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Expanded Paths - PREVIEW The world is filled with all types of people, and the world of your game is filled with all types of characters. Alchemists research all manner of substances, investigators use any knowledge at their disposal, and sorcerers carry the blood of all sorts of creatures. This book expands the pathways available to your PC (colloquially known as “subclasses”) in Pathfinder Second Edition. Regardless of your character build or play style, Expanded Paths provides options to advance your characters along their unique journeys!

Table of Contents ALCHEMIST RESEARCH 3 BARBARIAN INSTINCTS 3 BARD MUSES 3 CHAMPION CAUSES 4 CLERIC DOCTRINES 4 DRUID ORDERS 5 INVESTIGATOR 5 ORACLE MYSTERIES 6 RANGER HUNTER’S EDGES 7 ROGUE RACKETS 7 SORCERER BLOODLINES 8 SWASHBUCKLER STYLES 8 WITCH PATRON THEMES 8 WIZARD ARCANE THESES 8 MORE FROM LION’S BRAIN! 9

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repertoire like a sorcerer. You can cast spells from Alchemist Research this tradition while Raging and you use Charisma Blood Manipulator as your spellcasting ability. You may choose Cha- You have studied the physical properties of sor- risma as your key ability score. Choose two com- cerer blood samples and can synthesize their ef- mon cantrips from this tradition (or other cantrips fects in your own body. to which you have access) to add to your spell Research Field (1st Level): Choose 2 common repertoire. For you, having this instinct counts as cantrips (or other cantrips to which you gain ac- Sorcerer Dedication for the purposes of feat pre- cess) as your known cantrips. During your daily requisites, although you can take another dedica- preparations, you can spend 1 batch of infused re- tion feat before taking additional sorcerer arche- agents to gain the use of one of these cantrips for type feats. the day as an arcane cantrip. You can cast this Specialization Ability: When you successfully cantrip at will, heightened to half your level Strike a creature and then damage them with a rounded up. Use your class DC proficiency as the spell in the same round, increase the damage proficiency for your spell attack rolls and spell DCs, dice dealt by your spell (to all its targets) by 1 step. and Intelligence as your spellcasting ability. If you have greater weapon specialization, in- Instead of Perpetual Infusions, Perpetual Po- crease your proficiency with your bloodline’s spell- tency, and Perpetual Perfection, add 2 more com- casting tradition to expert (or master if you were mon cantrips (or cantrips to which you have ac- already expert). cess) to your list of known cantrips at 7th, 11th and Raging Resistance: You resist damage from spells 17th levels. of your bloodline’s tradition. Field Discovery (5th Level): During your daily New Barbarian Feats preparations, you can choose to spend a second batch of infused reagents to gain the use of a sec- ond cantrip you know. BASIC BLOODLINE MAGIC FEAT 1 Greater Field Discovery (15th Level): You can use BARBARIAN INSTINCT Quick Alchemy to spend 1 batch of reagents to Prerequisites bloodrager instinct gain the use of an additional cantrip you know. Your bloodline grows in power. You gain a focus You can cast this cantrip at will for 1 minute. pool with 1 Focus Point, and you gain the initial New Alchemist Feats bloodline spell for your bloodline.

