Kind of on Fire
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    • Pantheon >
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      • Birala
      • Cayto
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      • Chriuk
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      • Evicianna
      • Frumhovin
      • Haygi
      • Hinemoa
      • Hyalus
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      • Kelsidruun
      • Kyaal
      • Mama Iji
      • Marco Von
      • Matsura
      • Oglahain
      • Old White Wing
      • Rajima
      • Rigma
      • Sgurn
      • Silwyr
      • Sondiq
      • Taíocht
      • Talia
      • Thelmourga
      • Therou
      • Tongvaidu
      • Walaiku
      • Wendo Spirits
      • Yatsuo
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Kind of on Fire

Deific Boons

The pantheon of Almira is vast and varied. The people of the world revere many deities, each granting unique powers. The following feats, traits, and feature archetypes are available to those who revere a specific deity.

Boons of Adrigor
Goring Charge - Feat (Combat)
Prerequisites: BAB +11, Str 13, Power Attack
When you successfully hit with a gore attack at the end of a charge while not mounted, you deal double damage as though attacking with a lance from the back of a charging mount.


Wild Crusader - Trait (Faith)

You gain a +1 trait bonus on Intimidate and Knowledge (nature) skill checks and on wild empathy checks. Either Knowledge (nature) or Intimidate is a class skill for you.

Boons of Alquatl
​Dripping Fangs - Feat (Combat, Demeanor)
Prerequisites: Exotic Weapon Proficiency (Double-Chain Kama), Poison Use class feature
Your poisoned kama’s drip like the cobra’s fangs. When you miss with a reach attack with a double-chain kama, you may spend a swift action to cause a contact poison on your kama to affect the creature as though you had struck them. The target gains a +2 bonus on their first saving throw against this poison

Moral Assassin - Trait (Faith)
You may take levels in the assassin prestige class as long as you maintain a chaotic good alignment. You gain a +2 trait bonus on damage rolls made as part of a coup de grace.

Boons of Arneas
Arnaean Inspiration - Feat (Combat)
Prerequisites: Inspiration
When you use inspiration on an attack roll against an evil creature, you expend one use of inspiration instead of two. This feat counts as Combat Inspiration for the purposes of meeting feat and talent prerequisites, though you only gain the benefits of feats and  talents which list Combat Inspiration as a prerequisites on attack rolls against evil creatures.

Arnean Stalwart - Feat (Demeanor)
While presenting this demeanor, your rallying leadership inspires your allies. Whenever you are dealt damage by an enemy, you grant allies who can see and hear you a +2 morale bonus on saving throws against fear effects for 1 round. This effect stacks in duration


Divine Mount Feat - Feature Archetype
Replaces: Mount
The Parapet Watcher, has provided you with a divine mount created from the pure energy of the Plane of Heaven. This divine mount takes the shape of a Griffon, Dragon, or other majestic flying magical creature. It has a Fly speed of 60 feet with perfect maneuverability and a base speed of 30 feet. This creature is a construct of force, does not attack, and cannot be harmed by any physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. If destroyed, your mount reforms at your location after 48 hours.

Boons of Azar
Disciple of the Barren Mother - Feature Archetype
Prerequisites: Unable to conceive children
Replaces: Summon Monster class feature
You gain a the following spells as spell-like abilities. You gain a number of uses per day of this ability equal to the number of uses per day you would have gained from your Summon Monster class feature, and have the same restrictions on when they can be cast. For example, a summoner could not use these spell-like abilities while his eidolon was summoned.

These abilities become available at the level of the summon monster spell of the same level they replace, and require a number of uses of this ability equal to the spell’s level. These spell-like abilities use your class level in place of your caster level and your Charisma, Intelligence, or Wisdom modifier (whichever is highest) to determine their effects and DCs.

1st-bless, 2nd-aid, 3rd-prayer, 4th-blessing of fervor, 5th-cleanse, 6th-greater heroism, 7th-refuge, 8th-moment of prescience, 9th-spellbane

Matriarch’s Secret Weapon - Feat (Combat)
Prerequisites: Weapon Focus (Fighting Fan)
You can conceal a fighting fan in plain sight by using it as a simple fan, doing so requires a Bluff skill check in place of a Sleight of Hand skill check. Additionally, if you have a fighting fan in hand when you roll initiative, you may feint with your fan as part of rolling initiative and gain a +4 bonus on your Bluff skill check made to do so.

