Note: This archetype requires the character be from a specific region of the official campaign setting world. Consult your GM to find a suitable replacement if playing in a different setting.
You chase your prey to the end of the world and beyond.
Uncommon Archetype Dedication
Prerequisite(s) trained in sawtooth sabers, deity is a god of assassins, lawful evil alignment, member of the Crimson assassins; Access You are from a specific region of the world.
You have learned how to stalk your foes and slay them with a sawtooth sabre. You become trained in Stealth and Assassin Lore; if you were already trained, you become an expert instead. Whenever your proficiency in any weapon increases to expert or beyond, you also gain that new proficiency with sawtooth sabers.
Special You cannot select another dedication feat until you have gained two other feats from the Crimson assassin archetype.
Prerequisite(s) trained in Religion, Crimson Assassin Dedication
You have learned limited divine magic.
You gain the Cast a Spell activity. You’re a prepared spellcaster, able to prepare two cantrips and one 1st-level spell each day. You prepare these spells from a Crimson assassin spellbook, similar to a wizard’s, containing three cantrips and two 1st-level spells.
All the spells in your Crimson assassin spellbook, from this and later feats, must be either transmutation or illusion spells from the arcane spell list or a spell from the following list: clairaudience, clairvoyance, darkness, dimension door, modify memory, obscuring mist, paralyze, see invisibility, true strike. Regardless of their usual magical tradition, your Crimson assassin spells are divine spells, as are any Crimson focus spells you gain.
You can prepare two cantrips and one 1st-level spell each day from those found in your Crimson assassin spellbook. You’re trained in spell attack rolls and spell DCs for casting divine spells. Your key spellcasting ability for these spells is Charisma.
Prerequisite(s) Basic Crimson Magic
Your Crimson magical training has improved. Add two 2nd-level spells to your Crimson assassin spellbook. You gain a 2nd-level spell slot that you can use to prepare a spell from your Crimson assassin spellbook.
At 8th level, add two 3rd-level spells to your Crimson assassin spellbook. You gain a 3rd-level spell slot that you can use to prepare a spell from your Crimson assassin spellbook.
At 10th level, add two 4th-level spells to your Crimson assassin spellbook. You gain a 4th-level spell slot that you can use to prepare a spell from your Crimson assassin spellbook.
Prerequisite(s) Crimson Assassin Dedication
Frequency A number of times per day equal to your number of class feats from the Crimson assassin archetype
You swathe yourself in a veil of red mist for 1 minute. While the shroud is active, you gain fast healing equal to half your level.
You can Interact with your shroud, swirling it around you, to gain a +1 circumstance bonus to AC until the beginning of your next turn. Finally, if you die while the shroud is active, you can choose to have your entire body vanish into red mist, leaving behind only your gear; you make this choice when you activate Crimson Shroud.
Prerequisite(s) Basic Crimson Magic
You gain the mantis form focus spell. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by praying or researching your assigned kill.
Crimson Assassin Focus Spells
Uncommon Polymorph Transmutation
Cast somatic, verbal
Duration 1 minute
You become a mantis. You gain the effects of insect form, heightened to mantis form’s level, and you can only transform into a mantis.
Uncommon General Skill
Prerequisite(s) expert in Arcana, Arcane Sense; Frequency once per day; Access You are from a specific region of the world.
You open an incandescent third eye upon your forehead. The eye can remain open for 1 minute, and you can close it before then with a single action with the concentrate trait. It can remain open for 2 minutes if you’re a master in Arcana, or 5 minutes if you’re legendary. While the eye is open, you gain the following benefits: you gain the effects of the detect magic arcane innate spell from your Arcane Sense at the start of each of your turns without needing to cast the spell; you gain darkvision; you gain a +2 status bonus to Perception checks to Seek undetected and hidden creatures and to your Perception DC against Hide and Sneak. After your third eye closes, you are dazzled for an amount of time equal to how long you had it open.