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Published by justintylerharrison, 2021-04-20 09:06:58

City of 7 Seraphs

Chapter 4" New Character Options

Akasha equipment slot. Some veils can occupy one of two or more
different equipment slots; you choose when you manifest
Akasha is the power of creation itself, the very essence of your veil which of these slots you want it to occupy. Even
magic. Akasha resonates with arcane, divine, and psionic if the veil can occupy more than one slot, you cannot have
energy, often acting as a natural amplifier for those power more than one instance of a given veil shaped at the same
sources, though it is potent in its own right. Sages and time. The available slots are: Hands, Feet, Head, Wrists,
scholars have debated whether akasha is the result of Shoulders, Headband, Neck, Belt, Chest, Body. Some
those power sources mixing and meshing with the life classes may gain access to specific and unique veils and
energy of mortal beings, or if perhaps it is the undiluted chakra slots not normally available.
source from which those diverse powers sprang. What is Veils can be bound to a slot to increase their power once
known is that all creatures have some facility to access a character has reached a certain level of experience in
this power or be accessed by it. manipulating akasha. By binding a veil to that slot the
veilweaver gains the most potent abilities from the veil
Veils are the most common tools by which akashic by flooding it with even more of their inherent akashic
magic is utilized, created when a creature channels energy. Once a character has gained the ability to bind
akashic energy through natural conduits in the body, veils to a particular slot, they can automatically bind a veil
known as chakra. This energy is then molded by the there as part of the process of shaping their veils for the
willpower of the creature from which it sprang into day.
a semi-tangible construct capable of converting the
wielder’s life energy, known as essence, into a near infinite Akasha &
variety of effects. Magic Interactions

Every creature has a finite amount of essence in their While veilweaving is quite different from standard
being, referred to as an essence pool. While essence is spellcasting, the basic rule for the interactions of veils
not typically expended when veils or other akashic effects and magic is very straightforward: veils interact with
are activated, a given creature can only devote a certain spells and vice versa in the same way that spells normally
amount of their essence to any particular function. This is interact with other spells or spell-like abilities.
done by investing the essence into the chosen receptacle,
which could be a veil, akashic feat, or other ability. Spell resistance is effective against most veils that
Investing essence or changing where essence is invested is directly target a creature or emulate an enchantment
typically a swift action. effect, but unless otherwise specified does not apply
against area of effect abilities or auras. Veils that grant or
Veils are limited only by the wearer’s focus and enhance natural attacks or weapons, such as the Horns
imagination. When a character first gains access to a of the Minotaur, are never subject to spell resistance. A
veilweaving class, she has the potential to manifest and veilweaver’s veil effects always overcome their own spell
utilize any veil available to that class, though their facility resistance.
with that veil may vary depending on the size of their
essence pool and whether or not they have unlocked the Veils are mostly physical constructs of akasha, and
associated chakra, enabling them to bind a veil or effect. as such can be targeted by effects like a sunder attack;
a veil that takes more than twice the veilweaver’s level
Binding is a process veilweavers and other wielders in damage in a single attack is suppressed and does not
of akashic magic learn through experience and growth. function for 1d4 rounds. Veils have a Hardness score
When they’ve utilized a particular chakra long enough equal to the veilweaver’s level and gain a bonus to saves
that it has become imbued with a surplus of akashic vs. targeted effects equal to the amount of essence
power, akashic characters learn how to build even currently invested. Veils can also be targeted by dispel
more complex and powerful constructs by utilizing the magic, mage’s disjunction, or similar spell effects, and are
reinforced channels of energy in their bodies. This is the treated as a magic item when determining the effects.
process known as binding, and it is possibly one of the A veil successfully affected by a mage’s disjunction is
most potent abilities any veilweaver can learn. suppressed for the duration of the spell and any essence
invested in a suppressed veil becomes unavailable until
Chakras & Veils the effect ends. Veils are nearly invisible until invested
with at least one point of essence; a veilweaver gains a +5
Every veil is associated with a chakra, even if it is not circumstance bonus to Disguise checks to hide the fact
bound to it. Chakras are points on the body that conduct that they have an uninvested veil shaped, though detect
magical energy. Veils do not interfere with magic magic , true seeing, or similar effects automatically reveal
items that occupy the same slot. The veil appears as a their presence. As soon as a point of essence is invested in
translucent eldritch construct surrounding that part of the a veil they flare into tangibility and are easily noticeable,
body. You cannot shape two veils that occupy the same
chakra. Each chakra corresponds directly to the matching

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Akasha

imposing a—5 penalty on Disguise checks to hide their
presence or function.

Binding Essence: Some feats and veils will require
you to bind, rather than invest, essence into them. When
essence is bound into a receptacle, it cannot be recovered
or reassigned to another receptacle until 24 hours have
passed, or until the next time the user shapes their veils
for the day, whichever comes first. If the receptacle
is sundered or disjoined, the user immediately
takes essence burn equal to the total
essence invested in the veil. Once the
burn has recovered, they can reinvest
the essence normally.

Bonuses from shaped veils: Note
that the general rules for stacking
still apply; two bonuses of the same
type do not stack, even if they
come from two different veils or
a veil and a spell or spell-like
effect.

Companions: Some veils
grant the veilweaver the
ability to conjure, create,
or summon companion
creatures, such as angels,
treants, and zombies.
Whenever a creature
is granted or created
by a veil ability,
it is able to
understand the
veilweaver’s
commands and
always follows their
instructions to the best
of its ability. Creatures
granted by veils cannot be
banished or dismissed since they
are tied to the veilweaver’s life
force, but any effect that sunders,
dispels, or otherwise unshapes a
veil immediately dismisses the
companion creature unless
specifically noted otherwise.