​
Matriarch’s Will - Trait (Faith)
You gain a +1 trait bonus on caster level checks made to overcome the Spell Resistance of chaotic creatures.

​Mother Worshiper - Feature Archetype
Prerequisites: Female Identified

Modifies: Spells
You worship Azar as the Mother, the second aspect of the Triplicatum. Spells you cast which target those of a young age category have their DC reduced by 1. Spell you cast which target those of an age category of middle aged or older gain a +1 sacred bonus to their DC.

Shattered Inheritance - Trait (Faith)
You were born of nobility but had your titles and inheritance ripped cruelly from you. The peace you’ve found from the Shattered Line and your aristocratic training grant you a +1 trait bonus on Will saving throws made to overcome spells with the emotion descriptor and a +1 trait bonus on Knowledge (nobility) skill checks.

Boons of Birala
Biralan Fervor - Feat (Combat)
Prerequisites: BAB +1, Able to cast divine spells
When you gain a morale bonus on an attack or damage roll, you may make that roll twice and take the better result. You must announce the use of this ability before the roll is made. You may use this ability once per day and an additional time when your Base Attack Bonus reaches +4 and every increment of +4 thereafter.

Champion of the Weak - Trait (Faith)
If you have the Leadership feat and a sufficient leadership score to gain at least one 3rd level follower, you gain an additional 1st level follower.

Feed the Masses - Trait (Faith)
When you cast create water, the water you create sustains a creature as though it were food.

​
​Maiden Worshiper - Feature Archetype
Prerequisites: Female Identified

Modifies: Spells
You worship Birala as the Maiden, the first aspect of the Triplicatum. Spells you cast which target women have their DC reduced by 1. Spell you cast which target men gain a +1 sacred bonus to their DC.

Boons of Cayto
Duelist Judge - Feat (Combat)
Prerequisites: BAB +3
​When a creature you can see and hear uses Smite Evil, Challenge, or a similar ability, you may designate yourself as a judge of the combat. If the challenger or their target strikes a creature other than the target of their ability, you may move up to half your speed and make an attack at your highest base attack bonus against the attacker as an immediate action. You may use this ability once per day and an additional time per day when your Base Attack Bonus reaches +10 and +20.

Harsh Reprisal - Feat (Combat, Panache)
​Prerequisites: Amateur Swashbuckler feat or panache class feature, Opportune Parry and Riposte deed, Intimidate 5 ranks
When you are struck by an attack you attempted to parry, you may spend an immediate action to make a single melee attack against the damaging foe. If the attack hits, it deals an amount of damage equal to the damage taken, to a maximum of the maximum damage the your attack could deal. You may use this ability once per day and an additional time per day for ever 5 swashbuckler levels you possess.

Boons of Chiabali
Delta Born - Trait (Faith)
You were born at the delta of a river and liminal power has suffused you since birth. You count your caster level as one higher when casting spells which allow you to pass between planes, such as plane shift and blink. This does not affect spells which simply use another plane as a means of transportation (such as teleport or dream voyage).

​Door Guard - Feat (Combat)
Your natural reach is increased by 5 feet while standing within a gate, doorway, or other threshold. This stacks with other abilities that increase your natural reach.

Threshold Warden - Feat (Combat)
Prerequisites: Combat Reflexes
The DC of Acrobatics checks made to move through your square and squares you threaten is increased by +5. You you gain a +2 sacred bonus on attacks of opportunity that you make against creatures moving through gates, thresholds, or doorways.

Watchdog - Feature Archetype (Specialization)
You gain Combat Reflexes as a bonus feat. You may not make attacks of opportunity unless you are standing in a gate, doorway, or threshold.

Boons of Chriuk
Gravefly Beacon - Feat
Prerequisites: Character level 3rd, 

You gain a gravefly as a familiar, using your character level in place of your wizard level. When your familiar is killed, it returns in a new body in your square 1d4 minutes later. The familiar is the same in all ways as your previous familiar, except that any damage and effects affecting it are removed.
Special: If you have a familiar from another class feature, you treat your character level as your class level for that feature and may only select a gravefly as a familiar.

