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Soulforger Dedication Feat 2


UncommonArchetypeDedication
Source Pathfinder Impossible Magic
Prerequisites Wis +2 or ability to cast divine spells

You can manifest the power of your spirit in combat to realize your motivations. You bind a suit of armor, shield, or weapon as a soulforged armament. Choose a motivation or cause known as a soul path that ties you to your soulforged armament; acting against or ignoring your soul path is anathema to you and could lead you to be afflicted with a curse called soulforged corruption. Choose one essence power for the armament. Changing an essence power requires 1 week of retraining, and you can't retrain them while you have soulforged corruption.

You can Manifest Soulforged Armament to summon your soulforged armaments in combat.

Your devotion to a cause grants you the power to summon and wield a soulforged armament tethered to the very essence of your spirit. You're driven to fulfill your destiny. The unification of your soul with your weaponry ensures you remain dangerous at all times, even when seemingly unarmed. At any moment, you can unleash your wrath upon those who oppose your will, smiting your enemies with the manifested power of conviction.

Soulforged armaments can be summoned only in the service of a higher purpose or calling, such as a blade called forth to avenge the wrongful death of a loved one. Even full suits of armor can manifest from the sheer power of a warrior's dedication to a cause. Weaponry, shields, or armor created in this way often bear a visual resemblance to the purpose they're summoned to fulfill.

Soulforger Dedication Feat 2

Prerequisites Wis +2 or ability to cast divine spells


You can manifest the power of your spirit in combat to realize your motivations. You bind a suit of armor, shield, or weapon as a soulforged armament. Choose a motivation or cause known as a soul path that ties you to your soulforged armament; acting against or ignoring your soul path is anathema to you and could lead you to be afflicted with a curse called soulforged corruption. Choose one essence power for the armament. Changing an essence power requires 1 week of retraining, and you can't retrain them while you have soulforged corruption.

You can Manifest Soulforged Armament to summon your soulforged armaments in combat.

Your devotion to a cause grants you the power to summon and wield a soulforged armament tethered to the very essence of your spirit. You're driven to fulfill your destiny. The unification of your soul with your weaponry ensures you remain dangerous at all times, even when seemingly unarmed. At any moment, you can unleash your wrath upon those who oppose your will, smiting your enemies with the manifested power of conviction.

Soulforged armaments can be summoned only in the service of a higher purpose or calling, such as a blade called forth to avenge the wrongful death of a loved one. Even full suits of armor can manifest from the sheer power of a warrior's dedication to a cause. Weaponry, shields, or armor created in this way often bear a visual resemblance to the purpose they're summoned to fulfill.

Soulforger Dedication Feat 2

Prerequisites Wis +2 or ability to cast divine spells


You can manifest the power of your spirit in combat to realize your motivations. You bind a suit of armor, shield, or weapon as a soulforged armament. Choose a motivation or cause known as a soul path that ties you to your soulforged armament; acting against or ignoring your soul path is anathema to you and could lead you to be afflicted with a curse called soulforged corruption. Choose one essence power for the armament. Changing an essence power requires 1 week of retraining, and you can't retrain them while you have soulforged corruption.

You can Manifest Soulforged Armament to summon your soulforged armaments in combat.

Your devotion to a cause grants you the power to summon and wield a soulforged armament tethered to the very essence of your spirit. You're driven to fulfill your destiny. The unification of your soul with your weaponry ensures you remain dangerous at all times, even when seemingly unarmed. At any moment, you can unleash your wrath upon those who oppose your will, smiting your enemies with the manifested power of conviction.

Soulforged armaments can be summoned only in the service of a higher purpose or calling, such as a blade called forth to avenge the wrongful death of a loved one. Even full suits of armor can manifest from the sheer power of a warrior's dedication to a cause. Weaponry, shields, or armor created in this way often bear a visual resemblance to the purpose they're summoned to fulfill.

Soulforger Dedication Feat 2

Prerequisites Wis +2 or ability to cast divine spells


You can manifest the power of your spirit in combat to realize your motivations. You bind a suit of armor, shield, or weapon as a soulforged armament. Choose a motivation or cause known as a soul path that ties you to your soulforged armament; acting against or ignoring your soul path is anathema to you and could lead you to be afflicted with a curse called soulforged corruption. Choose one essence power for the armament. Changing an essence power requires 1 week of retraining, and you can't retrain them while you have soulforged corruption.