Descriptors: Veils
use many of the same
descriptors as spells.
Whenever a veil contains
a descriptor, it carries all
the same connotations as
the spell descriptor of the same name.
Since veils do not have schools, subschools, domains,
or disciplines, these descriptors are the primary way to
categorize and identify a veil and its effects.

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Chapter 4" New Character Options

“Essence is at a number of things may occur. Any active aura powers
the Heart of the Radia. granted by shaped veils are suppressed until the veilweaver
Ancient power carrying the regains consciousness, at which point the veilweaver must
whispers of everywhere.” spend a move action to reactivate them. Any effects that
—Yomdur, Coinclock Nexus occur automatically over time, such as the temporary
hit point generation of the Stone Giant’s Girdle, continue
Essence Burn: Some spells and abilities cause essence to accrue as normal. Veils that are sundered while the
burn. Essence that has been burned cannot be used veilweaver is unconscious are not just suppressed, but
again for any other purpose until the veilweaver has had destroyed completely and cannot be used again until
a chance to rest in a calm environment. Essence burn the veilweaver reshapes their veils. The veilweaver may
naturally recovers at a rate of 1 point of essence per willingly suppress the active effects of any veil they have
minute. shaped as a free action and resume them as a move action;
the veilweaver may resume the effects of multiple veils as
Essence Capacity: However large their essence pool part of the same move action.
is, a character can only invest a certain amount of essence
into any one veil, feat, class feature, magic item, or other Per Day Abilities: Some veils grant spell-like abilities
akashic receptacle. The character’s total character level that can be used a limited number of times per day. These
determines this essence capacity as shown below, though veils use the same saving throw DC as your other veil
some feats, class features, magic items, or other abilities or abilities. These uses are only refreshed when you reshape
effects may modify their total capacity: your veils for the day; abilities like the vizier’s veilshifting
do not allow you to reshape the veil and replace it with a
Character Level Essence Capacity new instance of itself for additional uses.
1st– 5th 1
6th—11th 2 Temporary essence: Some abilities may grant the
12th–17th 3 veilweaver temporary essence. Temporary essence points
18th–20th 4 are always burned first, and cannot be recovered through
normal rest, though they generally act and can be used in
Identifying veils and effects: Information about a all other ways just like normal essence.
veil’s properties or effects can be determined using the
Knowledge (arcana) skill according to the following table: Temporary hit points and additional Hit Dice:
Temporary hit points and additional HD granted by veils
Identify a magical manifestation as DC 10 or other akashic effects start at full when essence is first
akasha or veilweaving invested and regenerate at a rate of 1 hit point per minute,
DC 15 but cannot be restored by removing and re-adding essence
Identify a specific veil’s basic properties DC 20 to the veil. Essence invested in a veil or other akashic
receptacle that grants up to a certain amount of temporary
Identify a specific veil’s bind effects hit points or bonus Hit Dice after the first time you
invest essence for the day instead starts at 1 hit point and
In areas where akashic magic is uncommon or regenerates up to its normal maximum amount.
otherwise unheard of, increase the DC of these checks
by 5. Weapon-like Veils: Weapon-like veils are veils that
can be wielded and used as a weapon, such as the Loyal
Veilweavers can also disguise the presence or function Paladin’s Spear Of Light or the Sword Of Justice. These
of their veils using the Disguise skill, disguising their veils use the same damage dice and critical statistics as
veils as extravagant clothing or even natural extensions any weapon they are described as acting as. Veilweavers
of their own body. A creature cannot attempt to identify are always proficient with any weapon-like veil they
a disguised veil without first succeeding on a Perception shape. Veils that grant selectable weapon enhancements,
check to notice that it is a veil. such as the Reaper’s Scythe, may choose which weapon
enhancements to use each time essence is invested. If
Ongoing effects and unconsciousness: Veils do not a weapon-like veil is disarmed or otherwise removed
require conscious action to maintain, but if a veilweaver is or released from your grasp, it immediately dissipates
rendered unconscious while they have active veils shaped and can be reformed as a free action on your next turn;
this supersedes the limitations on previously published
weapon-like veils, such as Loyal Paladin’s Spear Of Light,
which states that it requires a swift action to recover.

When used as a thrown weapon a veil weapon does not
dissipate for leaving your grasp and returns to you after
the attack is resolved; if you no longer have a free hand
after resolving an attack in this manner, it dissipates as
normal.

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New Character Options

New Character Options Fleshgrafter
(Occultist Archetype)
Given the nature of the Planes, a wide variety of
expressions of standard base classes and similar concepts For some occultists, the dangers of channeling power
exists. This section presents some of the more common through implements is too risky, for these sources of
variants from archetypes to new class feature selections. power can easily be lost or destroyed. To these warped
individuals, it is worthwhile to infuse the magics of
Archetypes occultation into their own bodies, creating magically-
charged grafts which bestow horrific powers on those
Ascendant (Aegis Archetype) willing to mutilate themselves.