Gravefly Beacon, Greater - Feat
Prerequisites: Character level 5th, Gravefly Beacon, Familiar

When your gravefly familiar dies, it is reborn one round later, instead of 1d4 minutes later.

Immortal Scars  - Feat
Prerequisites: Mage’s Tattoo, Extend Spell
Your caster level bonus from Mage’s Tattoo increases from +1  to +2. Additionally, once per day, you may apply the effects Extend Spell to a spell of the school enhanced by your Mage’s Tattoo without increasing its casting time or spell level.

Boons of Delnach
Arrow Warden - Trait (Faith)
You are proficient with the Longbow. Once per day, you may call upon your faith as a swift action to create a +1 lightning-forged arrow. This arrow vanishes after 1 round. ​

Boons of Dijabo
Freezing Style - Feat (Combat, Style)
Prerequisites: Caster level 1st, Elemental Focus (cold)
Cold damage you deal is reduced by an amount equal to 1/2 your caster level (minimum 1) and your target is entangled for that many rounds. Entanglement from this ability stacks in duration.

Freezing Escape - Feat (Combat, Style)
Prerequisites: Caster level 5th, Elemental Focus (cold), Freezing Style
You and allies within 30 feet of you do not provoke attacks of opportunity from movement from entangled foes.

Freezing Cage- Feat (Combat, Style)
Prerequisites: Caster level 9th, Elemental Focus (cold), Freezing Style, Freezing Escape
You may spend a standard action to make a melee touch attack against a creature entangled by your Freezing Style. If the entanglement's remaining duration is at least 20 rounds, the entanglement ends and that creature is stunned for 1 round.

Boons of Elric
Chronicle the Nobility - Trait (Faith)
You follow Elric’s great task of chronicling nobility. You gain a +1 bonus on Knowledge (Nobility) and Linguistics skill checks and one of those skills is a class skill for you.

​Comforting Appearance (Feat)
Prerequisites: Character level 3rd, Cha 13, Spell Focus (illusion)
You are aware of the comfort of speaking to someone who shares a culture with you and use minor illusions to provide that comfort.  You may spend a standard action to to cast a minor illusion to change your features so that you appear as a member of your race from a different part of the world. This does not change your identifying features and you are still easily recognizable as yourself, but  your skin color, mannerisms, and attire change to be consistent with the culture you embody.

While transformed, you gain the benefits of disguise self  and cultural adaptation to appear as and have the mannerisms of the society you are attempting to impersonate. Creatures who know you automatically see through this illusion, but must otherwise make a Will saving throw (DC 10 + 1/2 your level + your Charisma modifier). You gain no benefits against creatures who have seen through your illusion. This is a mind-affecting, language-dependent illusion effect.

Respect the Masters - Trait (Faith)
Your respect for your masters gives you a +2 trait bonus on Diplomacy skill checks made to influence nobles and Diplomacy is a class skill for you.

Boons of Frumhovin
Poet's Blade - Feat (Combat)
Prerequisites: Intelligence 13, Exotic Weapon Proficiency (iron brush)
You do not take any penalties for wielding two weapons when wielding an iron brush in your offhand. This feat counts as Two-Weapon Fighting for the purposes of meeting feat prerequisites. You may use your Intelligence modifier in place of your Dexterity modifier when meeting the prerequisites of feats which list Two-Weapon Fighting as a prerequisite.

Poet's Blade, Improved - Feat (Combat)
Prerequisites: Intelligence 15, Exotic Weapon Proficiency (iron brush), Poet's Blade
You may draw a concealed iron brush as a free action when you declare a full-attack action or as an immediate action when a creature provokes an attack of opportunity from you. Creatures who failed to notice an iron brush you are carrying are denied their Dexterity bonus to their AC against attacks you make with it during the round that you draw it.

Boons of Haygi
Priest of Wild Growth - Feature Archetype
Replaces: 1st level power of an animal or terrain domain
When you cast a spell which creates or affects plants, you may increase your caster level by +1 for that spell. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Rudenocht Born - Trait (Religion)
You were born during the Rudenocht, the autumnal equinox festival when the Jadengarde ask Haygi for promising hunts. You gain a +2 trait bonus on Survival skill checks made to follow tracks and Survival is always a class skill for you. ​

Sun and Snow - Feat (Combat)
Prerequisites: Caster level 1st, Elemental Focus (cold) and Elemental Focus (fire)
When you cast a spell, you may spend a swift action to enhance that spell with the the heat of the summer sun and the biting cold of the winter snow.  That spell deals 1 additional point of cold damage and 1 additional point of fire damage. If the spell allows a saving throw to negate the effect, a successful saving throw negates this damage. You may use this ability a number of times per day equal to 1/2 you caster level (minimum 1).

