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Spell Trickster Dedication Feat 2


Archetype​Dedication​
Source Pathfinder Lost Omens The Grand Bazaar
Prerequisites Able to cast spells, trained in Arcana, Nature, Occultism, or Religion

Your experience with magic and its traditions lets you specialize in the casting of certain spells, customizing familiar spells to create novel effects. Whenever you gain a feat from this archetype, you either learn to modify the effects of a single spell, or you change one of the modifications from a previous feat. Each time you Cast the Spell corresponding to the feat you chose, you decide whether to cast its normal or modified version. You can only apply one modification to a spell at a time, even if you know more than one modification for that spell. Besides modifications mentioned in the feat, the spell functions as normal.

Choose up to two 4th-level spell trickster archetype feats for which you meet the spell-casting prerequisite. You gain those feats, ignoring their level prerequisite.

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

Just as Golarion's merchants scour busy marketplaces for newfound goods, scholars of magic congregate in teahouses, debate at symposia, and haunt the back rooms of esoteric shops to swap secrets of their trade. In such meetings, a different kind of magic may strike: the spark of innovation! The mixing of magical techniques produces fascinating and unpredictable results. As one of these innovators, sometimes called a spell trickster, you have a knack for pioneering magical techniques and discovering new effects from spells most novice spellcasters take for granted. Whether your unique abilities are the result of weeks of experimentation or a secret passed to you by a traveling practitioner, you delight in surprising others with your tricks.

The Fruits of Research

While magic can spring from many sources, from wizard tutors to self-taught savants, the art of the spell trickster often springs from sophisticated magical research. The magical academies in Golarion have no claim to magic as a whole but can often teach lesser-known variants of a spell to their students. At the Magaambya academy in the Mwangi Expanse, for instance, initiates study multiple traditions of magic, adapting the techniques of harnessing magical essence from one tradition to create new methods of casting spells in another. The Arclords of Nex have spent thousands of years honing spells in both wartime and peace, demonstrating a fine control over the arcane by effortlessly changing their magic to suit their whims. The return of New Thassilon brought thousands of magical dabblers and scholars, each with their own unique tricks and each eager to see what new spell variants have developed in their long absence.

This isn't to say that spell tricksters come solely from high academia. A sorcerer might demonstrate aberrant powers in her bloodline magic, hinting at a background more complex than a single eldritch influence acting upon her. An oracle might grope at a divine power that they poorly understand and cast a spell in a unique manner simply because they were never taught otherwise. A witch's patron or a whimsical deity might grant a favored servant a special power for whatever strange motives such beings might possess. Magic in Golarion isn't entirely predictable, no matter how many practitioners wish that it was so. While most spellcasters follow predictable patterns in their art, there are always exceptions.

The rules in this section are presented as part of an archetype, meant for a character dedicated to the art of innovating magic—but you don't have to limit yourself to this premise. At the GM's discretion, a spell trickster feat could be made available to a character as a class feat without the character taking the archetype. In most cases, this option should only be offered as a reward or story element that the character, GM, or group has dedicated a significant amount of time to developing—a character who wishes to partake in these options without GM permission or involvement should simply take the spell trickster archetype. These feats could be used to represent the payoff from extended magical research; finding forgotten or forbidden lore in a lost corner of Golarion; pleasing a god, patron, or other notable power; a magical plane or artifact exerting its influence; or any other number of situations that an adventurer might encounter while exploring. Keep in mind, however, that these feats were created and balanced to be part of an archetype. If allowing spell trickster feats as general class feats begins to negatively impact the game, the players should be willing to walk the decision back and rebuild characters as necessary.

Spell Trickster Dedication Feat 2

Prerequisites Able to cast spells, trained in Arcana, Nature, Occultism, or Religion


Your experience with magic and its traditions lets you specialize in the casting of certain spells, customizing familiar spells to create novel effects. Whenever you gain a feat from this archetype, you either learn to modify the effects of a single spell, or you change one of the modifications from a previous feat. Each time you Cast the Spell corresponding to the feat you chose, you decide whether to cast its normal or modified version. You can only apply one modification to a spell at a time, even if you know more than one modification for that spell. Besides modifications mentioned in the feat, the spell functions as normal.

