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

Pact of the Crossroads Feat 12


UncommonArchetypePrimal
Source Pathfinder Lost Omens Rival Academies
Prerequisites Pactbinder Dedication

You've sworn a pact with Ng the Hooded, the Eldest known as the Lord of the Crossroads, though your only sign of Ng's acknowledgment is the benefits you receive. Anyone tracking you must succeed at a survival check against the higher of your class DC and spell DC. Creatures attempting to remember your features after the first time meeting you must succeed at a will save against the same DC. If they fail, they recall the meeting but none of your features.

In exchange, you must continue your wanderings, never settling in one place for longer than one month, or you lose the benefits of this feat until you begin your travels again. If you ever willingly tell anyone you've formed a pact with Ng, you lose the benefits of this feat permanently, though you can share vague information about the pact's effects.


Traits

Uncommon

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

Archetype

This feat belongs to an archetype.

Primal

This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to primal magic.