your deity's domains. You gain the domain's initial domain spell as a devotion spell.
Traits
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.
ChampionThis indicates abilities from the champion class.
Desperate Prayer
Feat 1
Frequency once per day
Trigger You begin your turn and have no Focus Points.
You call out to your deity in a plea for their aid. You gain 1 Focus Point, which you can spend only to cast a devotion spell. If you don't spend this Focus Point by the end of this turn, it is lost
Traits
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.
ChampionThis indicates abilities from the champion class.
Everstand Stance
Feat 1
Source Pathfinder Lost Omens Character Guide
Requirements You are wielding a shield.
You brace your shield with both hands, enhancing its potential for both offense and defense. When in this stance, you wield the shield with both hands. When wielding a shield this way, increase the weapon damage die of the shield's boss or spikes by one step, and increase the shield's Hardness by 2 when using the Shield Block reaction.
Traits
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.
ChampionThis indicates abilities from the champion class.
FighterThis indicates abilities from the fighter class.
StanceA stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.
Faithful Steed Feat 1
You gain the service of a young animal companion as a mount. See Animal Companions. If you have the holy or unholy trait, your mount gains it as well, as do the mount's Strikes. Typically, the steed is an animal companion with the mount ability (such as a horse). The GM might allow another animal companion option, or allow the creature to have a different appearance that thematically fits your deity.
Traits
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.
ChampionThis indicates abilities from the champion class.
Iron Repercussions Feat 1
Prerequisites obedience cause
Disobeying your Iron Command has lasting consequences. If an enemy refuses to kneel to you, you can deal (ternary(gte(@actor.level,19),6,ternary(gte(@actor.level,16),5,ternary(gte(@actor.level,12),4,ternary(gte(@actor.level,9),3,ternary(gte(@actor.level,5),2,1))))))d6 persistent,mentalpersistent mental damage instead of normal mental damage. You must decide whether the mental damage will be persistent before your enemy chooses whether to kneel or not. The amount of damage is unchanged.
Traits
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.
ChampionThis indicates abilities from the champion class.
Nimble Reprisal Feat 1
Prerequisites justice cause
You can use Retributive Strike at greater distance. You can use a ranged weapon to make a ranged Strike instead of a melee Strike for Retributive Strike. The enemy needs to be in range, but not in reach, and it must still be in your champion's aura.
You can also make melee Strikes against enemies a bit farther away. If the enemy that triggered your reaction is outside your reach but is within 5 feet of your reach, as part of your reaction you can Step to put the enemy in your reach before making a melee Retributive Strike.
Traits
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.
ChampionThis indicates abilities from the champion class.
Ongoing Selfishness Feat 1
Prerequisites desecration cause
Your powerful personality and incredible ego demand that you protect yourself above all else. After you use Selfish Shield, you gain resistance to all further damage from the triggering enemy until the end of the turn on which you used the reaction. This resistance is equal to half your Selfish Shield resistance.
Traits
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.
ChampionThis indicates abilities from the champion class.
Splinter Faith Feat 1
Source Pathfinder Lost Omens Divine Mysteries
Your faith in your deity is represented in an extremely unusual way that some might call heretical. When you select this feat, you should detail the fundamental tenets of your splinter faith, though it shouldn't affect the deity's edicts or anathema. Choose four domains. These domains must be chosen from among your deity's domains, your deity's alternate domains, and up to one domain that isn't on either list and isn't anathematic to your deity. Any domain spell you cast from a domain that isn't on either of your deity's lists is always heightened to 1 rank lower than usual for a focus spell. For the purpose of abilities that depend on your deity's domains, the four domains you chose are your deity's domains, and any of your deity's domains you didn't choose are now among your deity's alternate domains.
Special Unless you take this feat at 1st level, changing the way you relate to your deity requires retraining, as described in the Changing Faith section below. If you take this feat and previously benefited from any effect that requires a domain your splinter faith doesn't include, such as a domain spell from Domain Initiate, you lose that effect.
At the GM's discretion, you can take this feat with other classes or archetypes that gain access to domains through a deity.
Traits
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.
ChampionThis indicates abilities from the champion class.
ClericThis indicates abilities from the cleric class.
Unimpeded Step Feat 1
Prerequisites liberation cause
With a burst of divine liberation, your ally's movement from your Liberating Step is unaffected by difficult terrain, greater difficult terrain, narrow surfaces, and uneven ground. If you have the exalted reaction benefit, this applies to everyone who Steps.
Traits
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.
ChampionThis indicates abilities from the champion class.
Vicious Vengeance Feat 1
Prerequisites iniquity cause
While your vengeance is painful for both you and your foe, none can doubt that your enemies suffer more. You gain a circumstance bonus to the damage you deal from Destructive Vengeance equal to the number of damage dice from the reaction. This only applies to the damage the enemy takes, not the damage to yourself or the extra damage you gain after using the reaction.
Traits
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.
ChampionThis indicates abilities from the champion class.
Weight of Guilt Feat 1
Prerequisites redemption cause
Guilt clouds the minds of those who ignore your Glimpse of Redemption. Instead of making the triggering creature enfeebled 2, you can make it Stupefied 2 for the same duration.
Traits
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.
ChampionThis indicates abilities from the champion class.
Devoted Guardian
Feat 2
Source Pathfinder Lost Omens Knights of Lastwall
Requirements Your last action was to Raise a Shield.
You adopt a wide stance, ready to defend both yourself and your chosen ward. Select one adjacent creature. As long as your shield is raised and the creature remains adjacent to you, the creature gains a +1 circumstance bonus to their AC, or a +2 circumstance bonus if the shield you raised was a tower shield.
Traits
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.
ChampionThis indicates abilities from the champion class.
FighterThis indicates abilities from the fighter class.