You can Manifest Soulforged Armament to summon your soulforged armaments in combat.

Your devotion to a cause grants you the power to summon and wield a soulforged armament tethered to the very essence of your spirit. You're driven to fulfill your destiny. The unification of your soul with your weaponry ensures you remain dangerous at all times, even when seemingly unarmed. At any moment, you can unleash your wrath upon those who oppose your will, smiting your enemies with the manifested power of conviction.

Soulforged armaments can be summoned only in the service of a higher purpose or calling, such as a blade called forth to avenge the wrongful death of a loved one. Even full suits of armor can manifest from the sheer power of a warrior's dedication to a cause. Weaponry, shields, or armor created in this way often bear a visual resemblance to the purpose they're summoned to fulfill.

Soulforger Dedication Feat 2

Prerequisites Wis +2 or ability to cast divine spells


You can manifest the power of your spirit in combat to realize your motivations. You bind a suit of armor, shield, or weapon as a soulforged armament. Choose a motivation or cause known as a soul path that ties you to your soulforged armament; acting against or ignoring your soul path is anathema to you and could lead you to be afflicted with a curse called soulforged corruption. Choose one essence power for the armament. Changing an essence power requires 1 week of retraining, and you can't retrain them while you have soulforged corruption.

You can Manifest Soulforged Armament to summon your soulforged armaments in combat.

Soulforger

ESSENCE POWERS

Your soulforged armament has an essence power you choose when you first bind an armament. It gains this power temporarily when you manifest its essence form. Each power has a specific corruption flaw that affects you if you have soulforged corruption. Essence powers that apply only to some types of armament indicate which.

Adaptable Persona Armor only. When you manifest the essence form, gain your choice of a climb Speed or swim Speed equal to your land Speed. If you're 8th level or higher, you can choose a fly Speed instead; Corruption Flaw You take a –10-foot penalty to all your Speeds.

Bounding Spirit Melee weapon only. The weapon gains the thrown 30 feet trait and has the returning rune (even if it has its maximum number of property runes); Corruption Flaw When you make a Strike with a thrown or ranged weapon and miss, reroll the Strike targeting your ally nearest to the original target. This Strike uses the same multiple attack penalty as the missed Strike and doesn't count toward your multiple attack penalty.

Deep-Seated Fear You gain a +2 status bonus to your Intimidation checks and don't take any penalties for not sharing a language when Demoralizing foes who can perceive your armament's essence form. When you Manifest the essence form, you can attempt to [/act demoralize] an enemy who can perceive the manifestation as part of the action; Corruption Flaw If you attempt to Demoralize an enemy, it also targets the closest ally to you.

Determined Toughness Any status penalties you take from the following conditions are 1 less severe than their condition value would indicate: clumsy, drained, enfeebled, frightened, sickened, and stupefied. This doesn't change the actual condition value or any other effects of the condition (such as stupefied's disruption and its DC); Corruption Flaw Whenever you take a status penalty from the listed conditions, increase the condition's value by 1.

Harmful Malice (void) Your Strikes deal 1d4 additional void damage. You can cast harm once as an innate spell heightened to a rank equal to half your level rounded up; Corruption Flaw Reduce any damage you would deal by half your level.

Heroic Heart (mental) You gain a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks; Corruption Flaw You take a –1 status penalty to attack rolls.

Healing Grace (healing, vitality) You gain fast healing equal to half your level. You can cast heal once as an innate spell heightened to a rank equal to half your level rounded up; Corruption Flaw Reduce any healing you would receive or grant with a spell by half your level.

Magical Resilience Armor or shield only. You gain a +2 status bonus to saving throws and AC against spells. If you're 5th level or higher, you can cast dispel magic once as an innate spell. The dispel magic is heightened to a rank equal to 1 lower than half your level rounded up (2nd rank if you're 5th or 6th level, 3rd rank if you're 7th or 8th level, and so on); Corruption Flaw You take a –1 status penalty to saving throws and AC against spells.

