Iridian Choirmaster

All archetypes

  • Uncommon

When the Iridian Fold disbanded, a splinter sect of this philosophical group called the Iridian Choir, which originated within the city of Ular Kel in Casmaron, rose to prominence in Kaer Maga. You are a member of this school of ideology and martial prowess, seeking another to form a bonded pair called a szerik. Together, you practice moving, fighting, and even speaking in complete harmony so that your souls may unite into one, a single spirit in two bodies. While this relationship can be quite intimate, the Iridian Choir believes any type of bond can bring a szerik to the true enlightenment known as "shared mind, shared heart," whether it be romantic or platonic.

You've chosen a student to train in the Iridian Choir's philosophy, which teaches that two people battling together are greater than the sum of their parts. You and your student share a deep connection, the nature of which is up to the two of you. As a symbol of your bond, you might each wear small, identical chains somewhere on your body. You and your student spend a lot of time practicing, seeking to achieve that perfect blending of souls to lead to enlightenment.

Iridian Choirmaster Dedication Feat 2

  • Uncommon
  • archetype
  • dedication

Prerequisites trained in Occultism


When you take this dedication, choose one willing, non-minion ally to be your student in the ways of the Iridian Choir. As part of your training in this archetype, you teach your student the necessary mindset and techniques; they gain the benefits of your abilities without having to take any feats of their own. You gain the benefits of your Iridian Choirmaster archetype feats only if both you and your student are alive and conscious.

You and your student can trade nonverbal messages as a single action, which have the effects of the Message spell but are non-magical. This requires a single action, has the concentrate, mental, and linguistic traits, and requires that you be able to see each other.

If your student dies, or if you and your student choose to part ways, you can choose and develop a new student by spending 1 week of downtime training another willing, non-minion ally.


Special Your student can't be the student of another character with the Iridian Choirmaster Dedication, and if your student takes the Iridian Choirmaster Dedication, they must choose you to be their student.

Source: Pathfinder Battlecry!

Lesson Of The Broken Wing Feat 4

  • archetype
  • concentrate
  • flourish

You make yourself appear to be a tempting target to draw an enemy in, distracting them from your student's attacks. Choose an enemy creature within 60 feet that you are aware of. You take a –1 penalty to your AC against that creature's Strikes until the beginning of your next turn, and your student gains a +1 circumstance bonus to their Strikes against the target creature during that time.

Effect: Lesson Of The Broken Wing


Source: Pathfinder Battlecry!

Lesson Of The Circling Gale Feat 4

  • archetype
  • concentrate

You and your student have trained with footwork drills to mirror each other's movements. You Step, and your student can immediately Step as a reaction.


Source: Pathfinder Battlecry!

Ensnaring Disarm Feat 6

  • archetype

Trigger Your last action was a critical success to Disarm.

Requirements Your student is within 15 feet of the Disarmed creature.


You smack your foe's item out of their hand so that your student can grab it. Instead of the item falling to the ground in the target's space, you aim your blow to send the disarmed item flying, allowing your student to immediately catch it as a free action; they must have a free hand to do so.

Source: Pathfinder Battlecry!

Lesson Of Bonded Eyes Feat 6

  • archetype

You and your student share an understanding of your surroundings. As long as you and your student can see (giving this effect the visual trait) or hear (giving this effect the auditory trait) each other, if a Hidden creature is observed by either of you, it's observed by both of you.


Source: Pathfinder Battlecry!

Repeat Lesson Feat 6

  • archetype
  • concentrate

Trigger Your student fails or critically fails an Athletics check to Disarm, Grapple, Reposition, Shove, or Trip a target within your reach.


Upon seeing your student falter, you demonstrate the proper technique. Attempt the same action that your student failed against the same target. You must meet the action's requirements.

Source: Pathfinder Battlecry!

Lesson Of Mutual Gambits Feat 8

  • archetype
  • concentrate

Requirements Your last action was a success to Feint.


You create an opening for your student, setting them up for their own attack. The creature you Feinted is Off Guard to the first Strike or spell attack roll your student makes against it before the end of your next turn.

Source: Pathfinder Battlecry!

Lesson Of Sympathetic Vulnerability Feat 8

  • archetype
  • concentrate

Trigger Your student triggered a creature's weakness to energy damage with a Strike or spell on their previous turn.


You temporarily borrow the essence of your student's attack to infuse yourself. Until the end of your current turn, damage you deal to enemies from Strikes and spells is the same type that triggered the creature's weakness instead of its usual type.

Source: Pathfinder Battlecry!

Lesson Of The Splintered Aegis Feat 10

  • archetype
  • concentrate
  • fortune

Requirements Your last action was a Strike that dealt damage to an enemy.


With your attack, you demonstrate to your student a hole in your enemy's defenses. Before the beginning of your next turn, your student can roll their next Strike or spell attack roll against that same enemy twice and take the better result.

Effect: Lesson Of The Splintered Aegis

Source: Pathfinder Battlecry!

Seize Advantage Feat 10

  • archetype
  • concentrate

Trigger Your student critically succeeds at a Strike or spell attack roll.


You take the openings granted by your student's success to reposition yourself. You Step or Stride up to your Speed.

Source: Pathfinder Battlecry!

Lesson Of Unified Elusion Feat 12

  • archetype
  • fortune

You and your student react as one to common threats. When you and your student are both targeted by the same effect that requires a Reflex saving throw, you and your student take the better of each of your die rolls for the save. You each still add your own Reflex save modifier to the die result.


Source: Pathfinder Battlecry!

Pupil's Guard Feat 12

  • archetype
  • concentrate

Trigger Your student would be targeted with a reaction (such as Reactive Strike) due to their Stride or manipulate action.

Requirements You're adjacent to your student.


You're intimately familiar with your student's motions and are ready to step in at a moment's notice should anything threaten to disrupt them. You interpose yourself between the attack and your student, becoming the target of the reaction and taking all damage and associated effects (if any) yourself. This allows your student to complete their action without interruption.

Source: Pathfinder Battlecry!

Lesson Of The Hurricane's Might Feat 14

  • archetype

You and your student enact a graceful dance of battle. When you use Lesson of the Circling Gale, you can Strike as a free action after you Step. Your multiple attack penalty applies to this Strike as normal. Your student can Strike after they Step as part of their reaction. This Strike doesn't count toward your student's multiple attack penalty, and their multiple attack penalty doesn't apply to this Strike.


Source: Pathfinder Battlecry!

Simultaneous Strike Feat 14

  • archetype
  • flourish

Moving in unison, you and your student unleash an attack against a foe. Strike a creature, and your student can use their reaction to make a Strike against the same creature. If both attacks are successful, total the damage for the two attacks for the purpose of resistances and weaknesses.


Source: Pathfinder Battlecry!

Shared Mind, Shared Heart Feat 16

  • archetype
  • mental

Your thoughts and dreams are your student's thoughts and dreams, and vice versa. You develop a permanent mental connection, allowing you to communicate telepathically as long as you're on the same plane. When one of you fails a save against a mental effect, the other can choose to take the results of the failed save instead. If both of you are targeted by the same mental effect requiring a saving throw, you and your student take the better of each of your die rolls for the save. You each still add your own save modifier to the die result. This is a fortune effect.


Source: Pathfinder Battlecry!

Iridian Choirmaster Feats