Choose up to two 4th-level spell trickster archetype feats for which you meet the spell-casting prerequisite. You gain those feats, ignoring their level prerequisite.

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

Just as Golarion's merchants scour busy marketplaces for newfound goods, scholars of magic congregate in teahouses, debate at symposia, and haunt the back rooms of esoteric shops to swap secrets of their trade. In such meetings, a different kind of magic may strike: the spark of innovation! The mixing of magical techniques produces fascinating and unpredictable results. As one of these innovators, sometimes called a spell trickster, you have a knack for pioneering magical techniques and discovering new effects from spells most novice spellcasters take for granted. Whether your unique abilities are the result of weeks of experimentation or a secret passed to you by a traveling practitioner, you delight in surprising others with your tricks.

The Fruits of Research

While magic can spring from many sources, from wizard tutors to self-taught savants, the art of the spell trickster often springs from sophisticated magical research. The magical academies in Golarion have no claim to magic as a whole but can often teach lesser-known variants of a spell to their students. At the Magaambya academy in the Mwangi Expanse, for instance, initiates study multiple traditions of magic, adapting the techniques of harnessing magical essence from one tradition to create new methods of casting spells in another. The Arclords of Nex have spent thousands of years honing spells in both wartime and peace, demonstrating a fine control over the arcane by effortlessly changing their magic to suit their whims. The return of New Thassilon brought thousands of magical dabblers and scholars, each with their own unique tricks and each eager to see what new spell variants have developed in their long absence.

This isn't to say that spell tricksters come solely from high academia. A sorcerer might demonstrate aberrant powers in her bloodline magic, hinting at a background more complex than a single eldritch influence acting upon her. An oracle might grope at a divine power that they poorly understand and cast a spell in a unique manner simply because they were never taught otherwise. A witch's patron or a whimsical deity might grant a favored servant a special power for whatever strange motives such beings might possess. Magic in Golarion isn't entirely predictable, no matter how many practitioners wish that it was so. While most spellcasters follow predictable patterns in their art, there are always exceptions.

The rules in this section are presented as part of an archetype, meant for a character dedicated to the art of innovating magic—but you don't have to limit yourself to this premise. At the GM's discretion, a spell trickster feat could be made available to a character as a class feat without the character taking the archetype. In most cases, this option should only be offered as a reward or story element that the character, GM, or group has dedicated a significant amount of time to developing—a character who wishes to partake in these options without GM permission or involvement should simply take the spell trickster archetype. These feats could be used to represent the payoff from extended magical research; finding forgotten or forbidden lore in a lost corner of Golarion; pleasing a god, patron, or other notable power; a magical plane or artifact exerting its influence; or any other number of situations that an adventurer might encounter while exploring. Keep in mind, however, that these feats were created and balanced to be part of an archetype. If allowing spell trickster feats as general class feats begins to negatively impact the game, the players should be willing to walk the decision back and rebuild characters as necessary.

Spell Trickster Dedication Feat 2

Prerequisites Able to cast spells, trained in Arcana, Nature, Occultism, or Religion


Your experience with magic and its traditions lets you specialize in the casting of certain spells, customizing familiar spells to create novel effects. Whenever you gain a feat from this archetype, you either learn to modify the effects of a single spell, or you change one of the modifications from a previous feat. Each time you Cast the Spell corresponding to the feat you chose, you decide whether to cast its normal or modified version. You can only apply one modification to a spell at a time, even if you know more than one modification for that spell. Besides modifications mentioned in the feat, the spell functions as normal.

Choose up to two 4th-level spell trickster archetype feats for which you meet the spell-casting prerequisite. You gain those feats, ignoring their level prerequisite.

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

Just as Golarion's merchants scour busy marketplaces for newfound goods, scholars of magic congregate in teahouses, debate at symposia, and haunt the back rooms of esoteric shops to swap secrets of their trade. In such meetings, a different kind of magic may strike: the spark of innovation! The mixing of magical techniques produces fascinating and unpredictable results. As one of these innovators, sometimes called a spell trickster, you have a knack for pioneering magical techniques and discovering new effects from spells most novice spellcasters take for granted. Whether your unique abilities are the result of weeks of experimentation or a secret passed to you by a traveling practitioner, you delight in surprising others with your tricks.

