
Hunter’s Edge: Warden- You zealously adhere to the same tenet that Druids turn to for inspiration and spells as well as a source of revering as something worthy of bending their knees in acts of faith. At first level you receive the feat Gravity Weapon for free as well as the spell and our first focus spell. At 7th and 13th levels you get another free feat with the caveat that it must be a feat that grants you another Warden spell and thus an additional focus point. Note that you are still limited to a total of 3 focus points total regardless of source. When you reach the level where you get the Master Hunter feature you have a choice to make. You can either choose to receive Warden’s Focus at 17th level and Warden’s Wellspring at 19th level as bonus feats or 2 more warden spell feats. If you receive focus spells from another class (like Druid) you double your potential number of focus points keeping the pools separate with a maximum of 3 points in each pool (For example a Storm Warden, which is to say a dual classes Druid [Order of the Storm]-Ranger [Warden], could have a pool of 2 points for Druid focus spells, and 3 points in their Ranger pool and three spells at level 17 when Masterful Hunter drops for rangers; the points in each class pool must be spent on their class spells like you cannot spend a point from the ranger pool to cast Tempest Surge or a Druid point to cast Gravity Weapon)
Eldritch Sentinel: Not all who wander are lost. Some who lurk in shadows are not villains but heroes through and through. There are things that surely go bump in the night; and just as sure there are those that bump back! Monstrous in form, the Eldritch Sentinels are the secret guardians the make their homes in the dark recesses where the scions of madness wait and watch with covetous hunger and do their best to eradicate them from the world knowing their work will not be thankless by the humans and other fairer folk they protect as they hunt and kill those that would darken the sun and usurp the mortal realm to invoke a reign of nightmarish reality upon all that are not like themselves.
Eldritch Sentinel Dedication Feat 2
Prerequisite: Trained in Occultism; an Ancestry that is bestial in nature (Cat Folk, Rat Folk, Beast Folk [see Ponyfinder: Untamed Lands], Tengu, Kitsune, etc.)
You know well that which dwells in darkness. Your proficiency in Occultism upgrades to Expert and you receive Underground Lore as a bonus trained skill, if you are already trained in Underground Lore it upgrades to experts as well. If not already trained you also add Aklo and Undercommon to you list of languages known.
Special: Once you have chosen to walk this path, forever it will define your destiny. You are henceforth forbidden to take feats in any other archetype you did not take before taking up this burden. If you had another archetype before taking this you may still pursue that archetype but no other after this.
Horror Hunter Feat 4
This functions like the Favored Enemy feat for rangers except rather than the usual suspects it applies to the following: Aberrations, Oozes or any two Humanoids (Caligni, Dero, Skum, Xulgath)
Psychic Power Feat 4
Choose a number of cantrips and 1st level spells equal to you wisdom modifier from the occult spell list. Each spell chosen may be cast a number of times per day equal to half your level as a spell like ability. At 6th level you get access to a number of 2nd level spells equal to the number of lower spell levels from the same list. At 8th level you get access to 3rd level spells.
Bring the Pain Feat 6
Prerequisite: Horror Hunter, Trained in Medicine
Beat a DC 10 check in both Occultism or Society (depending on what you chose for Horror Hunter), and Medicine. If you succeed, for this encounter add a d4 damage to all your attacks and if you critically succeeded at the check the damage die upgrades to a d6.
Cult Smasher Feat 6
Prerequisite: Trained in Religion and Society
You usher those who worship evil’s might into the final light of death’s cold embrace. Religious cults who serves or commands aberrations and/or oozes are especially heinous to you so regarding information related to these cults such as their religious habits and hideouts you are considered an expert and gain all the benefits of a ranger’s favored enemy against them.
Stick it Where it Hurts Feat 8
Prerequisite: Bring the Pain, Expert in Medicine; Master in Occultism or Society (See Bring the Pain)
Up the DC to 15 if you make it the damage die is a d6. Crit it and the damage die is a d8.
Vengeance is a Dish Best Served Cold Feat 8
Prerequisites: Bring the Pain, Cult Smasher
Apply the extra damage from Bring the Pain to the object of dark desires in Cult Smasher. Furthermore if you improved the damage from Bring the Pain with its follow up feats the extra damage applies to those you fight against from Cult Smasher as well.
Improved Psychic Power Feat 10
Prerequisite: Psychic Power, Mastery in Occult
Continuing the progression from Psychic Power you get access to 4th level spells. At level 12 you get access to 5th level spells and 6th level spells at level 14.