Seeking the Loci of Eternity, some would-be immortals Grafted Implements: Rather than items, every one
find their forms imbued with the infinite energies carried of the Fleshgrafter’s implements is a part of their body
within the Radia. replaced with some biological or mechanical component.
These components are used by the Fleshgrafter in place of
Apotheosis (Su): An ascendant transforms their body implements, and function as implements for all purposes.
along one of the six eternal paths (Energy, Entropy, As with implements, each component is associated with
Incarnation, Time, Thought, or Union). These energies a certain school of magic, and counts as any implement
reinforce the ascendants formgranting a +1 natural of that school of magic for the purpose of panoplies.
armor bonus to their AC. At 5th level and every 5 levels The fleshgrafter starts with one grafted implement at
thereafter (10th, 15th, and 20th), the natural armor bonus 1st level, and gains another at 2nd level and every 4 levels
increases by 1. thereafter. This ability modifies implements but counts as
implements for the purpose of meeting prerequisites.
The evolving form of the ascendant transforms in a
manner similar to customizations. An ascndant can take Weakened Focus: The act of altering oneself so
any customization that follows the theme of their eternal substantially takes a toll upon the mind. As a result, a
path (GMs must approve final selections). fleshgrafter only possesses a number of points of mental
focus equal to their occultist level. This ability modifies
This ability replaces astral suit. mental focus.
Boundless Potential (Ps): The ascendant can take up
to their Constitution modifier in customization points Mutagen (Su): At 1st level, a fleshgrafter discovers
as eidolon evolutions instead customizations. They may how to create a mutagen that he can imbibe in order
also take other customizations from specific archetypes or to heighten his physical prowess at the cost of his
species lists so long as their theme is followed. personality. This ability functions as the alchemist’s
This ability replaces astral repair. mutagen ability, using his occultist level as his alchemist
Aware (Ex): Beginning at 2nd level, an ascendant gains level.
a +1 bonus to Perception checks. At 6th level and every
four levels thereafter, this bonus increases by 1. Starting at 2nd level, whenever the fleshgrafter imbibes
This ability replaces craftsman. his mutagen, he gains one free point of generic focus.
Rebirth (Su): At 3rd level, when resting for 8 hours, the This improves to 2 points at 6th level and improves by 1 at
ascendant can reallocation their Intelligence modifier + every 4 levels thereafter.
1/4 their ascendant level in customizations.
This ability replaces reconfigure. This ability replaces object reading.
Eternal Form (Su): At 5th level, the ascendant gains Mad Science: Starting at 1st level, in place of a focus
a bonus feat appropriate to their theme. Alternatively, power, a fleshgrafter can select an alchemist discovery,
they may select if you are using Spheres of Power, they using his occultist level as his alchemist level. In addition,
may select basic magical training for a sphere matching they gain a single alchemist discovery at 4th level and
their eternal path. If they do so, they may use their power every 4 levels thereafter. This ability alters focus powers
points to use their sphere talent and may activate and and replaces shift focus, magic circles, binding circles, fast
augment their caster level with power points. For 2 power circles, and outsider contact.
points they may activate their basic magical training Grafting Skill: At 2nd level, the fleshgrafter gains a
sphere at first level. Each additional power point spent bonus equal to half his level on Heal and Craft (alchemy)
increases tbe caster level of their sphere effect by 1. checks. This ability replaces magic item skill.
Additionally if using the Spheres systems, the Adept Fleshwarper: At 5th level, the Fleshgrafter gains
Ascendant can spend 2 customization to gain an Fleshwarper as a bonus feat, even if he does not meet the
additional magical or martial sphere or talent. prerequisites. When applying fleshcrafts to himself, the
This ability replaces master craftsman. fleshgrafter may choose to ignore any penalties normally
given by the fleshcraft. This ability replaces aura sight.

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Chapter 4" New Character Options

Eldritch Flesh: At 20th level, the fleshgrafter has This ability replaces the improved surge bond gained at
transformed their form into a horrific amalgamation of 9th level.
flesh, magic, and machinery. The fleshgrafter becomes
immune to poison, disease, and critical hits, and may Redirect Portal (Su) You can, as a standard action,
consider himself either a construct, outsider, aberration, or expend your psionic focus to redirect the destination of
his original creature type for the purpose of determining one interplanar portal for two rounds per point of your
how he is affected by abilities. In addition, the Charisma modifier. Anyone who passes through the
fleshgrafter gains a single alchemist grand discovery. portal from either side is sent to a specific plane that you
determine rather than the portal’s intended destination
This ability replaces implement mastery. unless they make a Will save, DC equal to your wilder
level plus your Charisma bonus. All those who fail the
Gatesmasher (Wilder Archetype) save go to the same location on the same plane.