The Fruits of Research

While magic can spring from many sources, from wizard tutors to self-taught savants, the art of the spell trickster often springs from sophisticated magical research. The magical academies in Golarion have no claim to magic as a whole but can often teach lesser-known variants of a spell to their students. At the Magaambya academy in the Mwangi Expanse, for instance, initiates study multiple traditions of magic, adapting the techniques of harnessing magical essence from one tradition to create new methods of casting spells in another. The Arclords of Nex have spent thousands of years honing spells in both wartime and peace, demonstrating a fine control over the arcane by effortlessly changing their magic to suit their whims. The return of New Thassilon brought thousands of magical dabblers and scholars, each with their own unique tricks and each eager to see what new spell variants have developed in their long absence.

This isn't to say that spell tricksters come solely from high academia. A sorcerer might demonstrate aberrant powers in her bloodline magic, hinting at a background more complex than a single eldritch influence acting upon her. An oracle might grope at a divine power that they poorly understand and cast a spell in a unique manner simply because they were never taught otherwise. A witch's patron or a whimsical deity might grant a favored servant a special power for whatever strange motives such beings might possess. Magic in Golarion isn't entirely predictable, no matter how many practitioners wish that it was so. While most spellcasters follow predictable patterns in their art, there are always exceptions.

The rules in this section are presented as part of an archetype, meant for a character dedicated to the art of innovating magic—but you don't have to limit yourself to this premise. At the GM's discretion, a spell trickster feat could be made available to a character as a class feat without the character taking the archetype. In most cases, this option should only be offered as a reward or story element that the character, GM, or group has dedicated a significant amount of time to developing—a character who wishes to partake in these options without GM permission or involvement should simply take the spell trickster archetype. These feats could be used to represent the payoff from extended magical research; finding forgotten or forbidden lore in a lost corner of Golarion; pleasing a god, patron, or other notable power; a magical plane or artifact exerting its influence; or any other number of situations that an adventurer might encounter while exploring. Keep in mind, however, that these feats were created and balanced to be part of an archetype. If allowing spell trickster feats as general class feats begins to negatively impact the game, the players should be willing to walk the decision back and rebuild characters as necessary.

Spell Trickster Dedication Feat 2

Prerequisites Able to cast spells, trained in Arcana, Nature, Occultism, or Religion


Your experience with magic and its traditions lets you specialize in the casting of certain spells, customizing familiar spells to create novel effects. Whenever you gain a feat from this archetype, you either learn to modify the effects of a single spell, or you change one of the modifications from a previous feat. Each time you Cast the Spell corresponding to the feat you chose, you decide whether to cast its normal or modified version. You can only apply one modification to a spell at a time, even if you know more than one modification for that spell. Besides modifications mentioned in the feat, the spell functions as normal.

Choose up to two 4th-level spell trickster archetype feats for which you meet the spell-casting prerequisite. You gain those feats, ignoring their level prerequisite.

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

Just as Golarion's merchants scour busy marketplaces for newfound goods, scholars of magic congregate in teahouses, debate at symposia, and haunt the back rooms of esoteric shops to swap secrets of their trade. In such meetings, a different kind of magic may strike: the spark of innovation! The mixing of magical techniques produces fascinating and unpredictable results. As one of these innovators, sometimes called a spell trickster, you have a knack for pioneering magical techniques and discovering new effects from spells most novice spellcasters take for granted. Whether your unique abilities are the result of weeks of experimentation or a secret passed to you by a traveling practitioner, you delight in surprising others with your tricks.

The Fruits of Research

While magic can spring from many sources, from wizard tutors to self-taught savants, the art of the spell trickster often springs from sophisticated magical research. The magical academies in Golarion have no claim to magic as a whole but can often teach lesser-known variants of a spell to their students. At the Magaambya academy in the Mwangi Expanse, for instance, initiates study multiple traditions of magic, adapting the techniques of harnessing magical essence from one tradition to create new methods of casting spells in another. The Arclords of Nex have spent thousands of years honing spells in both wartime and peace, demonstrating a fine control over the arcane by effortlessly changing their magic to suit their whims. The return of New Thassilon brought thousands of magical dabblers and scholars, each with their own unique tricks and each eager to see what new spell variants have developed in their long absence.