Vaesar Born - Trait (Faith)
You were born during the Vaeser, the spring equinox festival when the Jadengarde ask Haygi for bountiful forages. You gain a +2 trait bonus on Survival skill checks made to survive in the wilderness and Survival is always a class skill for you.

Boons of Hinemoa
Immense Adoration - Feat
Prerequisites: Character level 8th, Adoration domain power
You may use your Adoration domain power as a free action, even if it is not your turn. If you do so, you are fatigued for one round. Multiple uses of this ability increase the duration of your fatigue, instead of causing you to become exhausted.

Loving Support - Feat (Combat, Teamwork)
Prerequisites: You must be married when selecting this feat
While your spouse has this feat and is within 30 feet of you, they gain a +2 morale bonus on attack rolls, damage rolls, saving throws, skill checks, and ability checks. At 10th level, they ignore the penalties from the fatigued and shaken conditions (though they are not immune to the conditions themselves). You may not supply these benefits while under the effects of spells or abilities which cause or simulate feelings of love or lust, such as matchmaker or unnatural lust.

Shared Finances (Drawback)
You have a partner or fiance at home you must save money for. Whenever you gain physical money (though not items such as gems or magic items), you must save one tenth of that money for your spouse.

Warm Bed - Trait (Faith)
When you spend an 8 hour rest in the same bed as your spouse, you each regain an additional number of hit points equal to 1/2 your hit dice (minimum 1). If you both select this trait, you instead each regain a total number of hit points equal to your respective hit dice.

Boons of Hyalus
Glass Visionary - Feat
Whenever you cast a divination spell that requires a percentage roll, you may add your Charisma, Intelligence, or Wisdom modifier to the result of your roll (whichever is higher). Doing do requires a glass scrying implement worth 10 gp per level of the spell as an additional focus component.

Icy Hand (Trait, Faith)
You gain a +1 trait bonus on damage rolls when dealing cold damage.

Silence Before Battle (Trait, Faith)
You may meditate for 10 minutes to gain a +2 trait bonus on the next damage roll you make within 10 minutes. This bonus is lost as soon as you speak.

Boons of Iminicron
Clockwork Possessor - Trait (Faith)
You gain a +1 trait bonus on Spellcraft checks made to craft clockwork creatures. Additionally, if you have the attendant spirit class feature, you gain a single additional attendant spirit, which you may only use to possess a gear or piece of clockwork, causing it to function as a spell bauble.

Engineer Priest - Trait (Faith)
You gain a +1 trait bonus on Craft skill checks and Spellcraft skill checks made to craft items and clockwork creatures. You gain either Craft or Spellcraft as an additional class skill.

Guardian of Mentality - Trait (Faith)
When you use the aid another action to increase the AC of a creature under the effects of a non-harmless emotion effect, the bonus from your action is increased by +2. This increase is a trait bonus.

Innovative Design - Trait (Faith)
You gain Craft as an additional class skill. Items you craft have +2 maximum hit points and +1 hardness. These increases are trait bonuses.

Programmed Knowledge - Trait (Faith)
When you gain information as if you made a Knowledge skill check without making a check (such as from the lore keeper domain power of the Knowledge domain) your result is treated as +2 higher. This increase is a trait bonus.

Boons of Involdr
Clouded Rage - Feature Archetype
Modifies: Rage or Bloodrage
You eschew wild barbarism in favor of Involdr’s blessing. You must meditate on your god’s blessing for one hour each day, drinking a selection of alcoholic brews as you do. When your meditations are complete, you begin a rage which lasts for 24 hours. You cannot spend rounds of rage to activate abilities, nor can you end your rage. Your temporary hit points from raging reset each day when you meditate. If you select the calm stance rage power or a similar ability, you may use that power for a number of rounds per day equal to your class level. These rounds need not be consecutive.