Divine Grace
Feat 2
Trigger You attempt a save against a spell, but you haven't rolled yet.
You call upon your deity's grace, gaining a +2 circumstance bonus to the save.
Traits
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.
ChampionThis indicates abilities from the champion class.
Divine Health Feat 2
Your faith makes you resistant to disease, protecting you as you offer succor to the ill. You gain a +2 status bonus to saves against diseases and poisons and to flat checks to recover from persistent poison damage. Allies in your champion's aura get this benefit, but their bonus is +1.
In addition, if you roll a success on a save against a disease or poison, you get a critical success instead. (Your allies don't share this benefit.) If you have the Sacred Body class feature, when you roll a critical failure on a save against a disease or poison, you get a failure instead.
Traits
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.
ChampionThis indicates abilities from the champion class.
Oath of the Avenger Feat 2
Source Pathfinder Lost Omens Divine Mysteries
Prerequisites lay on hands
You've sworn an oath to punish wicked acts you witness. You gain the edict "hunt down those who have harmed innocents or committed heinous atrocities." When you see a creature harm an ally, an innocent, or a noncombatant, you can invoke your oath against that creature. Like speaking, this doesn't require an action. Most champions choose to invoke these oaths out loud if they're able. The invocation lasts indefinitely, though you can choose to end if you are satisfied that the target has reformed, atoned, or been forgiven.
You can use Lay on Hands to damage a creature you have invoked your oath against as if it were undead; in this case, lay on hands deals spirit damage instead of vitality damage, gains the spirit trait, and loses the vitality trait. This doesn't prevent you from healing such a creature with lay on hands if you so choose.
Traits
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.
ChampionThis indicates abilities from the champion class.
OathOaths add an additional tenet to your code. You can usually have only one feat with this trait.
Oath of the Defender Feat 2
Source Pathfinder Lost Omens Divine Mysteries
During your daily preparations, you can swear an oath to defend against a certain kind of enemy during your deeds that day. Choose aberrations, celestials, dragons, fiends, or undead. You can't choose celestials if you're holy, nor can you choose fiends if you're unholy. You gain an edict to defend against creatures of that kind.
Allies in your champion's aura, not including you, get resistance 2 to damage dealt by creatures with the chosen trait. If such a creature deals more than one damage type at once, apply this resistance only to the highest amount of damage. The resistance increases to 3 at 7th level, 4 at 12th level, and 5 at 17th level. If a creature with the chosen trait triggers your champion's reaction and your champion's reaction grants resistance against the triggering damage, the resistance increases by 5.
Traits
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.
ChampionThis indicates abilities from the champion class.
OathOaths add an additional tenet to your code. You can usually have only one feat with this trait.
Oath of the Slayer Feat 2
Source Pathfinder Lost Omens Divine Mysteries
During your daily preparations, you can swear an oath to defeat, topple, or destroy a certain kind of enemy during your deeds that day. Choose aberrations, celestials, dragons, fiends, or undead. You can't choose celestials if you're holy, nor can you choose fiends if you're unholy. You gain an edict to banish or slay creatures of that kind.
Your Strikes and devotion spells that deal damage do an additional 1 spirit damage against a creature with the chosen trait. This damage increases to 2 at 7th level and 3 at 14th level. If a creature with the chosen trait triggers your champion's reaction, this additional damage doubles until the end of your next turn.
Traits
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.
ChampionThis indicates abilities from the champion class.
OathOaths add an additional tenet to your code. You can usually have only one feat with this trait.
Reliable Squire Feat 2
Source Pathfinder Lost Omens Knights of Lastwall
You know the path to victory isn't traveled alone, and you lend aid to your companions whenever you can. You gain a +2 circumstance bonus to checks to Aid. If you roll a critical failure on a check to Aid, you get a failure instead.
Traits
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.
BardThis indicates abilities from the bard class.
ChampionThis indicates abilities from the champion class.
Resilient Mind Feat 2
Source Pathfinder Lost Omens Knights of Lastwall
You're firm in your convictions and have girded your mind against outside influence. You gain a +1 circumstance bonus to saves against mental effects. This bonus increases to +2 against mental effects originating from undead.
Traits
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.
ChampionThis indicates abilities from the champion class.
ClericThis indicates abilities from the cleric class.
Vengeful Oath Feat 2
Source Pathfinder Core Rulebook
Prerequisites paladin cause
You've sworn an oath to hunt down wicked evildoers and bring them to judgment. You gain the following edict: "You must hunt down and exterminate creatures that have committed heinous atrocities." You can use Lay on Hands to damage a creature you witness harming an innocent or a ally as if it were undead; in this case, lay on hands deals spirit damage instead of vitality damage and gains the holy trait. This doesn't prevent you from healing such a creature with lay on hands; you choose whether to heal or harm.
Traits
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.
ChampionThis indicates abilities from the champion class.
OathOaths add an additional tenet to your code. You can usually have only one feat with this trait.
Accelerating Touch Feat 4
Prerequisites devotion spell (lay on hands)
Your healing energies are infused with bounding energy. A creature that recovers Hit Points from your Lay on Hands gains a +10-foot status bonus to its Speed until the end of its next turn.
Effect: Accelerating Touch
Traits
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.
ChampionThis indicates abilities from the champion class.
Acclimated Mount Feat 4
Prerequisites Faithful Steed, trained in Survival
By the grace of your god, your mount can overcome the natural challenges and hazards present in a specific terrain. Choose aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground. Your mount must have a swim Speed to select aquatic, and a fly Speed to select sky. Your mount ignores the effects of difficult terrain while in the selected terrain.
If you become an expert in Survival, you can pray during your daily preparations each day to change the type of terrain to which your mount is acclimated.
Traits
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.
ChampionThis indicates abilities from the champion class.