TREAT BLOOD FEAT 10 ADVANCED BLOODLINE MAGIC FEAT 8 ALCHEMIST BARBARIAN Prerequisites blood manipulator or a sorcerer can- Prerequisites Basic Bloodline Magic trip Increase your focus pool by 1 Focus Point. You During your daily preparations, you can spend 1 gain the advanced bloodline spell for your blood- batch of infused reagents to grant an ally the use line. of one of your known cantrips for the day as an innate arcane cantrip. Bard Muses Legend Barbarian Instincts Some stories grow with the telling, swelling to leg- Bloodrager Instinct endary status. The story that you and your allies Your rage boils over from a bloodline that normally share is one such growing legend, fueled super- gives rise to sorcerers. naturally by your muse. You might return from a Anathema: Disrespecting magical prowess is foray into an abandoned temple to find that the anathema to you. You can still counteract or oth- public is already speaking of your bravery and erwise remove magical effects, but you must re- cunning. If your muse is a creature, it might be a spect magic even if its effects harm you. world-trotting storyteller, such as a kitsune, a marid, Bloodrage (Instinct Ability): Choose a sorcerer or a trumpet archon, or perhaps the departed bloodline. You become trained in this bloodline’s spirit of an individual who garnered legendary no- spellcasting tradition and you gain a spell toriety through their own adventures. If it’s a deity, 3 it might have the ambition, dreams, or glyph do- Code of Law main. As a bard with a legend muse, much of your • Uphold your word and deliver fair judgments. entertainment is centered around yourself and • Respect authority structures and officials. En- your allies. You might regale taverns with your ex- force their rule when appropriate. ploits, compose a ballad about each of your allies, • Provide leadership to the lost, confused, or or dramatically reenact your most harrowing en- troubled. Offer to negotiate between parties counters. You gain the Recount Greatness feat seeking reconciliation or justice. and add share lore to your spell repertoire. New Bard Feats FAIR FIGHT CHAMPION RECOUNT GREATNESS FEAT 1 Trigger An enemy attempts to attack one of your BARD EMOTION LINGUISTIC MENTAL allies who has a penalty to AC, and both are Prerequisites legend muse within 15 feet. Target a creature that one of your allies damaged You insist on a fair fight. The triggering enemy or gave a condition to since the end of your last chooses one of the following: turn • Your ally doesn’t take the penalty to AC You give a dramatic account of your ally’s cun- against the triggering attack. If they’re suffer- ning and heroism. Attempt a Performance check ing multiple penalties, this effect applies to against the target’s Will DC. If the target’s damage the greatest penalty. or condition came from a critical hit or a critically • The enemy takes an identical penalty to AC failed save, you gain a +2 circumstance bonus. until the end of their next turn. Critical Success The target takes 1d4 mental dam- New Devotion Spell age and a -1 circumstance penalty on attack rolls and skill checks against your allies until the STEADYING TOUCH FOCUS 1 end of your next turn. Success The target takes 1d4 mental damage. UNCOMMON ABJURATION CHAMPION Increase the mental damage by 1d4 at 5th level, Cast somatic 11th level, and 17th level. Range touch; Targets 1 willing creature Your hand becomes a stabilizing force. Choose a KIND OF A BIG DEAL FEAT 6 type of energy damage or alignment damage. The target gains resistance to the chosen type of BARD damage equal to the spell’s level. If the target is Prerequisites legend muse dying, they lose the dying condition and remain For two weeks after you successfully resolve a Se- unconscious at 0 Hit Points. vere encounter (or for one month after you suc- cessfully resolve an Extreme encounter), you gain a +2 circumstance bonus on Performance checks. Cleric Doctrines For the same duration after that, you gain a +1 cir- Theologian cumstance bonus. You express your devotion through intense study, defending the orthodoxy of your faith Champion Causes First Doctrine (1st): You use Intelligence as your A morally neutral champion may select one of the key ability and spellcasting ability instead of Wis- following causes. Your cause must match your dom. You are trained in Theology Lore, a special alignment exactly. Your cause determines your Lore skill that can be used only to Recall champion’s reaction, grants you a devotion spell, Knowledge, but on any topic. If you have legend- and defines part of your champion’s code. ary proficiency in Religion, you gain expert profi- ciency in Theology Lore, but you can’t increase Wordbringer (Lawful Neutral) your proficiency rank in Theology Lore by any The truth must and shall triumph, and you advance other means. Each day, you can prepare one its victory one word at a time. You gain the Fair common cantrip from any spellcasting tradition as Fight champion’s reaction and the steadying a divine cantrip. hand devotion spell. You follow these tenets. 4

Second Doctrine (3rd): Your proficiency rank for New Druid Feats Fortitude saves increases to expert. Third Doctrine (7th): Your proficiency ranks for di- vine spell attack rolls and spell DCs increase to ex- SMOLDERING SPELL FEAT 1 pert. DRUID METAMAGIC Fourth Doctrine (11th): You gain expert profi- Prerequisites wildfire order ciency with your deity’s favored weapon. Each A target who takes fire damage from your primal day, you can prepare one common spell from any spells takes 1 persistent fire damage per spell level. spellcasting tradition as a divine spell. The spell’s While suffering this persistent damage, all crea- level must be less than the highest level spell you tures are concealed to the target. can prepare. Fifth Doctrine (15th): Your proficiency ranks for di- vine spell attack rolls and spell DCs increase to BURNING WOUNDS FEAT 8 master. DRUID Final Doctrine (19th): Your proficiency ranks for di- Prerequisites Smoldering Spell vine spell attack rolls and spell DCs increase to leg- Your flames are particularly potent. Increase the endary. DC to recover from your persistent fire damage by New Cleric Feats 2. After the persistent damage from your Smolder- ing Spell ends, the target still treats all creatures as concealed until the end of their next turn. SMITE HERESY FEAT 8 CLERIC Prerequisites theologian Investigator You gain anathematic reprisal as a divine innate Medium Methodology spell you can cast once per day. Keep track of You rely on your connection to the spirit world to which creatures you cast this spell against. If you help you carry out your investigations beyond ever cast this spell against the same creature a what is visible. second time, increase its damage dice size by 1 You are trained in Occultism. You gain the Trick step permanently against that creature. Magic Item skill feat and a Spirit Partner.

