Dandy

All archetypes

  • Uncommon

You are a genteel master of style, culture, and decorum, aware of even the subtlest rules of etiquette.

Dandy Dedication Feat 2

  • archetype
  • dedication

Prerequisites trained in Diplomacy


You are a consummate student of dignity, etiquette, and fashion. You become trained in Deception and Society; if you were already trained in either, you become an expert in it instead. You gain the Influence Rumor downtime activity.

Source: Pathfinder Player Core 2


Ivy District Influencer Feat 3

  • Uncommon
  • archetype
  • skill

After mingling alongside the tastemakers of the Ivy District, you understand how rumors spread through larger settlements. When you use the Influence Rumor downtime activity in a city or metropolis, decrease the DC of the check by 5. When you're in the metropolis of Absalom, the DC is reduced by an additional 5. At the GM's discretion, this second reduction might apply to the DC of Influence Rumor's skill check when you manipulate a rumor outside of Absalom but among a group of Absalomians.


Source: Pathfinder Lost Omens Hellfire Dispatches


Distracting Flattery Feat 4

  • archetype
  • skill

Trigger You observe a target's attitude toward yourself or your allies decrease as a result of an ally's behavior.


You know how to maintain a good impression and manage your image, even while keeping uncouth company.

Make a Deception check against the target's Will DC. Regardless of your result, the target is temporarily immune to your Distracting Flattery for 10 minutes.


Success The target's attitude doesn't decrease as a result of your ally's social blunder.

Failure The target's attitude decreases, as normal.

Critical Failure Your attempt makes matters worse, decreasing the target's attitude toward you by one step, in addition to any changes from the behavior that triggered this reaction.

Source: Pathfinder Player Core 2


Gossip Lore Feat 4

  • archetype

Your time gossiping in fashionable salons keeps you informed on every topic.

You are trained in Gossip Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you fail a check to Recall Knowledge with Gossip Lore, you get the effects of the Dubious Knowledge skill feat.

If you have legendary proficiency in Society, you gain expert proficiency in Gossip Lore, but you can't increase your proficiency rank in Gossip Lore by any other means.


Source: Pathfinder Player Core 2


Ivy Playhouse Strike Feat 4

  • Uncommon
  • archetype
  • flourish

You've spent so many hours at the Ivy Playhouse or sparring with the Street Performers and Actors' Guild that you've picked up some stage combat techniques. In a fight, you can apply these approaches to make an attack less harmful but more confounding to your foes. Make a melee Strike. If you hit, you take a circumstance penalty to damage equal to the number of weapon damage dice, and the damage gains the nonlethal trait. However, the target is perplexed by the theatricality of your attack and becomes Clumsy 1 until the end of your next turn.


Source: Pathfinder Lost Omens Hellfire Dispatches


Such A Disgrace! Feat 4

  • Uncommon
  • archetype
  • fortune

Trigger An ally within 30 feet fails a Will saving throw against a mental effect.


You expect the same level of urbane sophistication from your allies as you possess, so whenever one of them succumbs to egregious behavior from a mental effect, you're immediately mortified. How dare they make you look bad! Whether you respond with noisy contempt or quiet distress, your reaction gives your ally a second chance to shake off the effect and save the moment, at least socially. Your ally rerolls the triggering Will saving throw with a +1 circumstance bonus and uses the higher result. Regardless of the result of the save, your ally is temporarily immune to Such a Disgrace! for 10 minutes.

Effect: Such A Disgrace!

Source: Pathfinder Lost Omens Hellfire Dispatches


Feeling Your Oats Feat 6

  • Uncommon
  • archetype
  • mental

Frequency once per hour


You are incredible, impeccable, an icon of style and grace—and everyone knows it. In this moment, you are living your fantasy, and no one can shake you out of it. Roll a Deception check. You can substitute the result of your Deception check for one Will save you would be required to attempt in the next minute.

Source: Pathfinder Lost Omens Firebrands


Sundown Street Posturing Feat 6

  • Uncommon
  • archetype

Frequency once per hour


Whether in the salon or on the street, you've captured the attention of everyone around you. In this moment, they're all hanging on your next word or anticipating your next move. You capture the moment by striking an unforgettable pose, one that your friends find alluring and your foes find alarming. Roll a Diplomacy or Intimidation check. You can substitute the result of this check for one Reflex save you would be required to attempt in the next minute.

Source: Pathfinder Lost Omens Hellfire Dispatches


Fabricated Connections Feat 7

  • archetype
  • skill

You can lie about having taken an action so convincingly that you acquire all the tangible benefits of having successfully completed it.

You can roll Deception in place of a different skill when attempting to Earn Income, Make An Impression, Request, or Subsist.

You can use Fabricated Connections to Make An Impression or Request once per day, and you can also use it once per week to Earn Income or Subsist


Source: Pathfinder Player Core 2


Party Crasher Feat 7

  • archetype
  • skill

You attend all the fashionable society parties, no matter how exclusive they might be.

Any time you encounter a social event you would ordinarily be denied access to, such as a coronation, royal gala, or other society function, you can spend 1d4 hours to secure entry without the need for a skill check. You find invitations, invitees looking for fashionable dates, temporary jobs with the caterers, event staff willing to look the other way, or some other mode of access for yourself and your allies.