The Gatesmasher is a wilder who resonates with the At 15th level and every two levels thereafter, the
energy patterns of gates and portals, and learns to duration increases by 2 rounds.
manipulate them.
This ability replaces the improved surge bond gained at
Commune with Portal (Su) Starting at 2nd level, your 13th level.
intuition supersedes gives you an uncanny connection to
portals.You gains a +2 insight bonus to her Spellcraft and Living Portal (Su) Three times daily, as a move action,
Use Magic Device checks made on interplanar gates and you may move across planar boundaries as though using
portals. This bonus increases by 1 every 4 levels thereafter planar travel.
(+3 at 6th level, +4 at 10th level, etc).
This ability replaces the improved surge bond gained at
This ability replaces elude attack. 17th level.
Planar Conduit (Su) You gain Overchannel, Planar
Sensitivity, and Talent as bonus feats at 1st level, even if Grief Weaver
you do not meet the requirements. (Shadow Weaver Archetype)
his ability replaces wild surge, psychic enervation, and
surge bond. Grief weavers master the most famous aspects of the
Randomize Portal (Su) You can emit a blast of Shadow Plane: its propensity to create blasted shades of
psychoportation energy that disrupts portals and gates. ruined places, slain creatures, and destroyed objects.
You can, as a standard action, expend your psionic focus
to randomize the destination of one interplanar portal Lost Heirloom (Ex): At 2nd level, the grief weaver
for one round per point of your Charisma modifier. finds a shadow copy of a destroyed or lost item of great
Anyone who passes through the portal from either side is significance from a distant material world. The copy is
sent to a random plane rather than the portal’s intended twisted and possibly not even recognizable by the owners
destination unless they make a Will save, DC equal to of the original, but it can still unlock power. The grief
your wilder level plus your Charisma bonus. All those weaver can use the item like an occultist's implement
who fail the save go to the same location on the same with one point of mental focus invested per two shadow
plane. weaver levels. The grief weaver use the item's base focus
At 4th level and every three levels thereafter, the power and adds the occultist spells of the item's school to
duration increases by 2 rounds. his list of perspective spells. At 12th level, the grief weaver
This ability replaces surge blast. collects a second lost heirloom. This ability replaces
Who Needs Keys? (Su) Your understanding of planar silhouette.
forces extends to the workings of gates and portals, such
that you may force them open without the correct device, Lost Shade (Su): At 4th level, the grief weaver gains
spell, or key. You make a Disable Device check as if the friendship or service of a shade, an echo of a creature
opening a lock, using your Charisma modifier instead of slain or lost on the Material Plane. The shade functions
your Dexterity modifier. This is a full-round action. The as a spiritualist's phantom, treating the shadow weaver's
portal remains open for 1d4+1 rounds afterward. spiritualist level as his class level – 3. This ability replaces
This ability replaces surging euphoria. piercing glimpse, energy duality, and weave matter.
See The Gate (Su) You see a faint nimbus of light
around the edges of gates, portals, and other means of Weave Reality: The grief weaver has access to the
crossing planar boundaries. following weave reality option.
This ability replaces the improved surge bond gained at
5th level. Weave Afterlife (Su): At 3rd level, the grief weaver can
Psionic Meditation (Su) You gain the Psionic channel negative energy as a cleric of his shadow weaver
Meditation feat even if you do not meet the requirements. level by spending a use of weave reality. The save DC
is Wisdom-based, as normal for weave reality options.
He gains Command Undead as a bonus feat (even if
he doesn't meet the prerequisites) and can only use this
energy only to command undead. This weave reality
option replaces luminous duality.

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Avid Learner: A grief weaver can learn necromancy Planediving (Ex) Your familiarity with the strange
spells with avid learner, but not divination spells. This gravity of different planes gives you an edge. Starting
ability alters avid learner. at 4th level, you learn how to shift your personal gravity
in tiny increments, making your astral suit more agile.
Orphic Guide You add 1/2 your class level to Acrobatics checks as long
(Spiritualist Archetype) as you maintain psionic focus and have your astral suit
active. This ability replaces Augment Suit.
Emotional ties to the deceased are a cornerstone of
spiritualism, and these ties can extend even into the Unfettered Planediver (Su) At 5th level you add 1/2
souls of the long-deceased who have found new forms in your class level to saves against effects that would hinder
another realm. For various reasons, some feel the need to movement between planes (minimum +1). In cases, such
call upon the souls of long-dead heroes or villains to aid as dimensional anchor or wrench, where a save is normally
them in their missions across the planes. not allowed you gain one, but do not add ½ your class
levels to the roll.
Petitioner Phantom: Rather than being tied to a
specific emotion which keeps the being tethered to the This ability replaces Master Craftsman.
material plane, the orphic guide’s phantom is associated
with a certain plane where its soul has taken refuge. Planediver Customizations
The phantom does not gain an emotional focus, instead
gaining a Subtype as an unchained summoner’s eidolon. The customizations below are unique customizations only
In addition, the phantom gains ranks in Knowledge available to the planediver archetype. The planediver may
(history) and Knowledge (the Planes) equal to its hit dice, still select normal customizations in addition to the new
and these are treated as the two skills of the phantom’s options below.
emotional focus for the purpose of spiritualist class RR 2-Point Customizations:
features (such as shared consciousness).
XX Favored Plane: You may select a single plane other
This ability modifies phantom. than the material. While wearing your astral
Planar Emissary: The orphic guide excels at freely suit, you gain a +2 bonus on initiative checks and
moving between planes and fending off the assaults of Knowledge (geography), Perception, Stealth, and
extraplanar beings. She gains the following spell-like Survival skill checks when on this plane. Traveling
abilities at the listed levels. The orphic guide can use each through your favored plane normally leaves no trail
of these abilities once per day, plus one additional time and you cannot be tracked (though you may leave a
per day for every 4 spiritualist levels she possesses beyond trail if you choose). The planediver must be at least
the level at which she gained the spell-like ability This 5th level before selecting this customization.
ability replaces detect undead, calm spirit, see invisibility,
and call spirit. XX Planar Weapon: Your astral suit envelopes your
melee weapon granting it a +2 bonus on to hit
RR 5th: protection from chaos/evil/good/law (chosen at the and damage rolls made against outsiders. The
time of casting) planediver must be at least 5th level before selecting
this customization.
RR 7th:: resist energy
RR 9th: dispel magic RR 3-Point Customizations
RR 16th: planar adaptation XX Planar Stride: When choosing this customization
you must choose a specific plane of existence.
Planediver (Aegis Archetype) While wearing your astral suit, you may ignore
naturally occurring difficult terrain on that plane
The Planediver develops skills to aid him in traveling the if it is not enchanted or magically manipulated to
planes and dealing with their denizens, rather than in the impede motion. The planediver must be at least
learning how to manipulate and craft psionic items. 10th level before selecting this customization.