Druid Orders SPIRIT PARTNER An intelligent, incorporeal spirit aids your investiga- Wildfire Order tions. This spirit might be a ghost, a phantom, or an You believe in the cleansing power of nature’s de- incorporeal alien intelligence. You might know this structive forces. You are trained in Intimidation. creature’s identity, or you might be investigating it. You gain the Smoldering Spell druid feat and the This spirit is not a minion, and communicates with raging flames order spell. Dousing a fire without you in empathic impressions. They help you leaving at least a small flame ablaze is anathema enough to be considered your investigative part- to your order, but you may allow flames to die on ner, but they don’t obey your commands and al- their own. most always avoid participating in combat. You can, however, generally count on them to carry RAGING FLAMES FOCUS 1 out the following activities at your direction. Any UNCOMMON DRUID EVOCATION FIRE actions required are spent by you. Empathic Spirit Your Spirit Partner gently Cast somatic, verbal brushes against the emotional center of a crea- Area 20-foot line ture. The target usually doesn’t detect this interac- Saving Throw basic Reflex tion, but they might if they’re especially attuned to Flames erupt along a line from your fingertips. You psychic impressions (subject to GM discretion). At- deal 1d8 fire damage to creatures in the area. tempt an Occultism check against the target’s Will Heightened (+1) The damage increases by 1d8. DC. On a success, your Spirit Partner reports back the target’s attitude toward you (friendly, hostile, etc.).

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Psychic Urging Your Spirit Partner is immensely perceptive, but doesn’t always understand what Oracle Mysteries it sees and hears. Once per day, your Spirit Partner Humor brings to your attention a specific creature, loca- You have come to see the entire world as a cos- tion, or object. This subject might be significant to mic joke. You might respond with easygoing one of your investigations, or your Spirit Partner laughter or with tearful melancholy. might think you should Pursue a Lead about this Mystery Benefit When you attempt a saving subject. Your Spirit Partner might use Psychic Urg- throw against an emotion effect, you treat a suc- ing at an opportune moment during the day, or cess as a critical success, and when you are tar- they might wait until you are resting at the end of geted by a check as part of an emotion effect, the day. you treat a failure as a critical failure. Add hideous Spirit Scouting Your Spirit Partner spends 10 laughter to your spell repertoire as an additional minutes scouting a location (such as a room, cav- divine 1st-level spell. ern, or passageway) adjacent to your own, then Trained Skill Diplomacy reports back to you. They are invisible and silent Granted Cantrip mage hand during this time, and incapable of manipulating Revelation Spells initial: enchanting laughter; ad- objects within the location. Due to their shifting be- vanced: cacophonous laughter; greater: divine tween the material plane and the ethereal plane, joke they mostly report vague impressions (danger or Related Domains sorrow, trickery safety, large or small space, light or darkness, Curse of Perpetual Laughter You can’t help but rough estimate of the number of creatures), sub- see everything as ridiculous to some degree. You ject to GM discretion. snort or chortle during socially inappropriate mo- New Investigator Feats ments, though you can usually contain your laugh- ter enough to Hide or Sneak. No one ever seems to understand your sense of humor. SPIRIT’S MAGIC FEAT 8 Minor Curse You can’t stop laughing. You take a INVESTIGATOR -2 circumstance penalty on Stealth checks to Prerequisites Spirit Partner avoid being heard. This usually means you can still Your Spirit Partner’s ability to touch the corporeal Hide or Sneak to avoid being visually noticed, but world has grown. Choose an occult spell up to 4th usually you are only hidden at best to creatures level. You gain this as an occult innate spell you who can hear. can cast once per day. Moderate Curse You are consumed with fits of laughter. In order to Step or use a reaction, you must first succeed at a DC 11 flat check or you lose SPIRIT’S SIGHT FEAT 8 the action or reaction. You can cast hideous INVESTIGATOR laughter at the beginning of your turn as a free ac- Prerequisites Spirit Partner tion with a range of touch and without expending Your Spirit Partner has become vigilant regarding a spell slot, but you can’t Sustain this spell when your surroundings. You gain spiritsense as an impre- cast in this way. cise sense with a range of 60 feet. Spiritsense al- Major Curse (11th) Laughter and tears pour out lows you to sense the spirits of creatures within the from you unceasingly. You take a -10-foot status listed range, including living creatures, most non- penalty to all your Speeds and you can’t Step. At mindless undead, and haunts. As with your hearing the beginning of your turn, all creatures within and other imprecise senses, you still need to Seek touch range of you are automatically targeted by to locate an undetected creature. As spiritsense your hideous laughter as a free action. detects spiritual essence, not physical bodies, it can detect spirits projected by spells such as pro- ENCHANTING LAUGHTER FOCUS 1 ject image or possessing otherwise soulless objects. It can’t detect soulless bodies, constructs, or ob- UNCOMMON CURSEBOUND ENCHANTMENT OR- jects, and like most senses, it doesn’t penetrate ACLE through solid objects. Mystery humor Cast verbal Duration sustained 6