Planar Bond Armor or shield only. When you manifest the essence form, choose one damage type: acid, cold, electricity, fire, sonic, spirit, vitality, or void. You gain resistance equal to your level + 2 to damage of the selected type; Corruption Flaw You gain weakness 1 to all damage.

Planar Pain Weapon only. When you manifest the essence form, choose one damage type: acid, cold, electricity, fire, sonic, spirit, vitality, or void. Attacks with the weapon deal this type of damage instead of their physical damage, with a +2 status bonus to the damage; Corruption Flaw When you deal damage with a weapon or unarmed attack, you take 2 untyped damage of the last type you chose for planar pain. You take this damage even if it's of a damage type that normally wouldn't harm you, such as vitality damage if you are living.

Pull of Stasis Weapon only. Any time you hit with the soulforged weapon, the target takes a –10-foot penalty to its Speeds for 1 round. On a critical hit, the creature is Immobilized for 1 round instead; Corruption Flaw You take a –10-foot penalty to all your Speeds.

Reflecting Spirit Armor or shield only. You gain a +2 status bonus to AC against physical ranged attacks. If an enemy's physical ranged attack misses you, you can use your reaction to reflect the projectile back, dealing damage equal to half your shield's hardness to the attacker. The damage type of the reflected projectile is the same as type as the original projectile; Corruption Flaw You have weakness 5 to physical ranged attacks.

Resolute Defiance Shield only. The shield gains a +2 status bonus to its Hardness and temporary Hit Points equal to your level + 2 that last until the essence effect ends. If you don't have the Shield Block reaction, you gain it while your shield is manifested; Corruption Flaw When you take damage while you have a shield raised or use Shield Block, attempt a DC 5 flat. If you fail, the shield is Dismissed if it's your soulforged armament or Dropped if it's a different shield.

Source: Pathfinder Impossible Magic

Soul Flare Feat 4

Source: Pathfinder Impossible Magic

Rapid Manifestation Feat 6

Source: Pathfinder Impossible Magic

Soul Arsenal Feat 6

Source: Pathfinder Impossible Magic

Devastating Manifestation Feat 14

Source: Pathfinder Impossible Magic

ESSENCE POWERS

Your soulforged armament has an essence power you choose when you first bind an armament. It gains this power temporarily when you manifest its essence form. Each power has a specific corruption flaw that affects you if you have soulforged corruption. Essence powers that apply only to some types of armament indicate which.

Adaptable Persona Armor only. When you manifest the essence form, gain your choice of a climb Speed or swim Speed equal to your land Speed. If you're 8th level or higher, you can choose a fly Speed instead; Corruption Flaw You take a –10-foot penalty to all your Speeds.

Bounding Spirit Melee weapon only. The weapon gains the thrown 30 feet trait and has the returning rune (even if it has its maximum number of property runes); Corruption Flaw When you make a Strike with a thrown or ranged weapon and miss, reroll the Strike targeting your ally nearest to the original target. This Strike uses the same multiple attack penalty as the missed Strike and doesn't count toward your multiple attack penalty.

Deep-Seated Fear You gain a +2 status bonus to your Intimidation checks and don't take any penalties for not sharing a language when Demoralizing foes who can perceive your armament's essence form. When you Manifest the essence form, you can attempt to [/act demoralize] an enemy who can perceive the manifestation as part of the action; Corruption Flaw If you attempt to Demoralize an enemy, it also targets the closest ally to you.

Determined Toughness Any status penalties you take from the following conditions are 1 less severe than their condition value would indicate: clumsy, drained, enfeebled, frightened, sickened, and stupefied. This doesn't change the actual condition value or any other effects of the condition (such as stupefied's disruption and its DC); Corruption Flaw Whenever you take a status penalty from the listed conditions, increase the condition's value by 1.

Harmful Malice (void) Your Strikes deal 1d4 additional void damage. You can cast harm once as an innate spell heightened to a rank equal to half your level rounded up; Corruption Flaw Reduce any damage you would deal by half your level.

Heroic Heart (mental) You gain a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks; Corruption Flaw You take a –1 status penalty to attack rolls.

