Sylvan Blade (Pathfinder 2e)
Order of the Sylvan Blade

When this order was originally founded, the Sylvan Blades were Rangers who had an unusually strong connection to nature, though not as strong as their Druid cousins. However, just as all life changes over time, so too have the Sylvan Blades in the generations since their inception. The order has drifted away from its Druidic roots, and now welcomes anyone with an affinity for the outdoors and exploration.

Among the Sylvan Blades remain three distinct disciplines, or "Paths": the Tempests, the Hunters, and the Outriders.

The Tempests focus on a form of two-weapon combat resembling that of the ancient elven Blade Dancers. The Hunters focus on learning about the creatures and denizens of the world, and use that knowledge to root out and destroy those they deem to be the most dangerous. The Outriders, meanwhile, excel at exploring the land and using it to their advantage against external threats.

Sylvan Blade Dedication
Feat 2
 
Requirements: Trained in Survival
You may not select another Dedication feat until you have gained 2 other feats from the Sylvan Blade Archetype.
When you take this Dedication, choose one the Sylvan Paths below. You may have only one Sylvan Path.
Path of the Tempest
  • You have learned to fight using a combat style based off the ancient elven Blade Dance.
  • You become Trained in Acrobatics, or another skill of your choice if already Trained in Acrobatics.
  • You may draw a 1-handed weapon in each of your hands as a single action.
  • You gain Blade Dance:
    1 Action Stance
    Requirements: You are wielding a 1-handed weapon in each hand.
    While in this stance, as long as you are wielding a weapon with the Agile trait, your other 1-hand weapon also counts as Agile.
Path of the Hunter
  • You are adept in identifying creatures and weak spots in an enemy's defenses.
  • You become Trained in one skill that allows you to identify creatures.
  • You gain a +1 cirumstance bonus to Recall Knowledge checks to identify a creature.
  • You gain Hunter's Focus:
    Passive
    When you succeed on a Recall Knowledge check to identify a creature, you may choose to make it the target of your Hunter's Focus.

    You gain a +1 circumstance bonus to hit and a +2 circumstance bonus to damage vs that creature until the end of the encounter, or until you use this ability on another creature.
Path of the Outrider
  • You are used to being at the forefront of expeditions, and thus have learned how to defend against both natural and man-made threats.
  • You become Trained in Scouting Lore or Stealth. You become Trained in another skill of your choice if you are already trained in both these skills.
  • You gain a +1 circumstance bonus to Initiative.
  • You gain Outrider's Cunning:
    1 Action Stance
    You are adept at anticipating your opponents' attacks.
    While in this stance, you gain a +1 circumstance bonus to your AC.
Path Feats
Expert of Anatomy
Feat 4
Your weapon and unarmed strikes ignore up to 2 points of physical damage resistance, increasing by 1 point at 10th and 16th levels.
If you are Master in Survival, your strikes gain a +2 circumstance bonus to damage vs off-guard targets.
Disengage
Feat 4
1 Action Press
Using a flashy display following your prior attacks, you create a momentary distraction, allowing you to safely back off and regroup.

Stride up to half your speed (rounded up). This movement does not trigger reactions from any creature you successfully hit this turn.
Dance of the Autumn Wind
Feat 4
Tempest 2 Actions Flourish
Requirements: You are wielding a 1-handed weapon in each hand.

Make a Strike with each of your equipped weapons. These attacks count towards your multiple attack penalty, but you do not apply the penalty until after you complete these strikes.

If either of your Strikes would deal precision-based damage, you may only add this damage to one of the Strikes. If you are Master in Acrobatics, you ignore this restriction on Strikes made with weapons that have the Agile trait.
Experienced Hunter
Feat 4
Hunter
The first time you succeed on a Strike against a creature, you may Recall Knowledge to identify that creature as a free action following the attack. Further Strikes against that creature do not trigger the free action.

If you are Master in the skill used to identify the creature, you ignore the Concealed condition of that creature if it is the target of your Hunter's Focus.
Preperation
Feat 4
Outrider
When you select this feat, choose either Scouting Lore or Stealth.
When you use the chosen skill for Initiative, opponents who act after you in the first round of combat are off-guard to you.

