Twilight Talon

All archetypes

  • Uncommon

The clandestine arm of Andoran's civil defense, the Twilight Talons are a mystery even to those inside the country. Full details of the branch's missions are known only to Marshall Helena Trellis, the head of the Talons. While technically under the command of the Supreme Elect and the Eagle Knight Commander, Helena enjoys almost complete autonomy, and she's spent years devising clever ways to obfuscate the operations of the Talons. Twilight Talon agents are even more mysterious. Embedded in other regions of the Inner Sea—or farther afield—agents seldom know anyone active in the organization other than their immediate superiors and the handful of trainers who prepared them for the field. During their assignments, agents assume a cover identity, often for years at a time. While many Twilight Talons merely gather intelligence, some veteran agents spend years integrating themselves into foreign governments or positions of power in multinational organizations, such as the Aspis Consortium. From there, they can subtly influence a faction's relations with Andoran and sabotage those working against the nation's interests. The current most vital posting for Twilight Talon agents is also the most dangerous: within the fiendish bureaucracy of Cheliax.

Due to the demands of the job, intense secrecy and long periods without contact, most recruited Twilight Talon agents are Eagle Knights who lack strong ties of family or friendship holding them in Andoran. The ideal agent is clever, smooth-tongued, and circumspect. Once inducted into the organization, an agent receives individual training from the superior who'll be their handler once they're deemed ready for the field. Agents are expected to be almost completely self-sufficient once in place. After an agent accomplishes their mission, or when they fear exposure, Twilight Talons vanish, cutting ties with all who knew them in their cover identity. Even when working with other organizations that might be sympathetic to Andoran's cause, such as the Knights of Lastwall or the Pathfinder Society, agents will seldom reveal their true allegiance, lest they compromise future missions.

Additional Feats: 6th Plant Evidence, Sabotage; 10th Predictive Purchase (Investigator); 18th Blank Slate, Implausible Purchase (Investigator)

Twilight Talon Dedication Feat 4

  • Uncommon
  • archetype
  • dedication

Prerequisites expert in Deception


Access You're invited by a current member of the Twilight Talons.


Few would even suspect that you're a member of the Eagle Knights, and you use the tricks of the spymaster's trade to keep it that way. You gain the Additional Lore general feat for Espionage Lore. If you were already trained in Espionage Lore, you also become trained in a Lore skill of your choice.

During your daily preparations, you can brush up on a specific field to gain the trained proficiency rank in one Lore skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat. If you have master proficiency in Espionage Lore, you gain expert proficiency in the chosen skill instead, and if you have legendary proficiency in Espionage Lore, you gain master proficiency in the skill.


Special You can take this dedication even if you haven't taken more than two non-dedication feats from the Eagle Knight archetype.

Source: Pathfinder Lost Omens Hellfire Dispatches


Make Do Feat 6

  • archetype

Requirements You're holding a broken tool or weapon.


You sometimes need to act in a pinch, even if you haven't had the time to repair your gear. For the next minute, you ignore the broken condition of the tool or weapon you're holding. You can't use Make Do again on that item for 24 hours.

Source: Pathfinder Lost Omens Hellfire Dispatches


Talon's Mark Feat 6

  • archetype

Requirements You have a magical or mundane tattoo.


On the rare occasions that Twilight Talons need to identify themselves as members of the organization, many rely on an easily concealed tattoo to reveal their allegiance. Choose a tattoo you have. If the tattoo wasn't already a magic item, it becomes a level 6 item with the invested, occult, and tattoo traits. It also gains the Twist Design and Adopt Persona abilities.

Source: Pathfinder Lost Omens Hellfire Dispatches


Fabricated Credentials Feat 7

  • archetype
  • skill

You're so familiar with the paperwork necessary to maintain your cover that you can easily whip up documents that support your fabrications. You can Create A Forgery using Deception, rather than Society, and doing so only takes 10 minutes, or 1 minute if you're legendary in Deception. With your paranoid nature, you're always on the lookout for forgeries. The GM rolls a secret Perception or Society check for you any time you encounter a forgery, even if you don't examine it closely.


Source: Pathfinder Lost Omens Hellfire Dispatches


Deceptive Deduction Feat 8

  • archetype

Trigger A creature you can see uses Recall Knowledge.


You've had to take on many roles while working undercover, so you're practiced at following the example of those around you to pretend expertise in a variety of fields. You learn what skill the creature was using to Recall Knowledge and whether that creature is trained in the skill. If it's trained, you can use Deception to Recall Knowledge as if it were that skill for the next minute.

Source: Pathfinder Lost Omens Hellfire Dispatches


Hidden Intentions Feat 10

  • archetype

You layer meanings in your words, and only those you've taken into your confidence can divine your true plans. You gain the Doublespeak and Slippery Secrets skill feats. On the first round of combat, if you roll Deception for initiative, creatures that haven't acted are Off Guard to you.


Source: Pathfinder Lost Omens Hellfire Dispatches


Inked Cache Feat 10

  • archetype

You've learned to use your Twilight Talon's mark to secret away contraband. The tattoo's level increases to 10, unless it was already higher, and it gains the abilities of a Retrieval Belt (Greater). As a part of activating the tattoo to Store Item, you can attempt a Deception check against the Perception DCs of all creatures that are currently observing you. On a success, a creature doesn't notice you use Store Item.


Source: Pathfinder Lost Omens Hellfire Dispatches


Feign Innocence Feat 12

  • archetype
  • auditory
  • concentrate
  • linguistic
  • mental

You convince a creature that, despite appearances, you're on its side. Choose an enemy within 60 feet, and attempt a Deception check against its Will DC. The target is then temporarily immune to Feign Innocence for 1 hour. If you've taken a hostile action against it this round, your result can be no better than a failure.


Critical Success You and the target are considered allies until the end of your next turn or until you take a hostile action against it, whichever comes first. In order to take a hostile action against you, the target must succeed at a Will save against your Deception DC or it loses the action.

Success As critical success, but lasts until the end of your turn or until you take a hostile action against it, whichever comes first.

Failure No effect.

Critical Failure The target knows you attempted to fool it and plays along. You're Off Guard to the target until the beginning of your next turn.

Source: Pathfinder Lost Omens Hellfire Dispatches


Instant Credentials Feat 14

  • archetype

In a pinch, ink from your tattoo arranges itself into a temporary pass, writ of authority, or similar document. If you're in possession of a blank page of paper, you can Create Forgery as a single action with the concentrate and occult traits. The forgery lasts for 1 minute, and during this time, you can't use any of the other abilities of your Talon's Mark. You can Dismiss the forgery, leaving the paper blank once again.


Source: Pathfinder Lost Omens Hellfire Dispatches


Burn Identity Feat 18

  • archetype
  • concentrate
  • occult
  • teleportation

Frequency once per week


You transport yourself up to 1 mile, as a 5th-rank Translocate spell. Everyone who has seen you in the last 24 hours must succeed at a Will save against your class DC or spell DC, whichever is higher, or forget your physical appearance as though affected by a 6th-rank Rewrite Memory spell. You can choose to exempt any number of creatures from this effect. You can instead Burn Identity as an activity that takes 10 minutes. If you do, instead of the effects of translocate, you can instantly teleport yourself and up to four targets touched (either willing creatures or objects roughly the size of a creature) to the nearest border of Andoran, in addition to its other effects.

Source: Pathfinder Lost Omens Hellfire Dispatches


Twilight Talon Feats