Ostilli Host Dedication Feat 2
Source Pathfinder Howl of the Wild
Prerequisites trained in Arcana or Nature
Access surki ancestry
You've bonded with an attached symbiote known as an ostilli. You can bond with only one ostilli at a time since the symbiote emits low-frequency magical pulses that repel other ostillis. You become trained in Ostilli Lore; if you were already trained, you become an expert.
The ostilli is a Tiny creature grafted to your body. Like other grafts, it has no Hit Points or Speeds of its own and can't be targeted separately. It can't be removed and dies when you do; in the event of your demise and resurrection, you can bond to a new ostilli during a week of downtime, though you lose any abilities granted by your ostilli bond during that time. Your ostilli is obvious, unless you attempt to cover it with clothing or armor. In such a case, an onlooker can determine you're bonded to an ostilli with a successful Nature, Perception, or Surki Lore check against your Deception DC. Your ostilli must be visible for you to use any of the actions it grants.
Your ostilli is constantly siphoning ambient magic from the surroundings, granting you the Repel Ambient Magic and Spit Ambient Magic actions.
Ostillis are amorphous organisms that combine characteristics of both plants and animals. Typically found in subterranean environments, they can share a symbiotic arrangement with surkis. When a magic-gathering node on a surki's body is damaged or absent, an ostilli is placed on it like a bandage, and after several weeks, the creature fully fuses with its host and becomes a makeshift node, accumulating the magical nourishment that the surki needs to survive. With training, surkis—and increasingly, members of other species—can direct these tiny symbiotes to a variety of magical feats.
Ostilli Host Dedication Feat 2
Prerequisites trained in Arcana or Nature
Access surki ancestry
You've bonded with an attached symbiote known as an ostilli. You can bond with only one ostilli at a time since the symbiote emits low-frequency magical pulses that repel other ostillis. You become trained in Ostilli Lore; if you were already trained, you become an expert.
The ostilli is a Tiny creature grafted to your body. Like other grafts, it has no Hit Points or Speeds of its own and can't be targeted separately. It can't be removed and dies when you do; in the event of your demise and resurrection, you can bond to a new ostilli during a week of downtime, though you lose any abilities granted by your ostilli bond during that time. Your ostilli is obvious, unless you attempt to cover it with clothing or armor. In such a case, an onlooker can determine you're bonded to an ostilli with a successful Nature, Perception, or Surki Lore check against your Deception DC. Your ostilli must be visible for you to use any of the actions it grants.
Your ostilli is constantly siphoning ambient magic from the surroundings, granting you the Repel Ambient Magic and Spit Ambient Magic actions.
Source: Pathfinder Howl of the Wild
Soothing Pulse Feat 4
Source: Pathfinder Howl of the Wild
Tactile Magic Feedback Feat 4
Source: Pathfinder Howl of the Wild
Versatile Mutation Feat 4
Source: Pathfinder Howl of the Wild
Cloaking Pulse Feat 6
Source: Pathfinder Howl of the Wild
Deflecting Pulse Feat 6
Source: Pathfinder Howl of the Wild
Propulsive Mutation Feat 6
Source: Pathfinder Howl of the Wild
Chaining Mutation Feat 8
Source: Pathfinder Howl of the Wild
Deadly Mutation Feat 8
Source: Pathfinder Howl of the Wild
Spell Swallow Feat 10
Source: Pathfinder Howl of the Wild
Spraying Mutation Feat 10
Source: Pathfinder Howl of the Wild
Cellular Reconstruction Feat 12
Source: Pathfinder Howl of the Wild
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.
ArchetypeThis feat belongs to an archetype.
DedicationEach archetype's dedication feat represents your character's dedicated effort learning a new set of abilities, making it impossible to split your focus and pursue another archetype at the same time. Once you take a dedication feat, you can't select a different dedication feat until you complete your dedication by taking two other feats from your current archetype. You can't retrain a dedication feat as long as you have any other feats from that archetype.