Aura of Courage Feat 4
Prerequisites champion's aura, holy
You stand strong in the face of danger and inspire your allies to do the same. Whenever you become frightened, reduce the condition value by 1 (to a minimum of 0). At the end of your turn, each ally in your champion's aura reduces its frightened value by 1.
Traits
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.
ChampionThis indicates abilities from the champion class.
Aura of Despair Feat 4
Prerequisites champion's aura, unholy
Your presence as an avatar of evil makes your foes more susceptible to terror and makes it almost impossible for them to shake off fear when you are near. Enemies in your champion's aura take a β1 circumstance penalty to saving throws against fear. In addition, an enemy that ends its turn in your champion's aura can't reduce the value of its frightened condition below 1.
Effect: Aura of Despair
Traits
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.
ChampionThis indicates abilities from the champion class.
Cruelty Feat 4
Prerequisites touch of the void
The harm you deal with your corrupting touch saps the strength from your enemy's body. You can cast Touch of the Void targeting a living creature using 2 actions instead of 1. If you do, the target is also Enfeebled 1 for 1 minute if it fails its save (Enfeebled 2 if it critically fails).
Traits
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.
ChampionThis indicates abilities from the champion class.
Everstand Strike
Feat 4
Source Pathfinder Lost Omens Character Guide
Prerequisites Everstand Stance
Requirements You are wielding a shield in two hands.
Your follow-up blow leaves you an opening to set your shield. Make a Strike with the wielded shield. If the Strike hits and deals damage, you also Raise your Shield.
Traits
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.
ChampionThis indicates abilities from the champion class.
FighterThis indicates abilities from the fighter class.
PressActions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can't use a press action when it's not your turn, even if you use the Ready activity. Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)
Inspiring Resilience
Feat 4
Source Pathfinder Lost Omens Knights of Lastwall
Trigger You and at least one other creature become the target of a spell or effect with the emotion, fear, or mental trait that allows a saving throw, and you haven't rolled the save yet.
You show defiance in times of hardship and inspire your companions to persevere. Allies within 30 feet of you gain a +1 circumstance bonus to their Will save against the triggering effect, or a +2 circumstance bonus if the effect originated from an undead.
Effect: Inspiring Resilience
Traits
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.
BardThis indicates abilities from the bard class.
ChampionThis indicates abilities from the champion class.
EmotionThis effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
MentalA mental effect can alter the target's mind. It has no effect on an object or a mindless creature.
Knock Sense
Feat 4
Source Pathfinder Lost Omens Knights of Lastwall
You attack carefully to knock some sense into a creature whose actions aren't their own. Make a Strike against a Confused ally. The Strike is nonlethal and doesn't take a -2 penalty for using a weapon without the nonlethal trait; if you hit and deal damage, your ally automatically succeeds at the flat check to remove the confused condition when taking damage.
Traits
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.
ChampionThis indicates abilities from the champion class.
FighterThis indicates abilities from the fighter class.
Light of Revelation Feat 4
You've learned to call upon light to reveal what is hidden. You gain the Light of Revelation devotion spell. Increase the number of Focus Points in your focus pool by 1.
Traits
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.
ChampionThis indicates abilities from the champion class.
Mercy Feat 4
Prerequisites lay on hands
Your touch soothes the body or mind. You can cast lay on hands targeting a living creature using 2 actions instead of 1. If you do, you can attempt to counteract one condition of your choice affecting the target. When you select this feat, choose one of the following options, which determines the conditions you can choose:
Mercy of the Body Blinded, Dazzled, Deafened, Enfeebled, Sickened;
Mercy of the Mind Fleeing, Frightened, Stupefied.
Special You can select this feat up to three times. Each time, choose a different type of mercy and add its options to those you can choose when you cast a 2-action lay on hands.
Traits
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.
ChampionThis indicates abilities from the champion class.
Sacral Lord Feat 4
Source Pathfinder Dark Archive (Remastered)
Prerequisites trained in Occultism or Religion
By right of ritual or sheer stubbornness, you have claimed rulership of the land. Claim a defined territory, such as a small section of forest or river, or a district of a larger city. Within its borders, you can cast Detect Magic, Guidance, and Sigil as innate divine cantrips, and you gain a +1 circumstance bonus to [/act make-an-impression] on creatures that have the celestial, fiend, fey, monitor, or spirit traits.
Special You and your land are linked. Changes to one mirror themselves on the otherβif you're depressed, gray rain and clammy mist might set in. These effects have no immediate mechanical impact, but they might give clues about problems afflicting the land.
Traits
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.
ChampionThis indicates abilities from the champion class.
OracleThis indicates abilities from the oracle class.
Security Feat 4
Prerequisites shields of the spirit
Those you shield can benefit from your lasting protection. You can cast Shields of the Spirit using 2 actions instead of 1. If you do, you can choose one ally in your champion's aura to gain a spirit shield that accompanies it. For 1 minute, that ally gains the benefits of shields of the spirit, even while the ally isn't in your champion's aura and even if your shield isn't raised. If you create another companion shield, any previous one ends.
Traits
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.
ChampionThis indicates abilities from the champion class.
Sun Blade Feat 4
Access The following class feat is available to Knights of Lastwall.
You can unleash burning sunlight from your sword or spear.
You gain the Sun Blade devotion spell. Increase the number of Focus Points in your focus pool by 1.
Traits
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.
ChampionThis indicates abilities from the champion class.
Expand Aura
Feat 6
Prerequisites champion's aura
You focus your divine power to extend your influence and protection. Expand the radius of your champion's aura to 30 feet until the start of your next turn. At 10th level, the expansion lasts for 1 minute, and at 16th level, it lasts until you Dismiss it.
Traits
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.
