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Cozy Campfire Feat 6


ArchetypeConsecrationDivineExplorationFire
Source Pathfinder Lost Omens Rival Academies
Prerequisites Campfire Chronicler Dedication

You spend 1 hour building a campfire in a single unoccupied square and whispering the stories of those you've met on your journeys. The campfire sheds bright light in a 30-foot radius (and dim light for the next 30 feet). The campfire can't be put out or get larger through mundane means; it instead burns out after your next daily preparations or when you use this ability again.

The first time each round a creature within the campfire's bright light performs an action with the attack trait, they must then attempt a will save against your class DC or spell DC (whichever is higher). This is a divine curse effect, and you are aware of any attempt, although other creatures in the area are not.

Effect: Cozy Campfire


Critical Success The creature is aware of the effect and can choose to disrupt their action. If they don't disrupt it, the campfire goes out.

Success The creature is aware of the effect and can choose to disrupt their action. If they don't disrupt it, they become temporarily immune to the campfire's effects for 24 hours.

Failure The creature takes a –2 status penalty to the action's attack roll and to all other attack rolls until the beginning of their next turn.

Critical Failure The action is disrupted, and the creature takes a –2 status penalty to attack rolls until the beginning of their next turn.


Traits

Common

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

Archetype

This feat belongs to an archetype.

Consecration

A consecration spell enhances an area for an extended period of time. A given area can have only a single consecration effect at a time. The new effect attempts to counteract any existing one in areas of overlap.

Divine

This 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.

Exploration

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

Fire

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