Wylderheart
You're a defender of nature, called to protect the world from the corrupting influence of demons. You might use a bow in the vein of your organization's patron deity Ketephys, wield a sword in the style of valiant knights, or harness the primal magic of nature itself against your foes. No matter your chosen tool, your greatest assets in the battle against evil are the strength of your heart and your bond with your allies.
Additional Feats: 6th Barreling Charge, Mature Animal Companion; 10th Incredible Companion; 16th Whirlwind Strike, Specialized Companion
Wylderheart Dedication Feat 2
Prerequisites member of the Wylderhearts, you're from Kyonin
Access You're from Kyonin.
You're primed to face off against threats from the Outer Rifts. You gain the Additional Lore skill feat for Demon Lore. If you were already trained in Demon Lore, you also become trained in a Lore skill of your choice. You gain a +1 circumstance bonus to initiative rolls in encounters against fiends, and if you tie with a fiend's initiative roll, you go first.
Certain wylderheart feats give you focus spells. When you gain your first wylderheart focus spell, you become trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for the wylderheart archetype spells is Wisdom, and they're primal spells. You can Refocus by celebrating life or spending time in nature.
Source: Pathfinder Lost Omens Shining Kingdoms
Demon Hunting Companion Feat 4
You gain a young animal companion that has been specially trained to help you fight demons. You can choose any common animal companion, which gains scent as an imprecise sense with a range of 30 feet that can be used only to smell fiends. If the animal companion already has scent, it gains a +2 circumstance bonus to Perception when using scent against fiends.
Source: Pathfinder Lost Omens Shining Kingdoms
Wyldsinger Feat 4
Passion and song are your weapons of choice. You learn either the Menacing Lament or Valiant Anthem focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point.
Special You can take this feat a second time, gaining the focus spell you didn't gain the first time.
Source: Pathfinder Lost Omens Shining Kingdoms
Blessed Sentinel Feat 6
You infuse a weapon with the blessing of Ketephys and attack. Make a Strike. This Strike gains the holy trait and deals an additional 1d4 spirit damage, or 2d4 spirit damage against fiends. This counts as two attacks for your multiple attack penalty.
Source: Pathfinder Lost Omens Shining Kingdoms
Primal Guardian Feat 8
You grow in power as a guardian of nature. You learn either the Elemental Sheath or Vicious Howl focus spell.
Special You can take this feat a second time, gaining the focus spell you didn't gain the first time.
Source: Pathfinder Lost Omens Shining Kingdoms
Wild Dance Feat 12
The combination of your passion for both life and the battle against evil makes you graceful and unpredictable. Stride up to your Speed. A creature that attempts a reaction triggered by this movement must first attempt a Will save against your class DC or spell DC, whichever is higher.
Critical Success The creature is unaffected.
Success The creature is Fascinated by you until the end of your next turn.
Failure The creature is fascinated by you until the end of your next turn, but your movements might be too hard to follow; if the reaction requires an attack roll, you gain a +2 circumstance bonus to AC against that attack roll.
Critical Failure The creature is fascinated by you until the end of your next turn, and it loses its reaction.
Source: Pathfinder Lost Omens Shining Kingdoms
Fiend Slayer Feat 16
Requirements Your last action was a successful Strike against a fiend that dealt damage.
Your attack tears through a fiend, possibly sending it back to where it came from. The fiend you just struck takes 80 void damage with a Basic Fortitude save against your class DC or spell DC, whichever is higher. On a critical failure, the target is also Stunned 1. Regardless of the results of the saving throw, the target is then temporarily immune to Fiend Slayer for 24 hours.
Source: Pathfinder Lost Omens Shining Kingdoms
Sacred Weapon Feat 18
You're a living weapon honed to destroy fiends. Whenever you critically Strike a fiend, your attack deals an extra weapon damage die, and the fiend is Enfeebled 2 and Clumsy 2 until the beginning of your next turn.
Source: Pathfinder Lost Omens Shining Kingdoms
Wylderheart Focus Spells
Menacing Lament Focus 2
Cast
Range 30-foot emanation
Duration 1 round
You wail a dirge for your enemies. Enemies in the area are Off Guard against your attacks and gain no benefits from flanking you for the duration.
Valiant Anthem Focus 2
Cast
Range 30-foot emanation
Duration 1 round
You chant a rallying cry to bolster your allies. Your allies in the area gain a +10-foot status bonus to all Speeds and a +1 status bonus to attack rolls.
Elemental Sheath Focus 4
Cast
Duration 1 minute
You coat yourself in nature's power. Choose air, earth, fire, metal, water, or wood; the spell gains that trait. You become completely covered by armor formed from that element, gaining a +1 circumstance bonus to AC and resistance 5 to two types of damage based on the element you choose.
Air bludgeoning and electricity
Earth bludgeoning and poison
Fire fire and slashing
Metal acid and slashing
Water cold and piercing
Wood piercing and void.
Heightened (+2) The resistance increases by 5.
Vicious Howl Focus 4
Cast
Duration 1 minute
You howl with passion for your cause, empowering yourself to push beyond your limits. You gain a number of temporary Hit Points equal to your level and a +4 circumstance bonus to damage. If you reduce a fiend to 0 Hit Points during this duration, you regain a number of Hit Points equal to the creature's level.
Wylderheart Feats
| Name | Level | Rarity | Traits |
|---|---|---|---|
| Wylderheart Dedication | 2 | Uncommon | |
| Demon-Hunting Companion | 4 | Common | |
| Wyldsinger | 4 | Common | |
| Blessed Sentinel | 6 | Common | |
| Primal Guardian | 8 | Common | |
| Wild Dance | 12 | Common | |
| Fiend Slayer | 16 | Common | |
| Sacred Weapon | 18 | Common |