Priest of Revelry - Feature Archetype
Modifies: Domains
You gain the Revelry subdomain regardless of your chosen domain. This replaces that domain’s 8th level domain power and 2nd, 3rd, 6th, and 8th level domain spells. Your domain spells require a shot of whiskey costing 1 silver piece as an additional material component.

Boons of Jericho
Court Gossip - Trait (Faith)
You gain a +1 trait bonus on Bluff skill checks and Bluff is a class skill for you.

Drag the Name - Feat
Prerequisites: Skill Focus (Bluff) or Skill Focus (Diplomacy)
You may attempt to dishonor a creature you can see as a standard action. This requires a Diplomacy skill check if you have credible reason to dishonor the creature, or a Bluff skill check if you do not. The DC is equal to 10 + the creature’s Sense Motive skill modifier + their Leadership score. If the creature does not possess the Leadership feat, the DC is 10 + the creature’s Sense Motive skill modifier. If you succeed, creatures who can see and hear you have their attitude towards your target decreased by 1 step.

If you attempted a Bluff skill check and succeeded by 10 or more, the creature’s attitudes are decreases by 2 steps instead. If you attempted a Bluff check, an affected creature with proof that you are lying can present that proof as a Diplomacy skill check opposed to your bluff check. On a success, the attitude of each affected creature towards you is decreased by 2 steps instead. This is a mind-affecting language-dependent effect. Successfully using this feat does not protect you from repercussions of offending or insulting a powerful figure, who may seek revenge in other ways.

​Nothing Owed - Trait (Faith)
You begin play with a single item worth 250 gold pieces or less. This item is obviously stolen property of your master and you risk arrest if it is used in the presence of authority.

Step Into My Web - Trait (Faith)
 If rumermonger is on your class spell list, treat it as 1 spell level lower (minimum level 1). Rumermonger spells you cast do not allow a saving throw.

Boons of Jhana
Attended by Balance - Feat
Prerequisites: Possessor level 12th, Possess Weapons class feature, True Neutral alignment, at least 4 attendant spirits

Four of your attendant spirits become aligned, as the attendants of Jhana. When you possess a weapon with an aligned spirit, it gains the anarchic, axiomatic, holy, or unholy weapon special ability. While one of these spirits possesses a weapon, but all four do not, you are exhausted until all four spirits once again possess a weapon. These 4 spirits may only possess weapons and cannot be used for other abilities.

Balance the Extremes - Trait (Faith)
Once per day when you cast a spell with an alignment descriptor, casting that spell does not cause your alignment to shift.

Balanced Caster - Feature Archetype
Prerequisites: Able to cast spells spontaneously
Modifies: Spells
Applying metamagic feats to spells with  the chaos, evil, good, or law descriptors does not increase their casting time. You may not apply metamagic feats to spells without the chaos, evil, good, or law descriptors.

Eschew Gender - Trait (Faith)
You do not take a penalty on Disguise skill checks for appearing as a different gender.

Fire and Ice Trait, Faith
You are proficient with battle poi. Additionally, when wield lit battle poi, one side of the weapon deals fire damage, while the other deals cold damage (as though they were fire forged or ice forged weapons).

Formless - Drawback
Prerequisites: Change Shape racial trait
You must change use your change shape racial trait at least once every hour or else be sickened until you change shape again. If you ever go 48 hours without changing shape, you are nauseated for 24 hours.

Boons of
Jun Almaya

Almayan Redeemer - Trait
Choose a spellcasting class you possess. You add atonement to your class spell list. When you gain the ability to cast 5th level spells, if you learn new spells at a given level, you gain atonement as an additional spell known (by adding it to you spellbook, familiar, or list of spells known).

Ancestral Hope - Feat
Prerequisites: Ancestor mystery
The hope of your ancestors emanates through you. Once per day when you would gain a morale bonus, you can increase that bonus by +1 for the duration of the effect.
​

Spirit Torch - Trait (Faith)
You worship Jun Almaya as a way to connect to your ancestors. You gain a +1 trait bonus on Knowledge (history) skill checks. If you have the attendant spirits class feature, you gain an additional attendant spirit.

Boons of Kyaal
Constellation Collector - Feat
Prerequisites: Constellation class feature
Once per day, you may open yourself to a major constellation of your choice for 1 minute. The abilities granted by this constellation replace the abilities granted by your major constellation.
Special: You may select this feat multiple times. Each time you do so, you gain an additional daily use of this ability.