ChampionThis indicates abilities from the champion class.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
Loyal Warhorse Feat 6
Prerequisites Faithful Steed
The loyalty you and your mount share is unbreakable. The mount you gained with Faithful Steed is now a mature animal companion. In addition, your mount never attacks you, even if it is magically compelled to do so.
Traits
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.
ChampionThis indicates abilities from the champion class.
Reactive Strike
Feat 6
Source Pathfinder Player Core 2
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
You swat a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
Traits
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.
BarbarianThis indicates abilities from the barbarian class.
ChampionThis indicates abilities from the champion class.
CommanderThis trait indicates abilities from the commander class.
ExemplarThis indicates abilities from the exemplar class.
MagusThis indicates abilities from the magus class.
SwashbucklerThis indicates abilities from the Swashbuckler class.
Shield Wall
Feat 6
Source Pathfinder Lost Omens Knights of Lastwall
Trigger Your shield is raised and an adjacent ally Raises a Shield.
You use your shield in tandem with an ally's, forming a barricade. Both you and the triggering creature have Standard Cover as long as you remain adjacent to each other and you both have your shields raised; when this is no longer the case, the effect ends. You and your ally can't use this cover to Hide, as it's obvious you're standing there holding your shields, but you and your ally can use it to Take Cover. Normally, if you and your ally don't move, Shield Wall lasts until the beginning of your next turn, when your shield is no longer raised.
Traits
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.
ChampionThis indicates abilities from the champion class.
FighterThis indicates abilities from the fighter class.
Shield Warden Feat 6
Source Pathfinder Player Core
Prerequisites shield block
When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.
Traits
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.
ChampionThis indicates abilities from the champion class.
CommanderThis trait indicates abilities from the commander class.
FighterThis indicates abilities from the fighter class.
Smite
Feat 6
You single out one enemy to destroy in your deity's name. Designate one enemy you can see. Until the start of your next turn, your Strikes against that enemy gain a +3 status bonus to damage, increasing to +4 if you have master proficiency with the weapon or unarmed attack you're using for the Strike. If you're holy or unholy and the target has the opposite trait, the bonus is +4 (or +6 if you're a master).
If the target takes a hostile action against you or one of your allies before the start of your next turn, the duration extends to the end of that enemy's next turn. If the enemy continues to take these hostile actions each turn, the duration continues to extend.
Your current Smite ends if you use the Smite action again.
Traits
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.
ChampionThis indicates abilities from the champion class.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
Advanced Deity's Domain Feat 8
Prerequisites Deity's Domain
Through your conviction, you have glimpsed the deeper secrets of your deity's domain. You gain an advanced domain spell from the domain you chose with Deity's Domain as a devotion spell.
Traits
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.
ChampionThis indicates abilities from the champion class.
Faithful Stride
Feat 8
Source Pathfinder Battlecry!
Prerequisites Faithful Steed
Requirements You are riding your mount.
Confident in your faith, you Command an Animal to order your mount to Stride up to twice its Speed (or up to three times its Speed if you used 3 actions for Faithful Stride). During this movement, your mount can Stride across liquid and other surfaces that don't support its weight. If your mount ends its movement on a surface that can't support it, your mount (and you) fall in or it collapses as normal.
Traits
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.
ChampionThis indicates abilities from the champion class.
MagicalSomething with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Greater Cruelty Feat 8
Prerequisites Cruelty
The extent of your corruption devastates your foes' minds and reflexes. When you use Cruelty, you can choose to make the target Clumsy or Stupefied instead, with the same condition value. Make the choice when you Cast the Spell (before you know the result of the target's save).
Traits
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.
ChampionThis indicates abilities from the champion class.
Greater Mercy Feat 8
Prerequisites Mercy
Your faith enhances your ability to remove conditions. Add the following options to the list of conditions you can counteract for any type of mercy you can grant.
Mercy of the Body Drained, Slowed; if you're 16th level, add Stunned
Mercy of Grace Immobilized, Restrained, Slowed; if you're 12th level, add Petrified; if you're 16th level, add Stunned
Mercy of the Mind Confused, Controlled, Slowed; if you're 16th level, add Doomed and Stunned.
Traits
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.
ChampionThis indicates abilities from the champion class.
Greater Security Feat 8
Prerequisites Security
Shield in hand, you offer your ally its full protection you do yourself. While the companion shield is in effect, if your shield is raised, the ally with the companion shield gets the same bonus to AC your shield grants, and you can trigger Shield Block if that ally would meet the trigger. This uses your shield's statistics and applies damage to your shield.
Traits
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.
ChampionThis indicates abilities from the champion class.
Heal Mount Feat 8
Prerequisites Faithful Steed, lay on hands
Your devotion to your mount manifests as a surge of vital energy.
When you cast Lay on Hands on your mount, instead of the normal amount, the spell restores 10 Hit Points, plus 10 for each heightened rank.
Traits
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.
ChampionThis indicates abilities from the champion class.
Impassable Wall Stance
Feat 8
Source Pathfinder Lost Omens Character Guide
Prerequisites Reactive Strike
You refuse to let foes past your guard. As long as you are in this stance, when you critically hit with an Reactive Strike triggered by a move action, you disrupt that move action.
Traits
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.
ChampionThis indicates abilities from the champion class.
FighterThis indicates abilities from the fighter class.
StanceA stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.
Quick Shield Block Feat 8
Source Pathfinder Player Core
Prerequisites shield block
You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to Shield Block.
Traits
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.
ChampionThis indicates abilities from the champion class.
FighterThis indicates abilities from the fighter class.
Sacrifice Armor
Feat 8
Trigger You are hit by a Strike that deals physical damage.
With divine awareness, you twist your body to lessen the impact of an attack. Reduce the damage you take by an amount equal to twice your armor's level. Your armor becomes Broken, reducing its Hit Points to its Broken Threshold. If your armor was already damaged, it is destroyed instead.