Stick it where it Really Hurts Feat 12
Up the DC to 20 if the character makes it the damage die increases to d8; d10 on a crit
Hello, My Name is [insert character name here], You [insert tragic event here], Prepare to Die! Feat 14
Prerequisite: Stick it where it Really Hurts
Up the DC to 25 if the character beats the DC then the damage die increases to d10 and if critical d12
Greater Psychic Power Feat 16
Prerequisite: Improved Psychic Power
Final progression of spell like abilities with access to 7th level spells to start; then 8th level spells at level 18 and 9th level spells at level 20
Psycho Killer Feat 20
Prerequisites: Vengeance is a Dish Best Served Cold, Greater Psychic Power, Hello…
Once per day as a spell like ability you cast Magic Missile enhanced as high your level will allow at a single target with all bonuses applied. The target must then make a Fortitude save or die.
Eldritch Sentinel: Not all who wander are lost. Some who lurk in shadows are not villains but heroes through and through. There are things that surely go bump in the night; and just as sure there are those that bump back! Monstrous in form, the Eldritch Sentinels are the secret guardians the make their homes in the dark recesses where the scions of madness wait and watch with covetous hunger and do their best to eradicate them from the world knowing their work will not be thankless by the humans and other fairer folk they protect as they hunt and kill those that would darken the sun and usurp the mortal realm to invoke a reign of nightmarish reality upon all that are not like themselves.
Eldritch Sentinel Dedication Feat 2
Prerequisite: Trained in Occultism; an Ancestry that is bestial in nature (Cat Folk, Rat Folk, Beast Folk [see Ponyfinder: Untamed Lands], Tengu, Kitsune, etc.)
You know well that which dwells in darkness. Your proficiency in Occultism upgrades to Expert and you receive Underground Lore as a bonus trained skill, if you are already trained in Underground Lore it upgrades to experts as well. If not already trained you also add Aklo and Undercommon to you list of languages known.
Special: Once you have chosen to walk this path, forever it will define your destiny. You are henceforth forbidden to take feats in any other archetype you did not take before taking up this burden. If you had another archetype before taking this you may still pursue that archetype but no other after this.
Horror Hunter Feat 4
This functions like the Favored Enemy feat for rangers except rather than the usual suspects it applies to the following: Aberrations, Oozes or any two Humanoids (Caligni, Dero, Skum, Xulgath)
Psychic Power Feat 4
Choose a number of cantrips and 1st level spells equal to you wisdom modifier from the occult spell list. Each spell chosen may be cast a number of times per day equal to half your level as a spell like ability. At 6th level you get access to a number of 2nd level spells equal to the number of lower spell levels from the same list. At 8th level you get access to 3rd level spells.
Bring the Pain Feat 6
Prerequisite: Horror Hunter, Trained in Medicine
Beat a DC 10 check in both Occultism or Society (depending on what you chose for Horror Hunter), and Medicine. If you succeed, for this encounter add a d4 damage to all your attacks and if you critically succeeded at the check the damage die upgrades to a d6.
Cult Smasher Feat 6
Prerequisite: Trained in Religion and Society
You usher those who worship evil’s might into the final light of death’s cold embrace. Religious cults who serves or commands aberrations and/or oozes are especially heinous to you so regarding information related to these cults such as their religious habits and hideouts you are considered an expert and gain all the benefits of a ranger’s favored enemy against them.
Stick it Where it Hurts Feat 8
Prerequisite: Bring the Pain, Expert in Medicine; Master in Occultism or Society (See Bring the Pain)
Up the DC to 15 if you make it the damage die is a d6. Crit it and the damage die is a d8.
Vengeance is a Dish Best Served Cold Feat 8
Prerequisites: Bring the Pain, Cult Smasher
Apply the extra damage from Bring the Pain to the object of dark desires in Cult Smasher. Furthermore if you improved the damage from Bring the Pain with its follow up feats the extra damage applies to those you fight against from Cult Smasher as well.
Improved Psychic Power Feat 10
Prerequisite: Psychic Power, Mastery in Occult
Continuing the progression from Psychic Power you get access to 4th level spells. At level 12 you get access to 5th level spells and 6th level spells at level 14.
Stick it where it Really Hurts Feat 12
Up the DC to 20 if the character makes it the damage die increases to d8; d10 on a crit
Hello, My Name is [insert character name here], You [insert tragic event here], Prepare to Die! Feat 14
Prerequisite: Stick it where it Really Hurts
Up the DC to 25 if the character beats the DC then the damage die increases to d10 and if critical d12
Greater Psychic Power Feat 16
Prerequisite: Improved Psychic Power
Final progression of spell like abilities with access to 7th level spells to start; then 8th level spells at level 18 and 9th level spells at level 20
Psycho Killer Feat 20
Prerequisites: Vengeance is a Dish Best Served Cold, Greater Psychic Power, Hello…
Once per day as a spell like ability you cast Magic Missile enhanced as high your level will allow at a single target with all bonuses applied. The target must then make a Fortitude save or die.
Category Prose / Fantasy
Species Unspecified / Any
Gender Any
Size 1280 x 828px
File Size 323.5 kB
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