This ability doesn't apply to secret events or other small private gatherings with no staff, dates, or outsiders involved.


Source: Pathfinder Player Core 2


Petal District Socialite Feat 7

  • Uncommon
  • archetype
  • skill

Through your experience with the many parties held nightly in clubs and estates within the Petal District, you understand the way rumors and gossip circulate during social events. You can use the Influence Rumor activity during a social event attended by a large group of people, such as a gala or town fair, reducing the time it takes to 1d4 hours. This ability doesn't apply to secret events or other small private gatherings.


Source: Pathfinder Lost Omens Hellfire Dispatches


Magpie Manor Recovery Feat 8

  • Uncommon
  • archetype

Though you're hardly ready to retire from the social life, you appreciate the luxury the older wealthy elite enjoy within the private social club of Magpie Manor in Absalom's Petal District. And you try to bring that luxury even to the wilds of the world. If you have a four-person tent and spend at least 10 minutes setting it up to your level of comfort before taking an 8-hour period of rest, you regain an additional number Hit Points equal to double your level and reduce the severity of your drained condition by 2 instead of 1. Up to three other Medium or smaller creatures can share the tent with you and gain these benefits.


Source: Pathfinder Lost Omens Hellfire Dispatches


Statement Strut Feat 8

  • Uncommon
  • archetype
  • mental
  • visual

Frequency once per 10 minutes


You have an eye for fashion and know how to sell attitude and confidence with your walk. You Stride up to your Speed. All enemies within 30 feet of your movement are enraptured by your performance: they must succeed at a Will saving throw or become unable to use reactions until the end of your next turn. The DC for this save is equal to your class DC or spell DC, whichever is higher.

Source: Pathfinder Lost Omens Firebrands


Bloom Cabaret Entrance Feat 10

  • Uncommon
  • archetype
  • incapacitation
  • mental
  • visual

Frequency once per day

Trigger You're about to roll initiative.


In socially exclusive venues like the Ivy District's Bloom Cabaret, you've learned how to make an entrance. This confidence doesn't betray you when you find yourself about to enter combat, allowing you to throw enemies temporarily off-balance. Once per day, you can choose to not roll initiative. Instead, you voluntarily go last. If more than one character uses this ability or another ability to go last, use the normal rules for resolving a tie: NPCs and monsters act before PCs, and within those groups, the creature can choose whichever order they want.

Enemies who can see you must attempt a Will saving throw against your class DC or spell DC, whichever is higher. On a failure, the enemy is overcome with anticipation for what you'll do or say next and can't use reactions for 1 round.

In addition, during your first turn, you gain a +2 circumstance bonus to the first Deception, Diplomacy, or Intimidation check you attempt.

Effect: Bloom Cabaret Entrance

Source: Pathfinder Lost Omens Hellfire Dispatches


Flower Street Infamy Feat 11

  • Uncommon
  • archetype
  • auditory
  • concentrate
  • linguistic
  • mental
  • skill

Your history of coquetries, flirtations, dalliances, and liaisons is so lengthy that, even in a city as large as Absalom, you're bound to run into your past at inopportune moments. Fortunately, the individual involved might be just as shocked as you are by the unexpected encounter. Choose a target within 30 feet and spin a lascivious tale of how the two of you might have met before. Attempt a Deception check against the target's Will DC. Regardless of your result, the target is temporarily immune to your Flower Street Infamy for 24 hours.


Critical Success The target is Stupefied 3 for 1 minute.

Success The target is Stupefied 2 for 1 minute.

Failure The target is Stupefied 1 until the start of your next turn.

Critical Failure The target is unaffected.

Source: Pathfinder Lost Omens Hellfire Dispatches


Do You Know Who I Am? Feat 12

  • Uncommon
  • archetype
  • auditory
  • concentrate
  • emotion
  • fear
  • linguistic
  • mental

Frequency once per hour


Your reputation casts a long shadow, allowing you to throw your cultural weight around, especially in larger settlements. With a well-timed tirade or attention-getting shout, you can break a foe's mind and bring them low. Choose a foe within 30 feet, and attempt an Intimidation check against the target's Will DC. You gain a +1 circumstance bonus to this check if you're in a city or a +2 circumstance bonus to this check if you're in a metropolis. If you're specifically in Absalom, the bonus is instead +3. The target is then temporarily immune to your Do You Know Who I Am? for 24 hours.


Critical Success The target takes 12d6 mental damage and becomes Frightened 3. It can't reduce its frightened condition below 1 if it ends its turn adjacent to you.

Success The target takes 6d6 mental damage and becomes Frightened 2.

Failure The target is unaffected.

Critical Failure The target is unaffected, and the embarrassment causes you to take 6d6 mental damage.

Source: Pathfinder Lost Omens Hellfire Dispatches


Play To The Crowd (Dandy) Feat 12

  • Uncommon
  • archetype
  • skill

You have a knack for knowing just how to manipulate groups by saying exactly what needs to be said. When you Lie in a public area in front of a crowd, you can gauge the reactions of the crowd as you speak to know how your Lie is working, and Lie loses its secret trait. You gain the Reactive Falsehood reaction.


Source: Pathfinder #204: Stage Fright


Dandy Feats