Experienced Planewalker (Ex) You add half your level Planestrider (Psion)
(minimum 1) to Knowledge (the planes) skill checks made
to identify hazards or creatures of extraplanar origin. This The planestrider is an experienced plane traveller who
ability replaces Craftsman. learns to resonate with the vibrations of the planes he
visits.
Versatile Reconfigure (Ex) As a move action you
can reconfigure up to your Intelligence modifier + 1 in Class Skills At 1st level, you gain Autohypnosis,
customization points on your astral suit. This ability does Knowledge (the planes), Perception, and Use Psionic
not work on the material plane. This ability modifies Device as class skills. This replaces the class skills you
Reconfigure. would gain by choosing a discipline.

Bonus Feats At 1st level and every five psion levels
thereafter, you gain a feat from the following list as

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Chapter 4" New Character Options

a bonus feat. You must still meet all prerequisites for Weave Reality (Su): The reality sculptor gains an
the bonus feat, including minimum manifester level additional daily use of weave reality at 7th level. In
requirements. addition, she gains access to the following weave reality
options.
Available feats include: Accurate Planewalker, Aligned
Attack, Body Fuel, Critical Refocus, Dispelling Static, Sculpt Creature: At 7th level, the reality sculptor can
Ectoplasmic Power, Elemental Blast, Enlightened spend a use of weave reality to alter a creature as if with
Captain, Ghost Attack, Metapsionic Mastery, Nomad's alter self. If the creature is unwilling, it can negate the
Jump, Planar Pathfinder, Planar Sensitivity, Psionic effect with a successful Fortitude saving throw. At 10th
Body, Psionic Psychic, Psychoportive Pathfinder, Soul level, this can instead function as polymorph. This weave
Warrior, Telepathic Link, and Tomb Raider. reality option replaces the silhouette gained at 7th level.

This ability replaces the discipline class feature. Sculpt Matter: At 10th level, the reality sculptor can
Because you do not select a discipline, you are limited to spend a use of weave reality to revise matter as if with the
the psion power list when selecting your powers known spell fabricate. This weave reality option replaces energy
(as a generalist). duality.

Been There, Done That (Ex): You gain a bonus to Realize Transmutation: At 16th level, the reality sculptor
Knowledge (the planes) and Spellcraft skill checks equal can spend a use of weave reality as a standard action
to half your level (minimum +1). to replace any spell with false transmutation in its name
with the transmutation spell it imitates with the same
This ability replaces discipline talents. remaining duration. If the transmutation spell requires
Portal Sense (Ex): At 2nd level, you add your psion level material or focus components, she must provide those
as a bonus on Spellcraft checks to identify the properties components. A creature that was unaffected due to
and command words of portals, gates, and other means disbelief gets a new saving throw against the realized
of travelling the planes. If you roll a natural 20 on these spell, if the transmutation normally allows one. This
checks you also gain a momentary vision (sight only) of weave reality option replaces overrule reality.
what lies at the other end of the effect.
This ability replaces the discipline ability normally Avid Learner: A reality sculptor can learn
gained at 2nd level. transmutation spells with avid learner, but not evocation
Planar Attunement (Ex): At 8th level, three times per or illusion spells. This ability alters avid learner.
day you may gain a +10 enhancement bonus on portal
sense checks. This ability can be used an additional time Actualize Transmutation (Su): At 20th level,
per day every two psion levels thereafter. In addition, the reality sculptor's shadow spells that emulate
at will you may expend your psionic focus to manifest transmutations are 100% real; they can't be disbelieved. If
detect teleportationUP. There is no power point cost for an imitated transmutation spell requires material or focus
manifesting this ability. components costing 1 gp or more, the reality sculptor
This ability replaces the discipline ability normally must provide those components to modify its illusory
gained at 8th level. version with this ability. This ability replaces perspective
Planar Relocation (Su): At 14th level, you can use actualization.
planar travel as a psi-like ability once per day per point of
your primary attribute bonus. Solipsist
This ability replaces the discipline ability normally (Shadow Weaver Archetype)
gained at 14th level.
Portal Empathy (Ex): At will, at 20th level you can Solipsists know their beliefs are all that truly define their
identify all properties, keys, and command words of any reality. With the quasi-reality of Shadow enveloping
gate or portal by touching it for one round. them, this becomes a self-fulfilling prophecy.
This ability replaces the discipline ability normally
gained at 20th level. Weave Reality (Su): The solipsist gains an additional
daily use of weave reality at 4th level and 14th level. She
Reality Sculptor also gains access to the following weave reality options.
(Shadow Weaver Archetype)
Disbelieve Reality: At 14th level, the solipsist can spend
Reality sculptors specialize in the shadow weaver's power a use of weave reality to treat one creature or object she
to shape reality by manipulating the balance between can perceive as if it were a figment for 1 round per shadow
opposing forces. These shadow weavers are the foremost weaver level. She can't touch the chosen creature or object
architects and artisans of Hyraeatan, where they can get and it cannot touch her, each passing through the other as
the most out of their reality-altering abilities. if the other were an intangible figment. This weave reality
option replaces the piercing glimpse gained at 14th level.