Traits
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.
ChampionThis indicates abilities from the champion class.
Second Blessing Feat 8
Prerequisites blessing of the devoted
Your continued service grants you another boon. Choose a second Blessing of the Devoted (different from your first one) and gain its benefits.
Traits
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.
ChampionThis indicates abilities from the champion class.
Sense Holiness Feat 8
Prerequisites unholy
The presence of goodness sickens you with its saccharine self-righteousness. You can sense the presence of creatures with the holy trait within 120 feet. This functions as a vague sense, similar to humans' sense of smell. A holy creature using a disguise or otherwise trying to hide its presence attempts a deception check against your Perception DC to hide its sanctification from you. If the creature succeeds at its Deception check, it is then temporarily immune to your Sense Holiness for 1 day.
Traits
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.
ChampionThis indicates abilities from the champion class.
Sense Unholiness Feat 8
Prerequisites holy
You sense the truly wicked as a queasy or foreboding feeling. You can sense the presence of creatures with the unholy trait within 120 feet. This functions as a vague sense, similar to humans' sense of smell. An unholy creature using a disguise or otherwise trying to hide its presence attempts a deception check against your Perception DC to hide its sanctification from you. If the creature succeeds at its Deception check, it is then temporarily immune to your Sense Unholiness for 1 day.
Traits
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.
ChampionThis indicates abilities from the champion class.
Devoted Focus Feat 10
Prerequisites devotion spells
Your devotion is strong enough to increase your focus to incredible heights. Whenever you Refocus, completely refill your focus pool.
Traits
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.
ChampionThis indicates abilities from the champion class.
Holy Light
Feat 10
Source Pathfinder Lost Omens Knights of Lastwall
Prerequisites you follow a good-aligned deity
You raise your arms to the sky and pray fervently, surrounding yourself in a beacon of holy light. The beacon sheds bright light in a 30-foot-radius, 100-foot-high cylinder centered on you until the beginning of your next turn. Evil creatures in the area must succeed at a will save equal to your class DC or spell DC (whichever is higher) or become Dazzled for 1 round.
Traits
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.
ChampionThis indicates abilities from the champion class.
ClericThis indicates abilities from the cleric class.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
LightLight effects overcome non-magical darkness in the area, and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.
Imposing Destrier Feat 10
Prerequisites Loyal Warhorse
Under your care, your mount has realized its innate potential. The mount you gained with Faithful Steed is now a nimble or savage animal companion.
Your animal companion has greater independence. During an encounter, even if you don't use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Stride or Strike. It can do this at any point during your turn, as long as you aren't currently taking an action. If it does, that's all the actions it gets that roundβyou can't Command it later.
Traits
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.
ChampionThis indicates abilities from the champion class.
Radiant Armament Feat 10
Prerequisites blessed armament
Your blessed armament radiates power, further enhancing your chosen weapon. When you choose the weapon for your blessed armament during your daily preparations, add the Astral and Brilliant property runes to the list of effects you can choose from. If you're holy, also add the Holy rune, and if you're unholy, also add the Unholy rune.
In addition, you can change the rune you've selected for the day to a different rune from your list as a 10-minute activity that has the concentrate, divine, and exploration traits. Changing the rune doesn't restore abilities that can be used only a limited number of times, such as Holy Healing for the holy rune
Effect: Blessed Armament
Traits
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.
ChampionThis indicates abilities from the champion class.
Resilient Touch Feat 10
Prerequisites devotion spell (lay on hands)
Your healing energies create an aura of protection that defends your allies against more than just blades and arrows.
An ally that recovers Hit Points from your Lay on Hands gains a +1 status bonus to their saving throws until the end of their next turn.
Effect: Resilient Touch
Traits
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.
ChampionThis indicates abilities from the champion class.
Shield of Reckoning
Feat 10
Prerequisites blessed shield, champion's reaction, Shield Warden
Frequency once per round
Trigger An enemy's attack against an ally matches the trigger for both your Shield Block reaction and your champion's reaction.
When you shield your ally against an attack, you call upon your power to protect your ally further. You use the Shield Block reaction to prevent damage to an ally and also use your champion's reaction against the enemy that attacked your ally.
Special If you have an ability that gives you an additional reaction you can use to Shield Block or use your champion's reaction, you can use it for Shield of Reckoning.
Traits
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.
ChampionThis indicates abilities from the champion class.
Spectral Advance Feat 10
Source Pathfinder Player Core 2
Prerequisites blessed swiftness
You gain the Spectral Advance devotion spell, which lets you move to an enemy, bypassing hindrances.
Traits
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.
ChampionThis indicates abilities from the champion class.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
TeleportationTeleportation effects allow you to instantaneously move from one point in space to another. Teleportation does not usually trigger reactions based on movement.
Affliction Mercy Feat 12
Prerequisites Mercy
The divine grace that flows through you grants reprieve from an affliction. Add mercy of recuperation to the types of Mercy you can provide, allowing you to counteract an affliction instead of an effect causing a condition (typically an affliction is a curse, disease, or poison).
Traits
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.
ChampionThis indicates abilities from the champion class.
Amplifying Touch Feat 12
Prerequisites devotion spell (lay on hands)
Your healing energies empower attacks.
An ally that recovers Hit Points from your Lay on Hands gains a +1 status bonus to their attack rolls and deals 1 additional spirit damage on all their Strikes until the end of their next turn. In addition, all their Strikes are holy until the end of their next turn.
Effect: Amplifying Touch
Traits
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.
ChampionThis indicates abilities from the champion class.
Aura of Faith Feat 12
Prerequisites holy or unholy
You radiate an aura of belief that imbues your attacks and those of nearby allies with divine power. Each willing ally in your champion's aura adds the holy trait to their Strikes if you're holy or adds the unholy trait to their Strikes if you're unholy.