If you are Master in the chosen skill, you may use the chosen skill for Initiative without needing the corresponding Exploration action.
Scout's Warning *
Feat 6
When you use Perception, Survival or Scouting Lore (where appropriate) for Initiative, you visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this action gains the Visual or Auditory trait, respectively.

* This version of Scout's Warning has a higher-level requirement for access compared to the original Ranger and Rogue feats.
Opportunity
Feat 6
Reaction
Trigger: An opponent critically fails an attack against you.

You may either take a Step up to 10', or make a melee Strike against the triggering opponent if they are in reach.
Perfect Form
Feat 6
Tempest
During your turn, you may enter the Blade Dance stance as a free action following a successful Strike.

If you are Master rank in Acrobatics, you gain a +1 circumstance bonus vs Disarm and Trip attempts.
Hunting Party
Feat 6
Hunter
The first time you successfully identify a particular creature with Recall Knowledge, you note a weakness in that creature's defenses, granting you and allies that you tell a +1 circumstance bonus on attacks vs that creature made before the start of your next turn.
Blindside
Feat 6
Outrider 2 Actions Flourish
Choose one opponent.

Stride, Feint against that opponent, and then make a Strike against them. If you are Expert in either Scouting Lore or Stealth, you may use that skill instead of Deception for the Feint check.
Uncanny Instincts
Feat 8
You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower. Those creatures can still help their allies flank.
Combat Flow
Feat 8
Tempest
Requirements: You are in the Blade Dance stance.

Once per turn, you may take a single 5' Step as a free action immediately following a succesful Strike.

If you are Master rank in Acrobatics, you may use this ability even if the Strike was a failure.
Heartseeker
Feat 8
Hunter 2 Actions Flourish
Make a melee or ranged Strike.

You gain a +2 circumstance bonus to the attack roll, and this attack deals one extra die of weapon damage.
Expert Surveyor
Feat 8
Outrider
Requirements: Expert in Survival or Scouting Lore.

While in natural outdoor environments, you may gain the benefits of the Scout exploration activity when performing any other exploration activity. You are restricted to half your movement speed while benefiting from this activity.

If you are Legendary in Survival or Scouting Lore, you may use this ability in any environment.
Outmaneuver
Feat 10
Requirements: Expert in Survival or Acrobatics

For purposes of flanking, you count as being in your square and one square adjacent to you. You may choose this square at the end of any action with the Move trait.
Elusive Hunter
Feat 10
Requirements: Expert in Survival or Stealth

You are exceptionally skilled in using the surrounding terrain to elude your opponents.

You may Take Cover in any environment with dense or tall vegetation, even if you are not adjacent to anything that grants cover. If you are adjacent to something that would grant Cover or Concealment, you may Hide or Sneak without needing Cover or Concealment.
Incredible Stride
Feat 10
Your Speed is increased by 5 feet.

In natural outdoor environments, you gain a 5-foot circumstance bonus to your Speed.
Dance of the Tempest
Feat 12
Tempest
Requirements: Master in Survival or Acrobatics

You can draw any 1-handed weapon as a free action.

You become a whirlwind of death, gaining a +1 circumstance bonus to hit for each successful attack made that turn while affected by Blade Dance. If you are Legendary in Acrobatics, this bonus increases on failed attacks, as well.
Master Hunter
Feat 12
Hunter
Requirements: Master in Survival or a skill used to identify creatures.

You may use Survival in place of the normal skill for Recall Knowledge checks to identify a creature, but at a -2 circumstance penalty.

Your critical strikes inflict your choice of Enfeebled 1, Clumsy 1, or Stupified 1 until the end of your next turn. If you are Legendary in the skill used to identify that creature, increase the value of the inflicted condition by 1.
Wilderness Stalker
Feat 12
Outrider
Requirements: Master in Survival, Scouting Lore, or Stealth.

You ignore the effects of non-magical difficult terrain. You may ignore magical difficult terrain with a successful Survival check vs the effect's DC.

Your critical strikes make the target off-guard until the end of your next turn. If you are Legendary in Survival, you add 1d6 precision damage to Strikes against off-guard opponents.