Pathfinder 1e Archetype Rogue

Sylvan Trickster

A rogue who models herself on the mischievous fey, trading trap skills for wild empathy, hexes, resistance to fey magic, and cold iron damage reduction.

Class
Rogue
Kind
Archetype
Granted Spells
—
Choices
161 fey tricks (hexes)

Sylvan tricksters are rogues who model themselves after the mischievous fey of legend. Though not spellcasters, sylvan tricksters learn minor magical abilities reminiscent of those favored by fey creatures. The journey for many sylvan tricksters began in childhood, learning at an elder's knee the stories of the fey and the secrets of how to resist their tricks. Sylvan tricksters often live in areas where the boundary with the Fey World is thin, and a few have even been there - voluntarily or not.

Replaces

TrapfindingUncanny DodgeImproved Uncanny Dodge

Archetype Features

Class Skills

A sylvan trickster adds Knowledge (nature) to her list of class skills and learns Sylvan as a bonus language. She does not gain Knowledge (dungeoneering) as a class skill.

This alters the rogue's class skills.

Wild Empathy Level 1

↪ builds on Trapfinding (Rogue)

A sylvan trickster can improve an animal's attitude. This ability functions as the druid ability of the same name, using the sylvan trickster's rogue level as her effective druid level.

This replaces trapfinding.

Fey Tricks

A sylvan trickster can select a witch hex in place of a rogue talent. At 10th level, the sylvan trickster can select a hex or major hex in place of a rogue talent. At 18th level, a sylvan trickster can select a hex, major hex, or grand hex in place of a rogue talent. She cannot select any hex more than once.

This alters rogue talents.

Resist Nature's Lure Level 4

↪ builds on Uncanny Dodge (Rogue)

At 4th level, a sylvan trickster gains resist nature's lure as the druid ability of the same name.

This replaces uncanny dodge.

Fey Resistance Level 8

↪ builds on Improved Uncanny Dodge (Rogue)

At 8th level, a sylvan trickster gains DR 2/cold iron. At 11th level and every 3 levels thereafter, this damage reduction increases by 2 (to a maximum of DR 10/cold iron at 20th level).

This replaces improved uncanny dodge.

Rogue Talents

The following rogue talents complement the sylvan trickster archetype: camouflage, charmer, honeyed words, major magic, minor magic, survivalist, terrain mastery.

Advanced Talents

The following advanced rogue talents complement the sylvan trickster archetype: familiar, hide in plain sight.

Grants

Damage reduction / cold iron0 at level 1, 2 at level 8, 4 at level 11, 6 at level 14, 8 at level 17, 10 at level 20
Resist Nature's Lure (Fort)+4 from level 4 (against the spell-like and supernatural abilities of fey and creatures with the plant type)
Resist Nature's Lure (Ref)+4 from level 4 (against the spell-like and supernatural abilities of fey and creatures with the plant type)
Resist Nature's Lure (Will)+4 from level 4 (against the spell-like and supernatural abilities of fey and creatures with the plant type)

Fey Tricks (Hexes)

Chosen as you gain archetype choices — 161 options.