You emit a cheery aura and contagious laughter, Failure The target fails at the attack roll or skill although some have heard your jokes too many check. times. Creatures within 20 feet of you take a -1 cir- Critical Failure The target critically fails at the at- cumstance penalty to attack rolls and skill checks. tack roll or skill check. When you Cast and Sustain this spell, choose up to 1 creature in range to exclude from this effect. Ranger Hunter’s Edges Heightened (+1) You can choose to exclude an additional creature when you Cast and Sustain this Adapt spell. You adjust your strategies according to the chal- lenges that your prey presents. When you Hunt CACOPHONOUS LAUGHTER FOCUS 3 Prey, you always learn which of their saving throws is the lowest. (In the event of a tie, your GM UNCOMMON CURSEBOUND ILLUSION ORACLE chooses one.) As long as they are your hunted Mystery humor prey, you gain a +2 circumstance bonus to all Cast somatic, verbal checks that target this saving throw DC against Range 30 feet; Targets 1 creature your prey. Saving Throw Will Masterful Hunter (17th): Increase your circum- You surround the target with cackles of laughter. stance bonus against your prey’s lowest saving The target must attempt a Will save. throw DC to +4. Critical Success No effect. Success The target is distracted by the laughter. They take a -1 circumstance penalty to attack Rogue Rackets rolls and skill checks until the end of your next Distractor turn. You and your weapons slip out of notice thanks to Failure The target laughs along. They take a -1 cir- your ability to divert attention elsewhere. cumstance penalty to attack rolls and skill When you Create a Diversion, creatures you at- checks and take 3 points of mental damage tempt to divert gain only a +2 circumstance bonus each time they succeed at a hostile action. The against your further attempts to divert instead of duration is Sustained. +4, and this bonus lasts only until the end of your Critical Failure As failure, but double the mental next turn. When you successfully Create a Diver- damage. sion, you can choose up to one ally to gain the Heightened (+1) Increase the mental damage for benefits of your diversion, as well. Increase this a failure by 1. number of allies by 1 each time your number of sneak attack damage dice increases. DIVINE JOKE FOCUS 6 You become trained in Deception and you gain the Lengthy Diversion skill feat. You can choose UNCOMMON CURSEBOUND ILLUSION ORACLE Charisma as your key ability score. Mystery humor Cast material, somatic, verbal New Rogue Feats Range 60 feet; Targets 1 creature Saving Throw Will; Duration sustained DAZZLING DISTRACTION FEAT 2 You produce an animated caricature of the tar- ROGUE get. This illusion acts in tandem with the target and Prerequisites distractor racket while it is obviously an illusion, it is nonetheless dis- Trigger You Create a Diversion. tracting as it parodies the target. When the target You add a final moment of confusion to your di- attempts an attack roll or skill check, the illusion version. Each creature you succeeded against is depicts a hilarious failure, and the target must at- dazzled until the beginning of their next turn. tempt a Will save. Critical Success The spell ends and the target can attempt the check as usual. DISTRACTING DEBILITATIONS FEAT 10 Success The target can attempt the check as ROGUE usual with a -1 status penalty. Prerequisites distractor racket, Debilitating Strike