Healing Grace (healing, vitality) You gain fast healing equal to half your level. You can cast heal once as an innate spell heightened to a rank equal to half your level rounded up; Corruption Flaw Reduce any healing you would receive or grant with a spell by half your level.

Magical Resilience Armor or shield only. You gain a +2 status bonus to saving throws and AC against spells. If you're 5th level or higher, you can cast dispel magic once as an innate spell. The dispel magic is heightened to a rank equal to 1 lower than half your level rounded up (2nd rank if you're 5th or 6th level, 3rd rank if you're 7th or 8th level, and so on); Corruption Flaw You take a –1 status penalty to saving throws and AC against spells.

Planar Bond Armor or shield only. When you manifest the essence form, choose one damage type: acid, cold, electricity, fire, sonic, spirit, vitality, or void. You gain resistance equal to your level + 2 to damage of the selected type; Corruption Flaw You gain weakness 1 to all damage.

Planar Pain Weapon only. When you manifest the essence form, choose one damage type: acid, cold, electricity, fire, sonic, spirit, vitality, or void. Attacks with the weapon deal this type of damage instead of their physical damage, with a +2 status bonus to the damage; Corruption Flaw When you deal damage with a weapon or unarmed attack, you take 2 untyped damage of the last type you chose for planar pain. You take this damage even if it's of a damage type that normally wouldn't harm you, such as vitality damage if you are living.

Pull of Stasis Weapon only. Any time you hit with the soulforged weapon, the target takes a –10-foot penalty to its Speeds for 1 round. On a critical hit, the creature is Immobilized for 1 round instead; Corruption Flaw You take a –10-foot penalty to all your Speeds.

Reflecting Spirit Armor or shield only. You gain a +2 status bonus to AC against physical ranged attacks. If an enemy's physical ranged attack misses you, you can use your reaction to reflect the projectile back, dealing damage equal to half your shield's hardness to the attacker. The damage type of the reflected projectile is the same as type as the original projectile; Corruption Flaw You have weakness 5 to physical ranged attacks.

Resolute Defiance Shield only. The shield gains a +2 status bonus to its Hardness and temporary Hit Points equal to your level + 2 that last until the essence effect ends. If you don't have the Shield Block reaction, you gain it while your shield is manifested; Corruption Flaw When you take damage while you have a shield raised or use Shield Block, attempt a DC 5 flat. If you fail, the shield is Dismissed if it's your soulforged armament or Dropped if it's a different shield.

Source: Pathfinder Impossible Magic

Soul Flare Feat 4

Source: Pathfinder Impossible Magic

Rapid Manifestation Feat 6

Source: Pathfinder Impossible Magic

Soul Arsenal Feat 6

Source: Pathfinder Impossible Magic

Devastating Manifestation Feat 14

Source: Pathfinder Impossible Magic

ESSENCE POWERS

Your soulforged armament has an essence power you choose when you first bind an armament. It gains this power temporarily when you manifest its essence form. Each power has a specific corruption flaw that affects you if you have soulforged corruption. Essence powers that apply only to some types of armament indicate which.

Adaptable Persona Armor only. When you manifest the essence form, gain your choice of a climb Speed or swim Speed equal to your land Speed. If you're 8th level or higher, you can choose a fly Speed instead; Corruption Flaw You take a –10-foot penalty to all your Speeds.

Bounding Spirit Melee weapon only. The weapon gains the thrown 30 feet trait and has the returning rune (even if it has its maximum number of property runes); Corruption Flaw When you make a Strike with a thrown or ranged weapon and miss, reroll the Strike targeting your ally nearest to the original target. This Strike uses the same multiple attack penalty as the missed Strike and doesn't count toward your multiple attack penalty.

Deep-Seated Fear You gain a +2 status bonus to your Intimidation checks and don't take any penalties for not sharing a language when Demoralizing foes who can perceive your armament's essence form. When you Manifest the essence form, you can attempt to [/act demoralize] an enemy who can perceive the manifestation as part of the action; Corruption Flaw If you attempt to Demoralize an enemy, it also targets the closest ally to you.