Accident The shaman causes a target within 30 feet to stumble and fall.
Air Barrier The shaman creates an invisible shell of air that grants her a +4 armor bonus to AC.
Alien Summons Whenever the shaman calls or summons one or more creatures, one creature of her choice arrives with the advanced creature simple template.
Ameliorating The witch can touch a creature to suppress or protect it from negative conditions.
Ancestral Blessing The shaman can grant the blessings of her ancestors to any ally within 30 feet.
Arcane Enlightenment The shaman's native intelligence grants her the ability to tap into arcane lore.
Aura of Purity The witch’s aura purifies the air around her.
Bad Penny As a standard action, the shaman can curse a coin.
Battle Master The shaman makes an extra attack of opportunity each round.
Battle Ward The shaman touches a willing creature (including herself ) and grants a battle ward.
Beast of Ill-Omen The witch imbues her familiar with strange magic, putting a minor curse upon the next enemy to see it.
Beckoning Chill The shaman causes one creature within 30 feet to become more susceptible to the sapping powers of cold for 1 minute.
Benefit of Wisdom The shaman relies on wisdom rather than intellect to gain and retain knowledge.
Biting Frost The shaman turns the air frigid around a target within 30 feet for a number of rounds equal to the shaman's Charisma modifier (minimum 1).
Blight The witch can curse an animal, plant creature, or plot of land, causing it to wither and die.
Bone Lock With a quick incantation, the shaman causes a creature within 30 feet to suffer stiffness in the joints and bones, causing the target to be staggered 1 round.
Bone Ward A shaman touches a willing creature (including herself ) and grants a bone ward.
Brain Drain As a standard action, the shaman can violently probe the mind of a single intelligent creature within 60 feet.
Burden of the Beast This ability works as the lodestone ability of the stone spirit.
Cackle A witch can cackle madly as a move action.
Cauldron The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.
Chant A shaman can chant as a move action.
Charm A shaman charms an animal or humanoid creature within 30 feet by beckoning and speaking soothing words.
Charm A witch can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words.
Child-Scent The witch gains the scent ability, but only with respect to humanoid children and immature animals.
Cinder Dance The shaman's base speed increases by 10 feet.
City Sight The witch curses a target with the simple vision of urban mortals.
City Spirit As a swift action, the shaman channels the city's spirit through herself, gaining a +4 bonus on all Dexterity- and Wisdom-based skill checks.
Cloak of Darkness The shaman conjures a cloak of semisolid shadowy darkness that grants her a +4 armor bonus.
Combat Hypnosis The witch can lull her enemies into a trance, even in the chaos of combat.
Confusion Curse The shaman's command of lore can cause weaker minds to become mired in confusion.
Congeal The witch can make the water in a 10-foot radius around her sludgy and viscous for 1 minute, causing it to function as difficult terrain for all swimming …
Coven The witch counts as a hag for the purpose of joining a hag's coven.
Crashing Waves The force of a waves shaman's water spells can bring even the mightiest of foes to the ground.
Crystal Sight The shaman sees through stone, earth, or sand as easily as if it were transparent crystal.
Curse of Faltering As an immediate action when an enemy within 30 feet threatens a critical hit, the shaman can force the creature to reroll its original attack roll with a …
Curse of Isolation The shaman makes an enemy within 30 feet keenly feel its status outside the tribe.
Curse of Suffering The shaman causes a creature within 30 feet to take more damage from bleed effects and causes its wounds to heal at a slower rate.
Cursed Wound The witch can curse a living creature, preventing it from healing completely.
Dark Apothecary The witches of ancient Iblydos were masters of herbalism, crafting potent drugs and poisons.
Deathcall The witch’s presence makes death more likely for wounded foes.
Deathly Being If the shaman is a living creature, she reacts to positive and negative energy as if she were undead—positive energy harms her, while negative energy heals her.
Deny Succor The shaman can place this hex on a single creature within 30 feet.
Discord The witch can make an animal or humanoid within 30 feet distrust another creature within line of sight.
Disguise A witch can change her appearance for a number of hours equal to her class level, as if using disguise self .