Collector's Gift - Trait
Your begin play with a masterwork spell bauble. When you possess this spell bauble, you treat it as a holy symbol of Kyaal.

Boons of
Mama Iji
​​Crone Worshiper - Feature Archetype
Prerequisites: Female Identified

Modifies: Spells
You worship Mama Iji as the Crone, the final aspect of the Triplicatum. Spells you cast have a 50% chance to have their DC reduced by -1 and a 50% chance to have their DC increased by +1

Crone’s Favor - Trait (Faith)

Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Throw the Bones - Feat
You treat dice as light thrown weapons and are proficient in their use. Each die deals 1 point of bludgeoning damage and has a critical threat range of 19-20. Thrown dice are treated as shuriken in all other ways.
​

Boons of
Marco Von

Crafter’s Dedication - Trait (Faith)
When you take 10 on a Craft skill check or Spellcraft skill check to craft a magic item, treat your result as though you had rolled a 13, instead of a 10.

Ploughland Guard - Trait (Faith)
Add ox to the list of creatures you may select as an animal companion. Oxen use the same statistics as a War Bull animal companion, except their base speed of 20 feet but their speed is never modified by armor or encumbrance.

Village Guard - Trait (Faith)
Your experience in the guard of your small village provided you with ample time to learn common weapons. You gain proficiency with the scythe, sickle, hammer, handaxe, spear, and shortbow. Choose one of these weapons. Once per day when taking the aid another action with the selected weapon, you need only roll an 8 or higher.

Boons of Matsura
Gardener of Matsura - Feat
Prerequisites: Able to cast goodberry
Berries transmuted by goodberry spells you cast cure an amount of hit point damage equal to 1/2 your hit dice. A single creature cannot be healed by your berries for more hit points than twice your level in any 24-hour period.

Innocent Beauty - Feat (Demeanor)
Prerequisites: Character level 5th, Cha 16
Each round when you present this demeanor, you may focus your attention on a creature within 60 feet. That creature is confused for 1 round, except on a roll of 51-100, your target is compelled to kiss or caress you, as per unnatural lust, instead of harming itself or others. Affected creatures gain a Will saving throw to negate this effect (DC = 10 + 1/2 your hit dice + your Cha modifier). Each time a creature is affected by this ability, regardless of whether or not they succeed on their saving throw, that creature gains a +1 bonus on attack rolls against you. These bonuses stack, and last for 24 hours.

Matsura’s Peace (Demeanor)
Prerequisites: Character level 5th, Able to cast 3rd level divine spells
While presenting this demeanor, creatures who attempt to make melee attacks against you must make a Will saving throw (DC = 10 + 1/2 your character level + your Charisma, Intelligence, or Wisdom modifier, whichever is highest). On a failed saving throw, the attack fails. Once this ability has caused a creature’s attack to fail, it cannot cause that creature’s attack to fail for 24 hours.

Sanctuary of the Gods - Feat
Prerequisites: Resistant Touch domain power
When you ward a creature with your resistant touch domain power, you do not lose your resistance bonus and that creature is affected by sanctuary for one round. The DC to overcome this effect is equal to 10 + 1/2 your hit dice + your Wisdom or Charisma modifier, whichever is higher.

Touch of the Beast Speaker - Feat
Prerequisites: Caster level 3rd, Able to cast charm animal
You may cast charm animal as a melee touch attack. If you do so, your target is not allowed a saving throw. Additionally, you may speak with animals under the effects of charm animal spells as though you were under the effects of speak with animal.

Boons of Oglahain
Fickle Guide - Drawback
You take a -2 penalty on Survival checks . Each time you make a Survival skill check, there is a 50% change that you do no treat Survival as a class skill.

Four Bridge Guide - Trait (Faith)

You prepare the living for their final journey after death. You gain a +1 trait bonus on Knowledge (religion) and Knowledge (planes) checks and one of these skills is a class skills for you.

Boons of
Old White Wing
Eschew the Spark - Drawback
Like Old White Wing, you refuse to endanger the world with uncontrolled fire. You are sickened for 24 hours whenever you create a fire unless that fire is well contained, for example in a campfire  or in a well built hearth. 