This isn't to say that spell tricksters come solely from high academia. A sorcerer might demonstrate aberrant powers in her bloodline magic, hinting at a background more complex than a single eldritch influence acting upon her. An oracle might grope at a divine power that they poorly understand and cast a spell in a unique manner simply because they were never taught otherwise. A witch's patron or a whimsical deity might grant a favored servant a special power for whatever strange motives such beings might possess. Magic in Golarion isn't entirely predictable, no matter how many practitioners wish that it was so. While most spellcasters follow predictable patterns in their art, there are always exceptions.

The rules in this section are presented as part of an archetype, meant for a character dedicated to the art of innovating magic—but you don't have to limit yourself to this premise. At the GM's discretion, a spell trickster feat could be made available to a character as a class feat without the character taking the archetype. In most cases, this option should only be offered as a reward or story element that the character, GM, or group has dedicated a significant amount of time to developing—a character who wishes to partake in these options without GM permission or involvement should simply take the spell trickster archetype. These feats could be used to represent the payoff from extended magical research; finding forgotten or forbidden lore in a lost corner of Golarion; pleasing a god, patron, or other notable power; a magical plane or artifact exerting its influence; or any other number of situations that an adventurer might encounter while exploring. Keep in mind, however, that these feats were created and balanced to be part of an archetype. If allowing spell trickster feats as general class feats begins to negatively impact the game, the players should be willing to walk the decision back and rebuild characters as necessary.

Spell Trickster Dedication Feat 2

Prerequisites Able to cast spells, trained in Arcana, Nature, Occultism, or Religion


Your experience with magic and its traditions lets you specialize in the casting of certain spells, customizing familiar spells to create novel effects. Whenever you gain a feat from this archetype, you either learn to modify the effects of a single spell, or you change one of the modifications from a previous feat. Each time you Cast the Spell corresponding to the feat you chose, you decide whether to cast its normal or modified version. You can only apply one modification to a spell at a time, even if you know more than one modification for that spell. Besides modifications mentioned in the feat, the spell functions as normal.

Choose up to two 4th-level spell trickster archetype feats for which you meet the spell-casting prerequisite. You gain those feats, ignoring their level prerequisite.

Special You can't select another dedication feat until you have gained two other feats from the Spell Trickster archetype. The two feats you gain from taking the dedication don't count toward this total.