Disrupt Connection The hexer disrupts the connection between a summoned creature within 30 feet and its master.
Distraction The witch can cause a creature within 30 feet to suffer hallucinatory distractions whenever it tries to cast a spell or use a spell-like ability for 1 round.
Draconic Resilience The shaman grants a creature she touches some of the magically resilient nature of dragons, causing the creature to be immune to magical sleep effects for a number …
Enemy Ground The witch curses a target with clumsiness when in dangerous terrain.
Enhanced Cures When the shaman casts a cure spell, the maximum number of hit points healed is based on her shaman level, not the limit imposed by the spell.
Entangling Curse The shaman entangles a creature within 30 feet for a number of rounds equal to the shaman's Charisma modifier (minimum 1).
Enveloping Void The shaman curses one creature with the dark void.
Erosion Curse The shaman summons the powers of nature to erode a construct or object within 30 feet.
Evil Eye The shaman causes doubt to creep into the mind of a foe within 30 feet that she can see.
Evil Eye The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see.
Eyes of Battle The shaman's senses become magically heightened in the heat of battle.
Fearful Gaze With a single shout, the shaman causes one target creature within 30 feet to become shaken for 1 round.
Feral Speech This hex grants the witch the ability to speak with and understand the response of any animal as if using speak with animals, though each time she uses …
Fetish The shaman receives Craft Wondrous Item as a bonus feat and gains a +4 insight bonus on Spellcraft checks to identify magic items permanently.
Fire Nimbus The shaman causes a creature within 30 feet to gain a nimbus of fire.
Flame Curse The shaman causes a creature within 30 feet to become vulnerable to fire until the end of the shaman's next turn ( Pathfinder RPG Bestiary 305).
Flight The witch grows lighter as she gains power, eventually gaining the ability to fly.
Floating Lotus The witch can conjure a large lotus flower that floats by her side for a number of minutes per day equal to her level.
Fluid Magic The shaman's magic is not constrained by the reservoirs of magic that hold others back.
Fortune The shaman grants a creature within 30 feet a bit of good luck for 1 round.
Fortune The witch can grant a creature within 30 feet a bit of good luck for 1 round.
Friend to Animals The shaman can spontaneously cast summon nature's ally spells as a druid.
Fury A shaman incites a creature within 30 feet into a primal fury.
Gaze of Flames The shaman sees through fire, fog, and smoke without penalty as long as there is enough light to otherwise allow her to see normally.
Ghost Blade The shaman can touch a creature to grant all of her weapons the ghost touch weapon property for a number of rounds equal to her Charisma bonus.
Gift of Consumption The witch curses a creature to share any effects that target her vitality.
Grave Sight The shaman sees the states of life, death, undeath, and general health of those around her.
Greater Gift of Consumption The witch can more effectively redirect effects to her proxy chosen by the gift of consumption hex.
Guiding Star Whenever the shaman can see the open sky at night, she can determine her precise location and can add her Wisdom modif ier to her Charisma modifier on …
Hampering Hex The shaman causes a creature within 30 feet to take a -2 penalty to AC and CMD for a number of rounds equal to the shaman's level.
Healing A shaman soothes the wounds of those she touches.
Healing A witch can soothe the wounds of those she touches.
Heaven's Leap The shaman is adept at creating tiny tears in the fabric of space, and temporarily stitching them together to reach other locations through a limited, one-way wormhole.
Heralding Bloom A witch can compel a plant within 30 feet to spread a message, which must be 25 words or fewer and in a language the witch speaks.
Hex of Lignification The shaman causes a creature within 30 feet to turn into a twisted, treelike shape for 2 rounds.
Hypothermia The shaman afflicts a creature within 30 feet with hypothermia.
Iceplant This hex grants the witch and her familiar a +2 natural armor bonus and the constant effects of endure elements.
Intercessor The shaman can invoke an ancestor spirit into an intact, humanoid or monstrous humanoid corpse to learn what the body knew in life.
Intimidating Display The shaman can call upon some of the majesty and power of dragons to cow her enemies.