Determined Toughness Any status penalties you take from the following conditions are 1 less severe than their condition value would indicate: clumsy, drained, enfeebled, frightened, sickened, and stupefied. This doesn't change the actual condition value or any other effects of the condition (such as stupefied's disruption and its DC); Corruption Flaw Whenever you take a status penalty from the listed conditions, increase the condition's value by 1.

Harmful Malice (void) Your Strikes deal 1d4 additional void damage. You can cast harm once as an innate spell heightened to a rank equal to half your level rounded up; Corruption Flaw Reduce any damage you would deal by half your level.

Heroic Heart (mental) You gain a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks; Corruption Flaw You take a –1 status penalty to attack rolls.

Healing Grace (healing, vitality) You gain fast healing equal to half your level. You can cast heal once as an innate spell heightened to a rank equal to half your level rounded up; Corruption Flaw Reduce any healing you would receive or grant with a spell by half your level.

Magical Resilience Armor or shield only. You gain a +2 status bonus to saving throws and AC against spells. If you're 5th level or higher, you can cast dispel magic once as an innate spell. The dispel magic is heightened to a rank equal to 1 lower than half your level rounded up (2nd rank if you're 5th or 6th level, 3rd rank if you're 7th or 8th level, and so on); Corruption Flaw You take a –1 status penalty to saving throws and AC against spells.

Planar Bond Armor or shield only. When you manifest the essence form, choose one damage type: acid, cold, electricity, fire, sonic, spirit, vitality, or void. You gain resistance equal to your level + 2 to damage of the selected type; Corruption Flaw You gain weakness 1 to all damage.

Planar Pain Weapon only. When you manifest the essence form, choose one damage type: acid, cold, electricity, fire, sonic, spirit, vitality, or void. Attacks with the weapon deal this type of damage instead of their physical damage, with a +2 status bonus to the damage; Corruption Flaw When you deal damage with a weapon or unarmed attack, you take 2 untyped damage of the last type you chose for planar pain. You take this damage even if it's of a damage type that normally wouldn't harm you, such as vitality damage if you are living.

Pull of Stasis Weapon only. Any time you hit with the soulforged weapon, the target takes a –10-foot penalty to its Speeds for 1 round. On a critical hit, the creature is Immobilized for 1 round instead; Corruption Flaw You take a –10-foot penalty to all your Speeds.

Reflecting Spirit Armor or shield only. You gain a +2 status bonus to AC against physical ranged attacks. If an enemy's physical ranged attack misses you, you can use your reaction to reflect the projectile back, dealing damage equal to half your shield's hardness to the attacker. The damage type of the reflected projectile is the same as type as the original projectile; Corruption Flaw You have weakness 5 to physical ranged attacks.

Resolute Defiance Shield only. The shield gains a +2 status bonus to its Hardness and temporary Hit Points equal to your level + 2 that last until the essence effect ends. If you don't have the Shield Block reaction, you gain it while your shield is manifested; Corruption Flaw When you take damage while you have a shield raised or use Shield Block, attempt a DC 5 flat. If you fail, the shield is Dismissed if it's your soulforged armament or Dropped if it's a different shield.

Source: Pathfinder Impossible Magic

Soul Flare Feat 4

Source: Pathfinder Impossible Magic

Rapid Manifestation Feat 6

Source: Pathfinder Impossible Magic

Soul Arsenal Feat 6

Source: Pathfinder Impossible Magic

Devastating Manifestation Feat 14

Source: Pathfinder Impossible Magic

ESSENCE POWERS

Your soulforged armament has an essence power you choose when you first bind an armament. It gains this power temporarily when you manifest its essence form. Each power has a specific corruption flaw that affects you if you have soulforged corruption. Essence powers that apply only to some types of armament indicate which.

Adaptable Persona Armor only. When you manifest the essence form, gain your choice of a climb Speed or swim Speed equal to your land Speed. If you're 8th level or higher, you can choose a fly Speed instead; Corruption Flaw You take a –10-foot penalty to all your Speeds.

Bounding Spirit Melee weapon only. The weapon gains the thrown 30 feet trait and has the returning rune (even if it has its maximum number of property runes); Corruption Flaw When you make a Strike with a thrown or ranged weapon and miss, reroll the Strike targeting your ally nearest to the original target. This Strike uses the same multiple attack penalty as the missed Strike and doesn't count toward your multiple attack penalty.