Favor of the Sky - Feat
Prerequisites: Tengu, Able to cast divine spells, Caster level 9th

Old White Wing grants you the boon of his most loyal followers. When you gain this feat, your feathers become snow white and your frail tengu wings become full and radiant. You gain a +2 sacred bonus on Diplomacy skill checks made to influence worshipers of Old White Wing and you gain a fly speed of 30 feet with average maneuverability.

Onicide Training - Feature Archetype
Modifies: Favored Enemy (Outsider [Evil])
You have trained to kill Oni, at the expense of other evil outsiders. Your favored enemy bonuses from Favored Enemy (Outsider [evil]) are doubled against Oni, but halved against other evil outsiders.

Safe Harbor - Feat
You gain a +2 sacred bonus on Profession (Sailor) skill checks. Additionally, while you are driving a ship, you can reduce the required crew by 1 (minimum 1). If you are the only one crewing a ship, your bonus from this ability increases to +4.

Boons of Rajima
Liberating Axe - Feat (Combat)
You gain a +2 sacred bonus on sunder combat maneuvers you make with handaxes. This feat counts as having Str 13, Power Attack, and base attack bonus +1 for the purpose of meeting the prerequisites of Improved Sunder and feats which have Improved Sunder as a prerequisite.

True Hand of Salvation - Feat (Combat)
Prerequisites: Character level 13th, Weapon Focus (handaxe)
When you confirm a critical hit with a handaxe against an evil creature, that creature must succeed on a Will saving throw (DC = 10 + 1/2 character level + Int, Wis, Cha mod, whichever is higher) or else be affected by antithetical constraint for 1 round. This is a mind-affecting compulsion effect.

Spiritual Brotherhood - Feat
Prerequisites: Paladin level 3rd
You understand that common cause and spiritual brotherhood can provide a bridge between the forces of law and chaos. While you maintain a lawful good alignment, the bonuses granted by your paladin auras to chaotic and good creatures are increased by +2.

Vegetarian - Drawback
There is much that your vegetarian diet prevents you from eating in a world rife with hunters. You must pay double for rations, meals, and lifestyle brackets.

Boons of Rakma
Hunt the Infidels - Feature Archetype
Modifies: Favored Enemy
Your first favored enemy is Infidels and you do not gain additional favored enemies (though your bonuses do increase at the listed level). Any sentient creature who does not worship Rakma is an infidel.

Boons of Rigma
From Darkness to Light - Feature Archetype
Modifies: Spontaneous Spellcasting
You cannot cast non-harmless spells. When you succeed on a saving throw against a non-harmless spell cast by an enemy, you regain a spell slot of the same level as the cast spell. You can only regain a spell slot this way once per enemy every 24 hours/

White Maiden Healer - Feat
Prerequisites: Brew Potion
When you brew a potion which heals hit point damage, that potion heals an additional amount of damage equal to your Charisma modifier or the imbiber's Charisma modifier (whichever is higher).

Boons of Sgurn
Risen Family - Trait (Faith)
You do not treat animating a family member as an undead creature to be an evil act. This does not prevent backlash from those who perceive the animation of undead creatures to be evil.

Boons of Silwyr
Merchant Combat - Feat (Combat)
Prerequisites: Weapon Focus (coins)
Your coins deal additional damage based on their value. Copper coins deal 1d4 points of damage. Silver coins deal 1d6 points of damage and count as silver for the purpose of overcoming damage reduction. Gold coins deal 1d8 points of damage and count as masterwork weapons. Platinum coins deal 1d10 points of damage, count as masterwork weapons and are treated as adamantine weapons for the purposes of overcoming damage reduction (but not bypassing hardness).

Boons of Sondiq
Cunning Traps - Feature Archetype
Modifies: Rune Traps
Rune Traps you scribe require Will saving throws instead of Reflex saving throws and are mind-affecting effects.

Boons of 
Taíocht
Taiochtan Ease (Demeanor, Combat)
Prerequisites: Int 13, Combat Expertise, Improved Trip, Improved Sunder
When you trip a creature while presenting this demeanor, you may make a free Steal combat maneuver against the tripped creature.

Boons of Talia
Questing Style - Feat (Combat, Style)
Prerequisites: BAB +3, Weapon Proficiency (Longbow), Improved Trip
While in Questing Style, you may make trip attempts with a longbow against creatures within your weapon's first rang increment. These attempts do not provoke attacks of opportunity and you are not tripped on a failed attempt.