Traits
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.
ChampionThis indicates abilities from the champion class.
Blessed Counterstrike
Feat 12
Source Pathfinder Player Core 2
Prerequisites champion's reaction that grants an ally resistance to an enemy's damage (including the grandeur, justice, liberation, and redemption causes)
Requirements An enemy triggered your champion's reaction since the end of your last turn.
You call upon divine power and make a weapon or unarmed Strike against the enemy who triggered your champion's reaction. The Strike deals one extra weapon damage die. If this Strike hits, until the start of your next turn, the target gains weakness equal to half your level to all Strikes made by you and your allies.
Effect: Blessed Counterstrike
Traits
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.
ChampionThis indicates abilities from the champion class.
FlourishActions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
Champion's Sacrifice Feat 12
Prerequisites you aren't unholy
You can suffer so that others might live. You can cast the Champion's Sacrifice devotion spell.
Traits
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.
ChampionThis indicates abilities from the champion class.
Divine Wall Feat 12
Requirements You are wielding a shield.
You use your shield to harry your enemies, preventing them from stepping away from or around you. All spaces adjacent to you are difficult terrain for your enemies.
Traits
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.
ChampionThis indicates abilities from the champion class.
Enforce Oath
Feat 12
Prerequisites any feat with the oath trait
Frequency once per hour
Requirements You can see a creature you've sworn an oath against.
You call on your oath to embolden you in combat. Select one creature you can see that you've sworn an oath against (per the terms of your oath feat). You gain a +1 status bonus to AC and saves against attacks and effects by the chosen creature. You also gain a +1 status bonus to attack rolls against the chosen creature. However, your dedication draws your focus away from all other enemies. You take a β1 status penalty to AC, attack rolls, and saves against all other creatures until you stop Enforcing your Oath.
Enforce Oath lasts indefinitely, but it ends if the enemy is reduced to 0 Hit Points, the enemy offers a legitimate surrender to you or your allies, you fall Unconscious, or the enemy goes unnoticed by you for more than 1 minute. You can also Dismiss the effect as a free action.
Traits
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.
ChampionThis indicates abilities from the champion class.
Gruesome Strike
Feat 12
Prerequisites champion's reaction that grants extra damage with your Strikes (including the desecration, iniquity, and obedience causes)
Requirements Your Strikes currently deal extra damage from your champion's reaction.
Make a Strike against the creature that triggered your champion's reaction. If you hit, double the extra damage the target takes from your reaction, and the target must succeed at a fortitude save against your class DC or be Drained 1. Regardless of the result, the creature is temporarily immune to your Gruesome Strike for 24 hours.
Traits
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.
ChampionThis indicates abilities from the champion class.
Lasting Doubt Feat 12
Prerequisites redeemer cause
When you cast doubt upon your foes, the effect lasts longer than usual.
After being enfeebled 2 by your Glimpse of Redemption, the foe is enfeebled 1 for 1 minute.
If you have Weight of Guilt, after being stupefied 2 by your Glimpse of Redemption, the foe is stupefied 1 for 1 minute or until the flat check from stupefied causes it to lose a spell, whichever comes first.
Traits
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.
ChampionThis indicates abilities from the champion class.
Liberating Stride Feat 12
Prerequisites liberator cause
Instead of you taking a Step at the end of your Liberating Step, the triggering ally can Stride up to half their Speed.
Even if you have Exalt, only the triggering ally gains this benefit.
Traits
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.
ChampionThis indicates abilities from the champion class.
Miraculous Intervention
Feat 12
Source Pathfinder Lost Omens Knights of Lastwall
Trigger An adjacent fiend or undead begins to use a reaction.
Through divine intervention or whispered prayers, you foil an enemy's response. If the triggering creature's level is equal to or lower than yours, you disrupt the triggering reaction. If the triggering creature's level is higher than yours, you must make an attack roll or spell attack roll against its AC (your choice). On a success, you disrupt the reaction.
Traits
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.
ChampionThis indicates abilities from the champion class.
ClericThis indicates abilities from the cleric class.
Necromantic Deflection Feat 12
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
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.
ChampionThis indicates abilities from the champion class.
DruidThis indicates abilities from the druid class.
Pale Horse Feat 12
Prerequisites Faithful Steed, unholy
Your mount becomes a grotesque creature of foreboding when you ride it. Its appearance transforms as flames erupt from its skin, a whorl of void energy surrounds it, or poison leaks from its flesh. When you Mount your faithful steed, you can choose fire, poison, or void. As long as you ride it, your steed gains resistance 10 to the chosen damage type, and any creature that touches your steed takes 1d6 damage of the chosen type; this includes hitting the steed with an unarmed attack or with a melee weapon Strike while adjacent to the steed. This damage increases to 2d6 at 16th level and 3d6 at 20th level.
Effect: Pale Horse
Traits
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.
ChampionThis indicates abilities from the champion class.
Steed's Toppling Strike
Feat 12
Source Pathfinder Battlecry!
Prerequisites Faithful Steed
Requirements An enemy triggered your champion's reaction since the end of your last turn.
Those who defy your cause feel the powerful attacks of your mount. You Command an Animal to order your steed to Strike the enemy who triggered your champion's reaction. Your steed's unarmed attack deals one extra damage die for this Strike. If the Strike hits, the target is knocked Prone.
Traits
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.
ChampionThis indicates abilities from the champion class.
FlourishActions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
Anchoring Aura Feat 14
Prerequisites Fiendsbane Oath
Your aura hampers fiends' teleportation. Your aura attempts to counteract teleportation spells cast by fiends within 15 feet, using the spell rank and DC of your devotion spells.
Traits
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.