Leshy Summoning The witch counts as a plant creature for the purpose of growing leshys.
Life Link The shaman creates a bond between herself and another creature within 30 feet.
Life Sight The shaman can see the states of life, death, and general health of those around her.
Lodestone The shaman causes one creature within 30 feet to become heavy and lethargic.
Lure of the Heavens The shaman's connection to the skies above is so strong that her feet barely touch the ground.
Maddening Whispers At will as a standard action, the shaman can invoke whispers from spirits of the Dark Tapestry to speak directly into the mind of a single target within …
Mammoth's Hide The shaman can touch a willing ally and cause its skin to thicken and sprout thick, shaggy fur.
Metal Curse The shaman causes a creature within 30 feet to become slightly magnetic until the end of the shaman's next turn.
Might of the Fallen The shaman can call upon the ancestral heroes of her family to bolster ailing allies.
Minor Prophecy The witch can call on her prophetic ancestors to cast augury once per day.
Misfortune The shaman causes a creature within 30 feet to suffer grave misfortune for 1 round.
Misfortune The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round.
Mist's Shroud The shaman touches a willing creature (including herself ) and enshrouds that creature in mist.
Mother's Eye The witch can see through plant matter, as the greensight universal monster ability (Pathfinder RPG Bestiary 4 295), for a number of minutes per day equal to her …
Mud Witch A witch with this hex can assume the form of viscous brown mud.
Murksight The witch can see through natural fog, mist, and rain without penalty, ignoring any concealment bonuses gained from such effects.
Nails The witch's nails are long and sharp, and count as natural weapons that deal 1d3 points of damage (1d2 for a Small witch).
Nature's Gifts Once per day, the shaman can command trees and other plants to yield magical berries and fruit.
No Place Like Home The witch fills an ally with the safety he feels at home or inflicts pangs of homesickness to hamper an enemy’s defenses.
Peacebond A witch can use this hex on a creature to prevent it from drawing a weapon for a number of rounds equal to the witch’s level.
Phantom Stampede The shaman summons a host of ghostly herd beasts to trample a single creature.
Pierce the Veil The shaman gains darkvision to a range of up to 30 feet.
Poison Steep The witch can use her cauldron to brew a foul toxin in which she can steep fruits and other delicious edibles, transforming them so that when eaten, they …
Poison Touch The witch empowers herself or an ally within 30 feet with poisonous nails.
Pollute Water The witch can corrupt bodies of water with foul energies.
Polluting Glance The witch can corrupt nonmagical liquid items (such as alchemical remedies) with a look.
Prehensile Hair The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate …
Primal Speaker The shaman can speak with mammoths and any other megafauna or elephant creatures as if she were under the effects of speak with animals.
Protective Luck The witch can cause fate to twist so that it benefits a creature within 30 feet for 1 round.
Scar This hex curses a single target touched with horrible scars of the witch's choosing, whether something as simple as a single letter on the target's forehead or blotchy, …
Secret The shaman receives one metamagic feat as a bonus feat.
Seduction The witch uses enthralling movements to fascinate a single creature within 60 feet that can see the witch.
Shapeshift The shaman transforms herself into another form for a number of minutes per day equal to her level, as alter self.
Share Knowledge The shaman targets a single willing ally within 30 feet and shares her knowledge and experience with that target for a number of minutes equal to her Charisma …
Shell of Succor The shaman surrounds one touched creature with a ward of succoring energy, granting the target a number of temporary hit points equal to her Wisdom bonus + an …
Silkstring Snare The shaman causes ribbons of spider silk to erupt from the ground beneath a single creature.
Sink The witch can cause a creature in water to struggle, imposing a –4 penalty on its Swim checks and reducing its swim speed (if any) by 10 feet …
Sluggish The shaman causes the speed of a creature within 30 feet to be halved.
Slumber A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep .
Soothsayer The witch’s predictions become selffulfilling prophecies.
Sparking Aura The shaman causes a creature within 30 feet to spark and shimmer with electrical energy.