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You direct your target’s attention elsewhere. Add Duration 10 minutes the following debilitations to the list you can Requirement You are adjacent to your ward. choose from when you use Debilitating Strike. You merge with your ward. You can observe your • Debilitation The target can’t use reactions surroundings with your usual senses, and you can and must spend their first action Seeking on cast spells while merged. Significant physical dam- their turn. age to your ward while you are merged expels you • Debilitation Choose an ally. That ally be- and deals 10d6 bludgeoning damage to you. You comes concealed to the target. can Dismiss this spell.

Sorcerer Bloodlines Swashbuckler Styles Kami Know-It-All One of your ancestors gained what is often You share tidbits of knowledge to demonstrate thought impossible: A close alliance with one of your supreme intellect. You are trained in one skill the guardian spirits known as kami. You hear the with the Recall Knowledge action. You gain pa- whispers of these spirits as you approach guarded nache during an encounter whenever you suc- sites. cessfully Recall Knowledge about a creature, Spell List divine item, or feature present during the encounter. Bloodline Skills Nature, Religion Granted Spells cantrip: tanglefoot, 1st: pummeling rubble (Pathfinder Advanced Player’s Guide Witch Patron Themes page 223); 2nd: tree shape; 3rd: sanctified Unrest ground; 4th: speak with plants; 5th: tree stride; Your patron expresses themselves in unbridled 6th: tangling creepers; 7th: regenerate; 8th: mo- bursts of emotion. ment of renewal; 9th: overwhelming presence Spell List occult Bloodline Spells initial: bind to ward; advanced: Patron Skill Occultism merge with ward; greater: nature’s bounty Hex Cantrip: mind barbs Bloodline Magic Verdant plants spring up in re- Granted spell agitate sponse to your magic. Either the target takes a - 5-foot status penalty to Speed until the end of your next turn, or you gain a +2 status bonus MIND BARBS CANTRIP 1 against attempts to Grapple or Trip you. UNCOMMON ENCHANTMENT HEX MENTAL NONLETHAL WITCH BIND TO WARD CANTRIP 1 Cast verbal UNCOMMON ABJURATION SORCERER Range 30 feet; Targets 1 creature Cast somatic or verbal Duration sustained up to 1 minute Targets 1 specific animal, plant, object, or location You implant restless thoughts in the target’s mind. Duration until your next daily preparations or until Whenever the target takes mental damage, in- you cast this spell against a different target crease the mental damage by this spell’s level. You bind yourself to the target as your ward. When your ward is attacked or must attempt a saving Wizard Arcane Theses throw, you can use a reaction to grant your ward a +1 status bonus to its AC or saving throw. You Blood Treatment gain a +1 status bonus to initiative rolls while within You have closely studied the magic inherent in sor- sight of your ward. You can spend a Focus Point cerer bloodlines, and you have replicated the when applying one of these bonuses to increase it power of a bloodline in your own body. Choose a to +2. sorcerer bloodline. You gain this bloodline for the purposes of sorcerer feat prerequisites, and any sorcerer or bloodline spells you gain are arcane MERGE WITH WARD FOCUS 3 spells for you. At 1st level, you gain the initial blood- UNCOMMON SORCERER TRANSMUTATION line spell for this bloodline. At 2nd level, you gain Cast somatic, verbal Sorcerer Dedication as a bonus feat even if you

8 don’t meet the prerequisites. You must choose the • Divine Companions. A compendium of 52 bloodline you chose for Blood Treatment. divinely appointed animal companions and familiars for your Pathfinder Second Edition PC. More From Lion’s Brain! • Conjoined Archetypes, options to help your If you enjoyed this ancestry, you might also like… Pathfinder Second Edition PCs synergize. • Caverns and Covens, an adventure for 2nd • Hag Hodgepodge, a specialty bestiary through 11th levels of Pathfinder Second featuring 28 new types of hags and their Edition that features a deep conspiracy sur- horrific companions. rounding an intelligent magic item! • The Fantastic Careers Series, an expansive collection of player archetypes compati- Fantastic Careers: Expanded Paths © 2021, Lion’s Brain Media; Au- thor: W. Brian Lane; Art https://pixabay.com/photos/forest-path- ble with Pathfinder Second Edition. winter-crossroads-238887/

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