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Soul Warden Dedication Feat 2


Archetype​Dedication​
Source Pathfinder Book of the Dead
Prerequisites trained in Occultism or Religion, worships Pharasma or a psychopomp usher

You can take 10 minutes to emblazon Pharasma's holy sigil-a spiraling comet that represents the winding path a soul takes through its existence-upon a shield, tabard, banner, or other prominent object that your wear or wield. The symbol doesn't fade until 1 year has passed, but if you emblazon the symbol again, any symbol you previously emblazoned and any symbol already emblazoned on that item instantly disappears. The item becomes a religious symbol of Pharasma and can be used as a divine focus while emblazoned.

Whenever an undead creature or captive soul is within 100 feet of this object, the spiral glows, shedding dim blue light in a 10-foot radius. If the creature is hiding or the soul is hidden, it must succeed at a stealth check against your Perception DC to fool the sigil and prevent the spiral from glowing.

In addition, you can cast Vitality Lash as a divine innate cantrip at will. As normal, a cantrip is automatically heightened to half your level rounded up. You gain access to the Cast a Spell activity if you didn't have it already. You're trained in divine spell attack rolls and spell DCs. Your key spellcasting ability for these spells is Wisdom.

When you have at least two other feats from this archetype, the spiral glows with bright light in a 10-foot radius (and dim light for the next 10 feet). Feats that require a creature or object to be in the light of your spiral function whether it's in the bright or dim light.

Special You can't select another dedication feat until you have gained two other feats from the

You consider yourself an honorary psychopomp—a shepherd of spirits who ensures the cycle of souls progresses unimpeded. Although you're unable to safeguard the cycle of souls in its entirety, you strive to ensure each soul's time on the Material Plane proceeds without incident. You work to free souls from imprisonment, prevent necromancers from animating the dead, and destroy undead so their souls rejoin the cycle.

While most who hunt undead do so out of fear, vengeance, or a desire to protect the lives of others, you take a more measured and far less emotional approach; you destroy undead so their souls can continue their journey along the River of Souls, thus ensuring the continuation of existence. You understand that without the cycle of souls, the life cycle of the planes is disrupted, and all of existence could be consumed by the Maelstrom.

Nearly all soul wardens worship Pharasma or one of the psychopomp ushers, especially Barzahk the Passage, a psychopomp usher who routinely shirks their duties and needs help from mortal soul wardens. Soul wardens also often join organizations that regularly combat undead, including the Voices of the Spire and Ustalav's Ivory Reapers (page 14).

Additional Feats: 4th Domain Initiate, Familiar; 8th Expanded Domain Initiate; 16th Advanced Domain

The Soul Cycle

A soul's journey begins on the Forge of Creation, where blank, empty souls attach themselves alongside the vitality essence of the plane to mortals on the Material Plane, forming a single living being. At the end of a mortal's life, these souls enter the Ethereal Plane, progressing through the River of Souls to Pharasma's Boneyard, where they're judged and sorted into the appropriate afterlife. Judged souls proceed to their assigned planes, becoming petitioners. These, too, die in time, becoming absorbed by and expanding their associated plane, as their own spiritual essence joins with the plane's as a substance known as quintessence. But the ever-churning Maelstrom breaks these planes down, scattering this planar quintessence throughout the Maelstrom and adjoining planes. Those pieces that land on the Forge of Creation eventually form new blank souls and the cycle begins anew.

Soul Warden Dedication Feat 2

Prerequisites trained in Occultism or Religion, worships Pharasma or a psychopomp usher


You can take 10 minutes to emblazon Pharasma's holy sigil-a spiraling comet that represents the winding path a soul takes through its existence-upon a shield, tabard, banner, or other prominent object that your wear or wield. The symbol doesn't fade until 1 year has passed, but if you emblazon the symbol again, any symbol you previously emblazoned and any symbol already emblazoned on that item instantly disappears. The item becomes a religious symbol of Pharasma and can be used as a divine focus while emblazoned.

Whenever an undead creature or captive soul is within 100 feet of this object, the spiral glows, shedding dim blue light in a 10-foot radius. If the creature is hiding or the soul is Hidden, it must succeed at a Stealth check against your Perception DC to fool the sigil and prevent the spiral from glowing.

In addition, you can cast Vitality Lash as a divine innate cantrip at will. As normal, a cantrip is automatically heightened to half your level rounded up. You gain access to the Cast a Spell activity if you didn't have it already. You're trained in divine spell attack rolls and spell DCs. Your key spellcasting attribute for these spells is Wisdom.

When you have at least two other feats from this archetype, the spiral glows with bright light in a 10-foot radius (and dim light for the next 10 feet). Feats that require a creature or object to be in the light of your spiral function whether it's in the bright or dim light.

Source: Pathfinder Book of the Dead

Cycle Spell Feat 4

Source: Pathfinder Book of the Dead

Psychopomp Familiar Feat 4

Source: Pathfinder Book of the Dead

Liberate Soul Feat 6

Source: Pathfinder Book of the Dead

Spiral Sworn Feat 6

Source: Pathfinder Book of the Dead

Enhanced Psychopomp Familiar Feat 8

Source: Pathfinder Book of the Dead

Safeguard Soul Feat 8

Source: Pathfinder Book of the Dead

Expand Spiral Feat 10

Source: Pathfinder Book of the Dead

archetype.


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.

Dedication

Each 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.