Speak with Animals Choose a specific kind of animal: eagle, fox, dog, and so on.
Spines and Brambles With a beckoning gesture, the shaman conjures spiny shrubs in a number of squares equal to her Charisma modifier (minimum 1) within 30 feet.
Spirit Boost Whenever the shaman casts a healing spell that heals a target up to its maximum hit points, any excess hit points persist for 1 round per shaman level …
Starburn As a standard action, the shaman causes one creature within 30 feet to burn like a star.
Steadfast Example The shaman touches a willing creature and bolsters its mental and emotional defenses.
Stone Stability The shaman receives a +4 bonus to her CMD when resisting bull rush or trip attempts as long as she is standing on the ground.
Stormwalker The shaman can move through nonmagical fog, rain, mist, snow, and other environmental effects without penalty (see Weather, Core Rulebook 437).
Summer's Heat The witch surrounds her target with oppressive heat, dealing a number of points of nonlethal damage equal to her witch level and causing the target to become fatigued.
Swamp Hag While traveling through swamps, mires, bogs, and similar terrain, the witch leaves no trail and cannot be tracked, as the trackless step druid ability.
Swamp's Grasp The witch can cause an area to become an entangling quagmire.
Swine The witch can partially transform an enemy into a pig.
Threatening Coordination Hex The shaman causes a creature within 30 feet to view the shaman's allies as obstacles.
Thunder Foot The shaman's body thickens and becomes more muscular.
Tongues The shaman understands any spoken language for a number of minutes per day equal to her level, as comprehend languages.
Tongues A witch with this hex can understand any spoken language for a number of minutes per day equal to her level, as comprehend languages .
Touch of Succor The shaman can touch a willing creature as a standard action to remove one of the following conditions: fatigued, shaken, or sickened.
Tundra Dweller The shaman touches a willing creature and grants it cold resistance 10 for a number of rounds equal to her Charisma modifier (minimum 1).
Unnerve Beasts The target becomes offensive to animals (Will negates).
Verdant Familiar The witch’s familiar’s creature type changes to plant, gaining all respective plant traits.
Verdant Path Even the most tangled briars make way for the shaman, and suitable roots and branches appear to support her feet.
Vortex Spells Whenever the shaman confirms a critical hit against an opponent with a spell, the target is staggered for 1 round.
Ward The shaman places a protective ward over one creature.
Ward A witch can use this hex to place a protective ward over one creature.
Ward of Flames The shaman touches a willing creature (including herself ) and grants a ward of flames.
Ward of Stone The shaman touches a willing creature (including herself ) and grants a ward of stone.
Ward of the City The spirit of the city shrouds one creature the shaman touches from the hazards of the slums.
Water Lung An air-breathing target can breathe water or an aquatic target can breathe air.
Water Sight The shaman sees through fog and mist without penalty as long as there is enough light to otherwise allow her to see normally.
Whispering Leaves Whenever the shaman is within 10 feet of a tree or undergrowth, she can cast whispering wind as a spell-like ability with a caster level equal to her …
Wilds-Attuned The shaman receives Animal Affinity as a bonus feat and gains a +4 insight bonus on Knowledge (nature) checks when in a cold climate.
Wind Sight The shaman ignores the penalties on Perception checks caused by wind and the first 100 feet of distance.
Wind Ward The shaman can touch a willing creature (including herself ) and grants a ward of wind.
Wings The shaman can grow a pair of wings for a number of minutes per day equal to her level.
Wisdom of the Ages The shaman can call upon her ancestors for lore and guidance.
Witch Hex The shaman selects any one hex normally available through the witch's hex class feature.
Witch's Bottle Once per day, the witch can perform a 10-minute ritual to create a potion imbued with the power of one of her hexes.
Attribution

Paizo Inc. · Ultimate Wilderness · OGL-1.0a

Added to the library by eco_the_exploiter on Sept. 8, 2026.

Rules Mechanics: Open Game Content — OGL-1.0a

Original content contributed by Ultimate Wilderness, designated as Open Game Content under the OGL-1.0a.

How this notice was generated

Sources Used in This Record
1 House/Core
  • Based on class: Rogue (Class) — core content under OGL 1.0a
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