Deep-Seated Fear You gain a +2 status bonus to your Intimidation checks and don't take any penalties for not sharing a language when Demoralizing foes who can perceive your armament's essence form. When you Manifest the essence form, you can attempt to [/act demoralize] an enemy who can perceive the manifestation as part of the action; Corruption Flaw If you attempt to Demoralize an enemy, it also targets the closest ally to you.

Determined Toughness Any status penalties you take from the following conditions are 1 less severe than their condition value would indicate: clumsy, drained, enfeebled, frightened, sickened, and stupefied. This doesn't change the actual condition value or any other effects of the condition (such as stupefied's disruption and its DC); Corruption Flaw Whenever you take a status penalty from the listed conditions, increase the condition's value by 1.

Harmful Malice (void) Your Strikes deal 1d4 additional void damage. You can cast harm once as an innate spell heightened to a rank equal to half your level rounded up; Corruption Flaw Reduce any damage you would deal by half your level.

Heroic Heart (mental) You gain a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks; Corruption Flaw You take a –1 status penalty to attack rolls.

Healing Grace (healing, vitality) You gain fast healing equal to half your level. You can cast heal once as an innate spell heightened to a rank equal to half your level rounded up; Corruption Flaw Reduce any healing you would receive or grant with a spell by half your level.

Magical Resilience Armor or shield only. You gain a +2 status bonus to saving throws and AC against spells. If you're 5th level or higher, you can cast dispel magic once as an innate spell. The dispel magic is heightened to a rank equal to 1 lower than half your level rounded up (2nd rank if you're 5th or 6th level, 3rd rank if you're 7th or 8th level, and so on); Corruption Flaw You take a –1 status penalty to saving throws and AC against spells.

Planar Bond Armor or shield only. When you manifest the essence form, choose one damage type: acid, cold, electricity, fire, sonic, spirit, vitality, or void. You gain resistance equal to your level + 2 to damage of the selected type; Corruption Flaw You gain weakness 1 to all damage.

Planar Pain Weapon only. When you manifest the essence form, choose one damage type: acid, cold, electricity, fire, sonic, spirit, vitality, or void. Attacks with the weapon deal this type of damage instead of their physical damage, with a +2 status bonus to the damage; Corruption Flaw When you deal damage with a weapon or unarmed attack, you take 2 untyped damage of the last type you chose for planar pain. You take this damage even if it's of a damage type that normally wouldn't harm you, such as vitality damage if you are living.

Pull of Stasis Weapon only. Any time you hit with the soulforged weapon, the target takes a –10-foot penalty to its Speeds for 1 round. On a critical hit, the creature is Immobilized for 1 round instead; Corruption Flaw You take a –10-foot penalty to all your Speeds.

Reflecting Spirit Armor or shield only. You gain a +2 status bonus to AC against physical ranged attacks. If an enemy's physical ranged attack misses you, you can use your reaction to reflect the projectile back, dealing damage equal to half your shield's hardness to the attacker. The damage type of the reflected projectile is the same as type as the original projectile; Corruption Flaw You have weakness 5 to physical ranged attacks.

Resolute Defiance Shield only. The shield gains a +2 status bonus to its Hardness and temporary Hit Points equal to your level + 2 that last until the essence effect ends. If you don't have the Shield Block reaction, you gain it while your shield is manifested; Corruption Flaw When you take damage while you have a shield raised or use Shield Block, attempt a DC 5 flat. If you fail, the shield is Dismissed if it's your soulforged armament or Dropped if it's a different shield.

Source: Pathfinder Impossible Magic

Soul Flare Feat 4

Source: Pathfinder Impossible Magic

Rapid Manifestation Feat 6

Source: Pathfinder Impossible Magic

Soul Arsenal Feat 6

Source: Pathfinder Impossible Magic

Devastating Manifestation Feat 14

Source: Pathfinder Impossible Magic

ESSENCE POWERS

Your soulforged armament has an essence power you choose when you first bind an armament. It gains this power temporarily when you manifest its essence form. Each power has a specific corruption flaw that affects you if you have soulforged corruption. Essence powers that apply only to some types of armament indicate which.