Source: Pathfinder Lost Omens The Grand Bazaar

Agile Hand Feat 4

Source: Pathfinder Lost Omens The Grand Bazaar

Barrier Shield Feat 4

Source: Pathfinder Lost Omens The Grand Bazaar

Forceful Push Feat 4

Source: Pathfinder Lost Omens The Grand Bazaar

Shining Arms Feat 4

Source: Pathfinder Lost Omens The Grand Bazaar

Summon Ensemble Feat 4

Source: Pathfinder Lost Omens The Grand Bazaar

Tracing Sigil Feat 4

Source: Pathfinder Lost Omens The Grand Bazaar

Wild Lights Feat 4

Source: Pathfinder Lost Omens The Grand Bazaar

Animate Net Feat 6

Source: Pathfinder Lost Omens The Grand Bazaar

Confounding Image Feat 6

Source: Pathfinder Lost Omens The Grand Bazaar

Disk Rider Feat 6

Source: Pathfinder Lost Omens The Grand Bazaar

Drenching Mist Feat 6

Source: Pathfinder Lost Omens The Grand Bazaar

Obscured Terrain Feat 6

Source: Pathfinder Lost Omens The Grand Bazaar

Uneasy Rest Feat 6

Source: Pathfinder Lost Omens The Grand Bazaar

Volatile Grease Feat 6

Source: Pathfinder Lost Omens The Grand Bazaar

Beacon Mark Feat 8

Source: Pathfinder Lost Omens The Grand Bazaar

Larcenous Hand Feat 8

Source: Pathfinder Lost Omens The Grand Bazaar

Lingering Flames Feat 8

Source: Pathfinder Lost Omens The Grand Bazaar

Scattered Fire Feat 8

Source: Pathfinder Lost Omens The Grand Bazaar

Siphoning Touch Feat 8

Source: Pathfinder Lost Omens The Grand Bazaar

Smoldering Explosion Feat 8

Source: Pathfinder Lost Omens The Grand Bazaar

Steal Vitality Feat 8

Source: Pathfinder Lost Omens The Grand Bazaar

Surrounding Flames Feat 10

Source: Pathfinder Lost Omens The Grand Bazaar

Toppling Tentacles Feat 10

Source: Pathfinder Lost Omens The Grand Bazaar

Choking Smoke Feat 12

Source: Pathfinder Lost Omens The Grand Bazaar

Directed Poison Feat 12

Source: Pathfinder Lost Omens The Grand Bazaar

archetype. The two feats you gain from taking the dedication don't count toward this total.

Source: Pathfinder Lost Omens The Grand Bazaar

Agile Hand Feat 4

Source: Pathfinder Lost Omens The Grand Bazaar

Barrier Shield Feat 4

Source: Pathfinder Lost Omens The Grand Bazaar

Forceful Push Feat 4

Source: Pathfinder Lost Omens The Grand Bazaar

Shining Arms Feat 4

Source: Pathfinder Lost Omens The Grand Bazaar

Summon Ensemble Feat 4

Source: Pathfinder Lost Omens The Grand Bazaar

Tracing Sigil Feat 4

Source: Pathfinder Lost Omens The Grand Bazaar

Wild Lights Feat 4

Source: Pathfinder Lost Omens The Grand Bazaar

Animate Net Feat 6

Source: Pathfinder Lost Omens The Grand Bazaar

Confounding Image Feat 6

Source: Pathfinder Lost Omens The Grand Bazaar

Disk Rider Feat 6

Source: Pathfinder Lost Omens The Grand Bazaar

Drenching Mist Feat 6

Source: Pathfinder Lost Omens The Grand Bazaar

Obscured Terrain Feat 6

Source: Pathfinder Lost Omens The Grand Bazaar

Uneasy Rest Feat 6

Source: Pathfinder Lost Omens The Grand Bazaar

Volatile Grease Feat 6

Source: Pathfinder Lost Omens The Grand Bazaar

Beacon Mark Feat 8

Source: Pathfinder Lost Omens The Grand Bazaar

Larcenous Hand Feat 8

Source: Pathfinder Lost Omens The Grand Bazaar

Lingering Flames Feat 8

Source: Pathfinder Lost Omens The Grand Bazaar

Scattered Fire Feat 8

Source: Pathfinder Lost Omens The Grand Bazaar

Siphoning Touch Feat 8

Source: Pathfinder Lost Omens The Grand Bazaar

Smoldering Explosion Feat 8

Source: Pathfinder Lost Omens The Grand Bazaar

Steal Vitality Feat 8

Source: Pathfinder Lost Omens The Grand Bazaar

Surrounding Flames Feat 10

Source: Pathfinder Lost Omens The Grand Bazaar

Toppling Tentacles Feat 10

Source: Pathfinder Lost Omens The Grand Bazaar

Choking Smoke Feat 12

Source: Pathfinder Lost Omens The Grand Bazaar

Directed Poison Feat 12

Source: Pathfinder Lost Omens The Grand Bazaar

archetype. The two feats you gain from taking the dedication don't count toward this total.