Questing Enforcer - Feat (Combat, Style)
Prerequisites: BAB +6, Questing Style, Weapon Proficiency (Longbow), Improved Trip
While in Questing Style, you gain a +4 bonus on attack rolls against prone creatures, instead of a -4 penalty.

Questing Judgement - Feat (Combat, Style)
Prerequisites: BAB +9, Questing Style, Questing Enforcer, Weapon Proficiency (Longbow), Improved Trip, Greater Trip
While in Questing Style, you may make attacks of opportunity provoked by creatures who falls prone within the the first range increment of your longbow.

Boons of Thelmourga
Widow Venom - Feat
​Poisons you apply deal 1 point of nonlethal damage per point of ability score damage or drain dealt.

Boons of Tongvaidu
Born Linguist - Trait (Faith)
Linguistics is a class skill for you. You gain an additional language each time you put a rank in Linguistics.

Boons of Walaiku
Roads to Home - Trait (Faith)
You gain know direction as an at-will spell-like ability, though the spell divines the direction towards the place which you consider your permanent home.


Key Focus - Trait (Faith)
You can use a key as an additional focus component when casting spells which target locks or lockpicks. If you do so, you gain a +1 trait bonus to your caster level for that spell. This bonus increases by +2 if the key matches the lock.

Springing Familiar - Feat (Familiar)
Prerequisites: You must be a familiar
Like the jerboa, Walaiku’s sacred animal, you can jump with great ease. You gain a +5 sacred bonus on Acrobatics skill checks made to jump. This bonus increases to +10 if your familiar bonus provides your master with a bonus on Acrobatics skill checks.

Eye for Good and Evil - Feat
Prerequisites: Able to cast detect evil and detect good
When you cast detect good or detect evil, you detect aligned auras as though casting detect chaos, detect evil, detect good and detect law simultaneously.

See the Sides - Trait (Faith)
You have learned to see the perspectives of both the oppressor and the oppressed, and use that knowledge to fight against injustice. You gain a +1 trait bonus on Knowledge (Local) and Knowledge (Nobility) skill checks, and one of those skills is a class skill for you.

Boons of the Wendo Spirits
Wendo Caller
Wendo Knight
Wendo Petitioner - Feature Archetype
Modifies: Spellcasting
Your spellcasting abilities are provided as part of a contract with the Wendo. You gain two additional spells per day of each spell level you can cast. However, you must treat with the wendo each time you use your powers, requiring you to cast defensively
Special: If your spellcasting is drawn from devotion to a deity or ideal, you must venerate the Wendo.

Wendo-Bles’t Blade - (Feat (Combat)
Prerequisites: Wendo Petitioner, Weapon Finesse, Weapon Focus
The wendo have made deals to strengthen not just your spellcasting but your martial combat as well. When you select this feat, choose a weapon with which you have Weapon Focus. When making an attack with your chosen weapon using your Dexterity bonus on attack rolls and your Strength bonus on damage rolls, you gain a bonus on your damage roll equal to the spell level of the highest level spell affecting your target (to a maximum of the highest level spell you can cast).

Silver-Tongued Petitioner - Feat
Prerequisites: Wendo Petitioner
When you cast a spell, you may roll twice on your check to petition the Wendo and take the better result. You may use this ability once per day and an additional time per day when your caster level reaches 4 and every levels thereafter. You must declare the use of this ability before the roll is made.

Born to the Wendo - Trait (Faith)
You gain a +1 trait bonus on concentration checks to petition the Wendo.

Wendo Focus - Feat
Prerequisites: Wendo Petitioner, Able to cast spells spontaneously
Choose a domain offered by the wendo you serve. You add the domain spells from this domain to your spell list and list of spells known at the appropriate level. These spells are in addition to your spells known.

Boons of Yatsuo
Painter's Hand - Feat (Combat)
Prerequisites: Weapon Focus (paintbrush)
You may spend a standard action to wet a paintbrush with the contents of a potion. Doing so stores a charge of the potion in the paintbrush, as a held charge of a touch spell. This charge dissipates harmlessly with no effect if not discharged within a number of minutes equal to the potion's caster level. Once a potion has been applied to a paint brush, the remainder of the potion is rendered useless.