Adaptable Persona Armor only. When you manifest the essence form, gain your choice of a climb Speed or swim Speed equal to your land Speed. If you're 8th level or higher, you can choose a fly Speed instead; Corruption Flaw You take a –10-foot penalty to all your Speeds.

Bounding Spirit Melee weapon only. The weapon gains the thrown 30 feet trait and has the returning rune (even if it has its maximum number of property runes); Corruption Flaw When you make a Strike with a thrown or ranged weapon and miss, reroll the Strike targeting your ally nearest to the original target. This Strike uses the same multiple attack penalty as the missed Strike and doesn't count toward your multiple attack penalty.

Deep-Seated Fear You gain a +2 status bonus to your Intimidation checks and don't take any penalties for not sharing a language when Demoralizing foes who can perceive your armament's essence form. When you Manifest the essence form, you can attempt to [/act demoralize] an enemy who can perceive the manifestation as part of the action; Corruption Flaw If you attempt to Demoralize an enemy, it also targets the closest ally to you.

Determined Toughness Any status penalties you take from the following conditions are 1 less severe than their condition value would indicate: clumsy, drained, enfeebled, frightened, sickened, and stupefied. This doesn't change the actual condition value or any other effects of the condition (such as stupefied's disruption and its DC); Corruption Flaw Whenever you take a status penalty from the listed conditions, increase the condition's value by 1.

Harmful Malice (void) Your Strikes deal 1d4 additional void damage. You can cast harm once as an innate spell heightened to a rank equal to half your level rounded up; Corruption Flaw Reduce any damage you would deal by half your level.

Heroic Heart (mental) You gain a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks; Corruption Flaw You take a –1 status penalty to attack rolls.

Healing Grace (healing, vitality) You gain fast healing equal to half your level. You can cast heal once as an innate spell heightened to a rank equal to half your level rounded up; Corruption Flaw Reduce any healing you would receive or grant with a spell by half your level.

Magical Resilience Armor or shield only. You gain a +2 status bonus to saving throws and AC against spells. If you're 5th level or higher, you can cast dispel magic once as an innate spell. The dispel magic is heightened to a rank equal to 1 lower than half your level rounded up (2nd rank if you're 5th or 6th level, 3rd rank if you're 7th or 8th level, and so on); Corruption Flaw You take a –1 status penalty to saving throws and AC against spells.

Planar Bond Armor or shield only. When you manifest the essence form, choose one damage type: acid, cold, electricity, fire, sonic, spirit, vitality, or void. You gain resistance equal to your level + 2 to damage of the selected type; Corruption Flaw You gain weakness 1 to all damage.

Planar Pain Weapon only. When you manifest the essence form, choose one damage type: acid, cold, electricity, fire, sonic, spirit, vitality, or void. Attacks with the weapon deal this type of damage instead of their physical damage, with a +2 status bonus to the damage; Corruption Flaw When you deal damage with a weapon or unarmed attack, you take 2 untyped damage of the last type you chose for planar pain. You take this damage even if it's of a damage type that normally wouldn't harm you, such as vitality damage if you are living.

Pull of Stasis Weapon only. Any time you hit with the soulforged weapon, the target takes a –10-foot penalty to its Speeds for 1 round. On a critical hit, the creature is Immobilized for 1 round instead; Corruption Flaw You take a –10-foot penalty to all your Speeds.

Reflecting Spirit Armor or shield only. You gain a +2 status bonus to AC against physical ranged attacks. If an enemy's physical ranged attack misses you, you can use your reaction to reflect the projectile back, dealing damage equal to half your shield's hardness to the attacker. The damage type of the reflected projectile is the same as type as the original projectile; Corruption Flaw You have weakness 5 to physical ranged attacks.

Resolute Defiance Shield only. The shield gains a +2 status bonus to its Hardness and temporary Hit Points equal to your level + 2 that last until the essence effect ends. If you don't have the Shield Block reaction, you gain it while your shield is manifested; Corruption Flaw When you take damage while you have a shield raised or use Shield Block, attempt a DC 5 flat. If you fail, the shield is Dismissed if it's your soulforged armament or Dropped if it's a different shield.


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.

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.