Source: Pathfinder Lost Omens The Grand Bazaar

Agile Hand Feat 4

Source: Pathfinder Lost Omens The Grand Bazaar

Barrier Shield Feat 4

Source: Pathfinder Lost Omens The Grand Bazaar

Forceful Push Feat 4

Source: Pathfinder Lost Omens The Grand Bazaar

Shining Arms Feat 4

Source: Pathfinder Lost Omens The Grand Bazaar

Summon Ensemble Feat 4

Source: Pathfinder Lost Omens The Grand Bazaar

Tracing Sigil Feat 4

Source: Pathfinder Lost Omens The Grand Bazaar

Wild Lights Feat 4

Source: Pathfinder Lost Omens The Grand Bazaar

Animate Net Feat 6

Source: Pathfinder Lost Omens The Grand Bazaar

Confounding Image Feat 6

Source: Pathfinder Lost Omens The Grand Bazaar

Disk Rider Feat 6

Source: Pathfinder Lost Omens The Grand Bazaar

Drenching Mist Feat 6

Source: Pathfinder Lost Omens The Grand Bazaar

Obscured Terrain Feat 6

Source: Pathfinder Lost Omens The Grand Bazaar

Uneasy Rest Feat 6

Source: Pathfinder Lost Omens The Grand Bazaar

Volatile Grease Feat 6

Source: Pathfinder Lost Omens The Grand Bazaar

Beacon Mark Feat 8

Source: Pathfinder Lost Omens The Grand Bazaar

Larcenous Hand Feat 8

Source: Pathfinder Lost Omens The Grand Bazaar

Lingering Flames Feat 8

Source: Pathfinder Lost Omens The Grand Bazaar

Scattered Fire Feat 8

Source: Pathfinder Lost Omens The Grand Bazaar

Siphoning Touch Feat 8

Source: Pathfinder Lost Omens The Grand Bazaar

Smoldering Explosion Feat 8

Source: Pathfinder Lost Omens The Grand Bazaar

Steal Vitality Feat 8

Source: Pathfinder Lost Omens The Grand Bazaar

Surrounding Flames Feat 10

Source: Pathfinder Lost Omens The Grand Bazaar

Toppling Tentacles Feat 10

Source: Pathfinder Lost Omens The Grand Bazaar

Choking Smoke Feat 12

Source: Pathfinder Lost Omens The Grand Bazaar

Directed Poison Feat 12

Source: Pathfinder Lost Omens The Grand Bazaar

archetype. The two feats you gain from taking the dedication don't count toward this total.

Source: Pathfinder Lost Omens The Grand Bazaar

Agile Hand Feat 4

Source: Pathfinder Lost Omens The Grand Bazaar

Barrier Shield Feat 4

Source: Pathfinder Lost Omens The Grand Bazaar

Forceful Push Feat 4

Source: Pathfinder Lost Omens The Grand Bazaar

Shining Arms Feat 4

Source: Pathfinder Lost Omens The Grand Bazaar

Summon Ensemble Feat 4

Source: Pathfinder Lost Omens The Grand Bazaar

Tracing Sigil Feat 4

Source: Pathfinder Lost Omens The Grand Bazaar

Wild Lights Feat 4

Source: Pathfinder Lost Omens The Grand Bazaar

Animate Net Feat 6

Source: Pathfinder Lost Omens The Grand Bazaar

Confounding Image Feat 6

Source: Pathfinder Lost Omens The Grand Bazaar

Disk Rider Feat 6

Source: Pathfinder Lost Omens The Grand Bazaar

Drenching Mist Feat 6

Source: Pathfinder Lost Omens The Grand Bazaar

Obscured Terrain Feat 6

Source: Pathfinder Lost Omens The Grand Bazaar

Uneasy Rest Feat 6

Source: Pathfinder Lost Omens The Grand Bazaar

Volatile Grease Feat 6

Source: Pathfinder Lost Omens The Grand Bazaar

Beacon Mark Feat 8

Source: Pathfinder Lost Omens The Grand Bazaar

Larcenous Hand Feat 8

Source: Pathfinder Lost Omens The Grand Bazaar

Lingering Flames Feat 8

Source: Pathfinder Lost Omens The Grand Bazaar

Scattered Fire Feat 8

Source: Pathfinder Lost Omens The Grand Bazaar

Siphoning Touch Feat 8

Source: Pathfinder Lost Omens The Grand Bazaar

Smoldering Explosion Feat 8

Source: Pathfinder Lost Omens The Grand Bazaar

Steal Vitality Feat 8

Source: Pathfinder Lost Omens The Grand Bazaar

Surrounding Flames Feat 10

Source: Pathfinder Lost Omens The Grand Bazaar

Toppling Tentacles Feat 10

Source: Pathfinder Lost Omens The Grand Bazaar

Choking Smoke Feat 12

Source: Pathfinder Lost Omens The Grand Bazaar

Directed Poison Feat 12

Source: Pathfinder Lost Omens The Grand Bazaar

archetype. The two feats you gain from taking the dedication don't count toward this total.


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.