Dispel Matter: At 18th level, the solipsist can spend a
use of weave reality to dispel one object fitting within one
10-foot cube per shadow weaver level or one creature of

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Class Features

any size. The target must be within 100 feet + 10 feet per RR 5th—planeslayer’s call
shadow weaver level and must make a Fortitude saving RR 7th—plane shift
throw. If target fails and has no more hit points than
50 + 5 per shadow weaver level, or if it succeeds and has Cryptic Insight
20 or fewer hit points, its physical form is utterly erased
from existence. This weave reality option replaces weave The Grand Tapestry (Ps): The cryptic sees the grand
matter. and eternal pattern made by the planes of existence and
gains the ability to follow its threads. The cryptic gains
Avid Learner: A solipsist cannot gain divination spells the use of planar travel as a psi-like ability three times
with avid learner. This ability alters avid learner. daily. A cryptic must be at least 16th level before selecting
this insight.
Self-Centered Reality (Ex): Starting at 4th level, the
solipsist refuses to accept aspects of reality she dislikes Daevic Passions
and her disbelief blunts their effects. She gains damage
reduction 1/—. Whenever she attempts a saving throw, The City, with its powerful guardians and deadly politics,
she can make a Will saving throw to disbelieve the attack is often inhospitable to daevas of dominion and wrath,
as an immediate action by spending a use of weave reality. whose violent and controlling tendencies can often put
If the attack was an illusion, treat this as her normal save them at odds with the established powers in the City.
to disbelieve it; if the attack wasn't an illusion, she gains Such daevas who enter the City outside of a daevic mortal
this chance to disbelieve anyway. If she disbelieves a host rarely last long. More subtle daeva, such as those
non-illusion this way, she treats it as only 80% real; non- representing desire and knowledge, find it easier to thrive
damaging effects have only an 80% chance of applying within the City, and daevics who embody such daeva
to her, and any damage it deals to her is reduced to 80% often find their way into prominent positions of influence
normal. At 9th level, her damage reduction improves to throughout the city. The daevic passion of knowledge is
3/— and a non-illusion she disbelieves is reduced to 60% particularly common in the City, and may be chosen by
real. At 19th level, her damage reduction improves to 5/— any character when they gain their first level in the daevic
and a non-illusion she disbelieves is reduced to 40% real. class.
This ability replaces the piercing glimpses gained at 4th
level, 9th level, and 19th level. Knowledge

Seeing is Believing (Su): At 8th level, the solipsist Daevas of Knowledge seek out mortal hosts who share
can use overwhelm disbelief on any target she can see. their unrelenting drive to uncover the secrets of existence.
This ability alters overwhelm disbelief and replaces vital Librarians, information brokers, and scholars of all stripes
duality. may earn the attention of such daeva, though only those
with the strength and will to seek out knowledge in the
Class Features darkest and most dangerous corners of the planes can
form the bond required to host a daeva within themselves
Cleric Subdomain: Continuum and become true daevic. Daevics of knowledge who
establish themselves as valued residents of the City are
Your powers bring you in tune with the majesty of the often invited to contribute to the living library of the
multiverse. Grove of Eld, where they use their heart of Yggdrasil veil to
grow a mighty oak tree etched with all of the knowledge
Associated Domain: Psionics. they accrue during their adventures. A daevic who
Replacement Powers: The following granted power selects this passion is almost always of neutral alignment,
replaces the dispelling touch of the psionics domain. holding the pursuit of knowledge as paramount over petty
Planar Static (Ps): You are able to interfere with the concerns related to morality.
psionic abilities of creatures from beyond your plane of
existence. Your may select two of the following types/ Passion Veils: Boatman’s Ferry, Daevic Aspect, Gloves
subtypes to affect from the following: Fey, Outsider, Of The Master Thief, Heart Of Yggdrasil, Nymph’s Visage,
deep one, elemental, or extraplanar. As a swift action Spectacles Of The Sheikh, Vambraces Of Holy Scripture,
creatures with the selected types are subject to a selective Nothingness Shroud, Waistband Of The Wealthy.
interference field (as catapsi) that lasts for 1 round per
cleric level. You can choose a different pair of creature Skills: Daevics of knowledge treat all Knowledge skills
types with each use. You can use this ability once per day as class skills.
at 8th level and one additional time per day for every four
cleric levels beyond 8th. A daevic of knowledge uses Intelligence instead of
Replacement Domain Spells: Charisma as her veilweaving modifier. Starting at 3rd
level, the daevic gains the following ability:
RR 3rd—planar inquiry
RR 4th—planar adaptation

