Palatine Detective Dedication Feat 2
Source Pathfinder Lost Omens Divine Mysteries
You have delved into the study of the occult and divine, becoming exceptionally skilled at identifying when such forces are at work. Using this esoteric knowledge and your own ingenuity, you have crafted a small charm that soothes your mind and protects you against harm. This charm usually takes the form of a silver chain, a golden scarab, or a withered hand. While you wear this charm, you gain a +1 status bonus to saving throws against mental effects. In addition, you gain the Mystic Aegis reaction.
You are an elite agent of the Esoteric Order of the Palatine Eye. Separated from the regular members of this obscure league of scholars and academics, you have attained divine and occult abilities through methods kept secret to outsiders. The air of mystery that surrounds you and your organization only serves to aid you in your cases, which can often be dangerous investigations into cultists and supernatural threats. However, you might have earned the suspicion or ire of others within the Order of the Palatine Eye due to your near-constant field work and the fact that initiates and lower-order members are kept in the dark about your provenance.
You are likely unclear as to the exact source of your abilities. Depending on your understanding of your Order's teachings, you could have gained this power from the knowledge you gained through The Lost Gospels of Tabris. This knowledge seems to hint at greater mysteries underlying existence and the cosmos, as well as mysteries hidden between the veils of morality that suffuse the planes, which could have unlocked your potential. It could also be that you gained your abilities due to your connection to the various artifacts and relics that the Order of the Palatine Eye has collected over its lifetime. The nature of many of these items remains unclear even after decades of study, but your proximity to these relics could have triggered an awakening of abilities. Your abilities might simply function because you believe they must. It would be disastrous for you to lose access to these abilities, so you believe them to function and considerations otherwise are something you refuse to acknowledge.
Regardless, you've learned to make use of your abilities to work against magical forces. These abilities allow you to tap into greater magical potential, create wards to protect yourself from magical attacks, and even grant you esoteric insight to better harm your foes. While these abilities are potent, you must also make sure to not let your Order training lapse. You make use of your mind, your canny insight, and deductive skills to deal with the various mysteries of existence that you encounter and the supernatural foes that you find along the way.
Additional Feats: 6th Cast Out, Thaumaturgic Ritualist.
Palatine Detective1st
Palatine Detective Dedication Feat 2
You have delved into the study of the occult and divine, becoming exceptionally skilled at identifying when such forces are at work. Using this esoteric knowledge and your own ingenuity, you have crafted a small charm that soothes your mind and protects you against harm. This charm usually takes the form of a silver chain, a golden scarab, or a withered hand. While you wear this charm, you gain a +1 status bonus to saving throws against mental effects. In addition, you gain the Mystic Aegis reaction.
Source: Pathfinder Lost Omens Divine Mysteries
Esoteric Spellcasting Feat 4
Source: Pathfinder Lost Omens Divine Mysteries
Text Decoder Feat 4
Source: Pathfinder Lost Omens Divine Mysteries
Palatine Enchantment Feat 6
Source: Pathfinder Lost Omens Divine Mysteries
Challenge Insight Feat 8
Source: Pathfinder Lost Omens Divine Mysteries
Palatine Strike Feat 8
Source: Pathfinder Lost Omens Divine Mysteries
Cursebreaker Feat 10
Source: Pathfinder Lost Omens Divine Mysteries
Open the Blazing Eye Feat 10
Source: Pathfinder Lost Omens Divine Mysteries
Greater Esoteric Spellcasting Feat 12
Source: Pathfinder Lost Omens Divine Mysteries
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.
ClassArchetypes with the class trait fundamentally diverge from your class's specialties but still fit within the theme of your class. You can select a class archetype only if your class meets the criteria listed in the archetype's prerequisites. Class archetypes always alter or replace some of a class's static class features in addition to any new feats they offer. It might be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features. The 1st-level ability is presented much like a class feature and includes the class archetype's prerequisites and rules on how it changes your class. If you select this ability, you must take that archetype's dedication feat at 2nd level, and you proceed normally afterward. You can never have more than one class 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.