ChampionThis indicates abilities from the champion class.
Aura of Determination Feat 14
Prerequisites champion's aura
Your aura protects against powers that would twist the mind and body. You and all allies in your champion's aura gain a +1 status bonus to saving throws against mental, morph, and polymorph effects.
Traits
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.
ChampionThis indicates abilities from the champion class.
Aura of Life Feat 14
Prerequisites champion's aura
Your aura protects against the power of the Void. You and all allies in your champion's aura gain resistance 5 to void damage and a +1 status bonus to saves against void effects.
Traits
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.
ChampionThis indicates abilities from the champion class.
Aura of Righteousness Feat 14
Prerequisites champion's aura, holy
Your righteous aura dampens evil's might and prevents the unholy from escaping you. You and all allies in your champion's aura gain resistance 5 to unholy spells, unholy Strikes, and other unholy effects. If a teleportation spell or effect would teleport an unholy creature out of your champion's aura, your aura attempts to counteract it, using the spell rank and DC of your devotion spells.
Traits
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.
ChampionThis indicates abilities from the champion class.
Aura of Vengeance Feat 14
Prerequisites Exalt, Vengeful Oath
When you call upon others to take retribution, you also guide their aim. When you use Retributive Strike, your allies who make Strikes take only a -2 penalty, instead of a -5 penalty.
Traits
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.
ChampionThis indicates abilities from the champion class.
Divine Reflexes Feat 14
At the start of each of your turns, you gain an additional reaction that you can use only for your champion's reaction.
Traits
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.
ChampionThis indicates abilities from the champion class.
Exalted Greatness Feat 14
Prerequisites exalted reaction
You improve your exalted reaction with the benefit listed for your cause.
Desecration While you have the benefit, you also gain a +2 status bonus to saving throws against effects created by enemies in your champion's aura.
Grandeur Any revealing light created by your Flash of Grandeur lasts for 1 minute.
Iniquity The damage dealt to enemies other than the triggering creatures increases by an amount equal to the damage dice of Destructive Vengeance (apply this after you halve the damage).
Justice The penalty is β2 instead of β5.
Liberation You and all affected allies can attempt to break free, not just the triggering ally.
Obedience The damage dealt to creatures other than the triggering creature who refuse to drop Prone increases to half the damage the triggering creature would take (roll the damage only once for all affected creatures).
Redemption The resistance isn't reduced.
Traits
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.
ChampionThis indicates abilities from the champion class.
Greater Interpose Feat 14
Prerequisites Sacrifice Armor
Your divine grace empowers you to avoid hits when you otherwise could not.
You can use Sacrifice Armor to reduce any type of damage from an attack or effect requiring a Reflex save. When you use Sacrifice Armor against a critical hit or a critical failure on a Reflex save that would otherwise cause you to take double damage, you take the normal amount of damage instead.
Traits
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.
ChampionThis indicates abilities from the champion class.
Sacral Monarch Feat 14
Source Pathfinder Dark Archive (Remastered)
Prerequisites Sacral Lord, master in Occultism or Religion
You have come into your full powers and are truly a monarch of your realm, by your own definition at least. While in your territory, you can cast Banishment and Inevitable Disaster as innate divine spells, each once per day.
Traits
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.
ChampionThis indicates abilities from the champion class.
OracleThis indicates abilities from the oracle class.
Auspicious Mount Feat 16
Prerequisites Imposing Destrier
Guided by your ongoing care, your steed has developed incredible intelligence and skill. The mount you gained with Faithful Steed is now a specialized animal companion. You can select one of the usual specializations or the auspice specialization. A faithful steed with the auspice specialization gains the following benefits.
- It gains the celestial, fiend, or monitor traitβwhichever best matches your deity's servitors, and its appearance shifts to look more like those servitors. It also gains the holy trait if it's a celestial or the unholy trait if it's a fiend.
- Its Intelligence modifier increases by 2 and its Wisdom modifier by 1.
- Its proficiency rank in Religion increases to expert.
- It can speak the language associated with your deity's servitors (such as Empyrean for celestials, Chthonian for demons, or Requian for psychopomps).
- Its maximum Hit Points increase by 20, increasing to 25 at 18th level and 30 at 20th level. If the mount has the celestial trait, the extra HP increase by 5, and the mount gains weakness 5 to unholy. If it has the fiend trait, the extra HP increase by 5, and the mount gains weakness 5 to holy.
It gains wings that grant it a fly Speed equal to its land Speed.
Traits
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.
ChampionThis indicates abilities from the champion class.
Instrument of Slaughter Feat 16
Prerequisites champion's reaction that grants extra damage with your Strikes (including the desecration, iniquity, and obedience causes)
Your blessed armament thirsts for the blood of your foes. Whenever you critically hit an enemy with a Strike that has the extra damage from your champion's reaction, the target also takes persistent bleed damage equal to two of the weapon's damage dice.
Traits
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.
ChampionThis indicates abilities from the champion class.
Instrument of Zeal Feat 16
Prerequisites Blessed Counterstrike feat or Retributive Strike reaction, champion's reaction that grants an ally resistance to an enemy's damage (including the grandeur, justice, liberation, and redemption causes)
Divine energy fills your weapon. Whenever you critically hit an enemy with Blessed Counterstrike or Retributive Strike, your attack deals an extra weapon damage die, and the target is Slowed 1 on its next turn
Traits
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.
ChampionThis indicates abilities from the champion class.
Shield of Grace Feat 16
Prerequisites Shield Warden
You protect an ally with both your shield and your body. Whenever you use the Shield Block reaction to prevent damage to an ally, you can evenly split the remaining damage after the Shield Block between the ally and yourself.
Traits
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.
ChampionThis indicates abilities from the champion class.