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Eidetic Cache: The daevic can memorize a piece of hour of them reading or experiencing the information to
information and later recall it perfectly. She can hold be stored. If a member of the daevic’s telepathic bond has
roughly 10 pages of written information, including the ability to prepare spells from a spellbook, the daevic
images and maps, or 30 minutes’ worth of speech or may share any spell stored in her eidetic bond with them
music. (Memorizing music doesn’t confer the ability to and allow them to prepare the spell as though from a spell
perform it properly.) The amount she can store increases book. In addition, the daevic may now store up to three
by 5 pages and 5 minutes at 2nd level, and at every separate pieces of information in her eidetic cache.
level thereafter. The daevic can hold only one piece
of information in this way at a time. The information At 18th level, the daevic can store up to six pieces of
doesn’t go away when she recalls it, but when the daevic information in her eidetic cache and may transcribe any
memorizes a new piece of information with this ability, spell stored in her cache into a magic scroll as though
the old piece becomes as imperfect any other memory. using the Scribe Scroll feat.
Memorizing magical writing (such as a scroll or a page
from a spellbook) doesn’t confer the ability to borrow, Secrecy: Starting at 6th level, whenever the daevic
duplicate, or retain any of the magic in the writing, but commits a piece of written information to her eidetic
the daevic can reproduce the spell in writing to allow cache, she may choose to erase the source of the
someone who prepares spells from a spellbook to prepare information completely from existence. Any book, spell,
it as though using a borrowed spellbook. Alternatively, scroll, or other recording medium used by the daevic to
while the daevic has a spell memorized in this manner, obtain the information is wiped completely clean and
she may take a number of points of essence burn equal to cannot be recovered by any means. Other instances of
the spell’s level to use it as a spell-like ability; the daevic the information are unaffected (for example, if the daevic
can only emulate spells whose level is equal to or less than uses her eidetic cache to store a spell from a spell book,
half her class level (rounded down, minimum 1) with this it is erased from that book but might still exist in other
ability. scrolls or books). In addition, the daevic can attempt to
sequester a written magical trap (such as explosive runes or
At 6th level the possessing daeva begins to transform sepia snake sigil) in her eidetic cache and destroy it. Treat
and adopt an affinity for a particular aspect of knowledge. this as a Disable Device check to disarm a magical trap
Choose one of the following aspects: Education or (as though the daevic has the trapfinding class feature).
Secrecy. Her bonus on this roll is equal to either her Disable
Device modifier or the sum of 5 + her daevic level + her
Education: From 6th level on, the daevic gains the ability Intelligence modifier, whichever is higher. If the daevic
to establish a telepathic bond between herself and a succeeds, instead of being disabled, the trap is erased
number of willing creatures up to her Intelligence bonus and destroyed. This ability can’t destroy symbol traps; it
(minimum 1), each of which must have an Intelligence functions only if written text is involved.
score of 3 or higher. Each creature included in the link is
linked to all the others. The creatures can communicate At 12th level, whenever the daevic deals damage to a
telepathically through the bond regardless of language. creature with a manufactured or natural weapon, or with
No special power or influence is established as a result a weapon-like veil or other veil ability that deals hit point
of the bond. Once the bond is formed, it works over damage, she may use an immediate action to steal one
any distance (although not from one plane to another). piece of information she chooses from the target and store
The daevic may share information stored in her eidetic it in her eidetic cache. If the daevic does not specify a
cache with any creature included in her bond, though for particular piece of information, or if the target does not
them the information functions like a normal memory, know the information the daevic was seeking, she instead
not one with perfect clarity. Similarly, any information gains one random memory from the target creature. This
shared with the daevic by a member of her bond is filtered information is erased from the target’s memory unless
through the lens of that creature’s mind and cannot be they succeed at a Will saving throw (DC 10 + 1/2 daevic
made more accurate by storing it in her eidetic cache, and level + her Intelligence modifier). This can cause creatures
the daevic cannot retain complex information (such as a who have prepared a spell to have it wiped from their
memorized spell) through the base ability of this bond. memory, expending any slots the spell was memorized
The daevic may add or remove a creature from this bond in. Creatures with a limited list of spells known, such
as a standard action. as bards and sorcerers, instead lose the ability to cast
the selected spell for 24 hours. In addition, the daevic
Starting at 12th level the daevic’s telepathic bond and increases the number of pieces of information she can
eidetic cache improve. The daevic may store any known store in her eidetic cache to three.
or memorized spell possessed by a member of her bond
in her eidetic cache, and she may use her eidetic cache At 18th level, the daevic may store the complete
to store information that she herself has not read or knowledge of a single living creature in her eidetic cache
experienced, as long as the memory or information is as a full-round action. This must be a creature the daevic
shared by a member of her telepathic bond within one has seen in person, and the creature must be on the same
plane of existence as the daevic when the ability is used.

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Unwilling creatures targeted by this ability may attempt Guru Philosophy
a Will saving throw (DC 10 + 1/2 the daevic’s class level
+ her Intelligence modifier) to resist its effects. Once a As a planar hub, the City attracts travelers, philosophers,
creature has been affected by this ability, they cannot and esoterics of all stripes. Some come seeking
be detected by divination magic, nor by magical effects knowledge, others power, and some simply stumble
and wards (such as the alarm or explosive runes spells), across the City after traveling the winding paths of the
and any creature other than the daevic and the target Lattice. The akashic warrior-priests known as gurus are
whose total hit dice are less than or equal to the daevic’s commonly found amongst these travelers, and many in
own forget the target ever existed. Attempts to scry the City adopt or influence their teachings. Followers
the creature automatically fail and wards simply fail to of the Shanti philosophy, commonly known as Shanti
trigger, though they otherwise remain active and in place. priests, are particularly common within the City due
Whenever a creature affected by this ability interacts with to their skills at nonviolent conflict resolution and
another creature, they are extremely forgettable; creatures predisposition as natural diplomats.
whose hit dice are less than or equal to the daevic’s
that interact with the target will overlook them unless Shanti
directly confronted, and quickly forget the interaction
ever took place once the creature is no longer nearby. In Shanti priests believe in finding peaceful resolutions
addition, the daevic can store up to 6 targets or pieces of to all problems and only resort to violence as a last
information in their eidetic cache. result. Valued highly as diplomats, gurus who follow
the philosophy of shanti have a calming influence on
Daevic Aspect: Knowledge Veil everyone around them.

