War Mage Dedication Feat 2
Source Pathfinder Battlecry!
Prerequisites You have a spellcasting class feature.
Your studies into the battlefield applications of magic have made your spells particularly effective at disrupting enemy formations or manipulating enemy troops into positions where they are more vulnerable to wide-scale magical attacks. When you cast a non-cantrip spell that deals damage in an area, choose a number of targets equal to your Intelligence modifier who failed their saving throw against the effect. Move each one up to 10 feet from their original position after they take damage and any other effects from the spell. You can't move a creature into or through obstacles. A Medium or smaller creature counts as one target; a Large creature counts as two Medium creatures; and a Huge creature counts as four Medium creatures. You can't move Gargantuan creatures in this way.
You also gain the Additional Lore general feat for Warfare Lore. If you were already trained in Warfare Lore, you become trained in a Lore skill of your choice.
You learned the arcane craft at a war college, focusing less on theory and scholarship and more on applied magic and how best to leverage spellcraft on the battlefield. You were schooled in arcana, tried and tested in war, and learned how and when best to employ those spells to turn the tide of battle. Your training included lessons on swordplay and the upkeep of armor alongside the preparation of spells and the deciphering of arcane runes.
There are many war colleges that provide this specialized training. Perhaps you were schooled in one of Molthune's military academies, or as part of your military training in Taldor or Qadira. Regardless of the source, your unique skills make your combat magic some of the most potent on Golarion.
War Magic 1st
War Mage Dedication Feat 2
Prerequisites You have a spellcasting class feature.
Your studies into the battlefield applications of magic have made your spells particularly effective at disrupting enemy formations or manipulating enemy troops into positions where they are more vulnerable to wide-scale magical attacks. When you cast a non-cantrip spell that deals damage in an area, choose a number of targets equal to your Intelligence modifier who failed their saving throw against the effect. Move each one up to 10 feet from their original position after they take damage and any other effects from the spell. You can't move a creature into or through obstacles. A Medium or smaller creature counts as one target; a Large creature counts as two Medium creatures; and a Huge creature counts as four Medium creatures. You can't move Gargantuan creatures in this way.
You also gain the Additional Lore general feat for Warfare Lore. If you were already trained in Warfare Lore, you become trained in a Lore skill of your choice.
Source: Pathfinder Battlecry!
Mage's Field Dressing Feat 4
Source: Pathfinder Battlecry!
Shield Spell Reinforcement Feat 4
Source: Pathfinder Battlecry!
Siege Ritualist Feat 4
Source: Pathfinder Battlecry!
Arcana of Iron Feat 6
Source: Pathfinder Battlecry!
Intimidating Spell Feat 6
Source: Pathfinder Battlecry!
Shielding Formation Feat 8
Source: Pathfinder Battlecry!
Spellshield Feat 8
Source: Pathfinder Battlecry!
Secrets of Steel Feat 10
Source: Pathfinder Battlecry!
Battlefield Arcana Feat 12
Source: Pathfinder Battlecry!
War Mage Focus Spell
Shielding Formation Focus 4
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.