Celestial Form Feat 18
Prerequisites holy
You take on a celestial countenance, gaining the features of a type of celestial who serves your deity; for example, as an angel, you gain a halo and feathery wings. You gain a fly Speed equal to your Speed. You gain darkvision if you don't already have it, and you gain the celestial trait and the trait appropriate to the type of servitor you've become (archon, angel, or azata, for example).
Traits
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.
ChampionThis indicates abilities from the champion class.
Fiendish Form Feat 18
Prerequisites unholy
Your features reshape into those of a type of fiend who serves your deity; for example, as a demon you might have putrid scales, twisted horns, and red eyes. You gain a fly Speed equal to your Speed. You gain darkvision if you don't already have it, and you gain the fiend trait and the trait appropriate to the type of servitor you've become (such as daemon, demon, or devil).
Traits
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.
ChampionThis indicates abilities from the champion class.
Rejuvenating Touch Feat 18
Prerequisites lay on hands
Your healing energies linger after you cast, providing continual benefits. An ally that recovers Hit Points from your Lay on Hands gains 10 temporary Hit Points immediately and at the start of their turn during each of the next 10 rounds. These temporary HP last until the start of the creature's next turn. This effect ends if the ally is knocked Unconscious.
Effect: Rejuvenating Touch
Traits
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.
ChampionThis indicates abilities from the champion class.
Retributive Focus
Feat 18
Prerequisites Desperate Prayer
Frequency once per day
Requirements Your focus pool is currently empty.
Your enemy's offenses fuel your righteous power. When an enemy triggers your champion's reaction, you regain 1 Focus Point.
Traits
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.
ChampionThis indicates abilities from the champion class.
Swift Retribution Feat 18
Prerequisites champion's reaction
The transgressions of your enemies fuel you to retaliate with divine speed. When an enemy triggers your champion's reaction, you are Quickened on your next turn. You can use the extra action to move closer to that enemy or to Strike that enemy.
Traits
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.
ChampionThis indicates abilities from the champion class.
Ultimate Mercy Feat 18
Prerequisites Mercy
Your mercy transcends the bounds of life and death. Add ultimate mercy to the types of mercy you can provide. When you use Mercy, you can target a creature that died since your last turn to return it to life. The target returns to life with 1 Hit Point and becomes Wounded 1. You can't return the target to life if it died from Disintegrate or a death effect. The creature gains the other benefits of Lay on Hands after it returns to life.
Traits
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.
ChampionThis indicates abilities from the champion class.
Armament Paragon Feat 20
Prerequisites blessed armament
Add the following property runes to the list you can choose for your blessed armament: Animated, Greater Fearsome, Grievous, Keen, and Greater Vitalizing. If you have the Radiant Armament feat, add greater Greater Astral and Greater Brilliant to the list as well.
In addition, you can change the rune you've selected for the day to a different rune from your list as a single action that has the concentrate and divine traits. Changing the rune doesn't restore abilities that can be used only a limited number of times.
Effect: Blessed Armament
Traits
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.
ChampionThis indicates abilities from the champion class.
Banishing Blow Feat 20
Prerequisites Fiendsbane Oath
Trigger You use your champion's reaction, triggered by a fiend within your reach.
The erratic teleportation magic you experienced in the Kortos Mounts has taught you a few tricks. You attempt an Athletics check to Shove the fiend that triggered your champion's reaction; on a success, the target can't teleport or summon creatures for 1 minute. On a critical success, the target is also Stunned 1 and can't teleport or summon creatures for 1 hour, and if you are on your home plane and the target is a fiend of level 18 or lower from another plane, it is also banished to its home plane. Your multiple attack penalty doesn't apply to this attack.
Traits
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.
ChampionThis indicates abilities from the champion class.
Everdistant Defense
Feat 20
Source Pathfinder #168: King of the Mountain
Trigger A creature within your aura is targeted by a ranged attack or a creature moves through your aura.
Requirements You have at least one aura from a champion feat or feature.
The spatial barrier of Syndara's Island has taught you that distance can foil enemies better than any armor. You warp space, causing each square within your aura that the attack or creature would move through to count as triple the distance. If this reaction is used on a ranged attack, the attack takes range increment penalties based on the adjusted range and fails if this would cause it to exceed its maximum range.
Traits
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.
ChampionThis indicates abilities from the champion class.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
Sacred Defender Feat 20
You are a great warrior that can stand strong against the fiercest opponents to your cause. You gain resistance 5 to bludgeoning, piercing, and slashing damage.
If you're holy, this resistance increases to 10 against unholy creatures, and if you're unholy it increases to 10 against holy creatures.
In addition, creatures and effects that roll a natural 20 on an attack roll against you don't improve their result by one degree of success.
Traits
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.
ChampionThis indicates abilities from the champion class.
Shield Paragon Feat 20
Prerequisites blessed shield
Your shield is a vessel of divine protection. When you're wielding your chosen shield, it is always raised, even without you using the Raise a Shield action.
If the shield would be destroyed, it vanishes to your deity's realm instead, where a servitor of your deity repairs it. During your next daily preparations, the shield returns to you fully repaired. While the shield is gone, you can spend 1 minute to infuse a different shield with your blessed shield benefit until your true shield returns
Traits
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.
ChampionThis indicates abilities from the champion class.
Swift Paragon Feat 20
Prerequisites blessed swiftness
The movement of you and your allies is swift and decisive as the judgment of your deity. If your ally starts a move action in your champion's aura, their movement during that action doesn't trigger reactions.
In addition, you're permanently Quickened. You can use your extra action only to Step or Stride. If you have a fly Speed, add Fly to this list. If you have an animal companion and are mounted on it at the start of your turn, you can have your mount be quickened that turn instead of you.
Traits
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.
ChampionThis indicates abilities from the champion class.