The daevic aspect veil is available to all daevics and Proficiencies: The shanti guru gains additional
represents a fundamental manifestation of the daeva they proficiency with bolas, jutte, light flail, nine-section
draw their power from. add the following entries to the whip, nunchaku, rope dart, sap, tonfa and whip. Shanti
daevic aspect veil: gurus also gain Improved Unarmed Strike as a bonus
feat and treat their unarmed strike and natural attacks as
Base Veil: Knowledge: You gain a +1 insight bonus to philosophy weapons.
Will saving throws and increase the DC of your spell-like
abilities by 1. Aura of Calm (Su): From 1st level on, shanti gurus
gain the ability to generate a constant aura of calm in
Blood Bind: Knowledge: You may make a Knowledge a 10 foot radius, increasing by an additional 10 feet at
(arcana) check to identify a spell or spell-like ability 3rd level and every two levels thereafter. The guru can
as it is being cast, as though using the Spellcraft skill. suppress or resume this aura as a swift action. As long as
Whenever you successfully identify a spell or spell-like the aura of calm is active any creature within its radius
ability in this manner, you may, as an immediate action, must succeed at a Will saving throw (DC 10 + 1/2 the
take a number of points of essence burn equal to the guru’s class level + his Wisdom modifier) or find itself
spell’s level, or 1/2 the caster’s HD (rounded down, unable to take violent actions (although they can defend
maximum 10) for spell-like abilities that do not have themselves) or do anything destructive (such as sundering
a spell level, to attempt to counter the spell as though equipment or destroying property). Any aggressive action
using dispel magic. If you successfully counter the spell, against or damage dealt to a calmed creature immediately
you immediately heal a number of points of essence burn frees it from the aura’s effects. This aura is automatically
equal to 1/2 that spent to counter the spell (rounded suppressed if the guru is rendered unconscious.
down).
Enhanced Calm: Starting at 4th level, the guru’s aura
Dread Terror: of calm automatically suppresses (but does not dispel)
Vision of L imbo any morale bonuses granted by spells such as bless, good
hope, and rage, and also negates a bard’s ability to inspire
On a successful attack the dread bombards the defender courage or a barbarian’s rage ability. It also suppresses any
with roiling visions or chaos and hallucinatory landscapes. fear effects and removes the confused condition from all
The dread’s attack bestows the confused condition for a creatures within its affected area. While within the radius
number of rounds equal to the dread’s level, unless the of the aura, a suppressed spell, condition, or effect has no
target makes a successful Will save (DC 10 + 1/2 the effect. When the affected creature leaves the area of the
dread’s class level + the dread’s Charisma modifier). This aura of calm, the original spell or effect takes hold of the
is mind-affecting fear effect. The dread must be at least creature again, provided that its duration has not expired
6th level to select this option. in the meantime.

Calming Touch (Su): At 7th level, whenever a creature
who has succeeded on their saving throw against the

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guru’s aura of calm, or who has been freed from the aura Occultist Panoply:
of calm due to taking damage or being the target of Garb of the Planeswalker
aggressive action, takes nonlethal damage from the guru’s
gentle touch ability, they must make a new Will saving This panoply is associated with those who travel between
throw against the guru’s aura of calm or be subject to its the planes, harnessing magic from across the multiverse.
effects once more.
Associated Implements: Cloak (Abjuration), Compass
Rest For the Wicked (Su): Shanti gurus who reach (Conjuration), Eyeglass (Divination)
10th level gain the ability to force creatures into a peaceful
slumber. As a standard action, the guru can force any Resonant Power: Each time the occultist invests
creature within the radius of its aura of calm to fall asleep mental focus into all of the associated implements,
unless it succeeds on a Will saving throw (DC 10 + 1/2 the panoply grants the following resonant power. The
the guru’s class level + his Wisdom modifier). Sleeping panoply’s bearer gains the benefit of this power until the
creatures are helpless. Slapping or wounding awakens an occultist refreshes his focus
affected creature, but normal noise does not. Awakening
a creature is a standard action (an application of the aid Planar Companion: You gain an eidolon as an unchained
another action). The guru may choose to take 1 point summoner of your occultist level. The eidolon does not
of essence burn when activating this ability to make it gain evolution points normally, but gains 1 evolution
a healing rest, granting the target fast healing equal to point for every 2 total points of mental focus invested in
the guru’s Wisdom bonus (minimum 1) for a number of the associated implements.
rounds equal to the guru’s class level, or until the target
awakens, whichever comes first. Targets of a healing Base Focus Power All occultists who learn to use this
rest who sleep for at least 5 rounds are also cured of panoply gain the following focus power
any poisons or non-magical diseases. A target can only
benefit from a healing rest once per day. This ability does Planeswalker’s Ward: By expending a point of mental
not affect unconscious creatures, constructs, or undead focus as a standard action, you may touch a creature and
creatures. affect them as per the planar adaptation spell, using your
occultist level as your cast level.
Slumbering Palm (Su): Beginning at 13th level,
whenever the guru deals nonlethal damage to a creature Focus Powers In addition to the base focus power,
using his gentle touch ability, they must succeed at a occultists who learn to use this panoply can select the
Will saving throw or fall asleep as though targeted by the following focus powers when choosing powers gained
guru’s rest for the wicked ability. from their focus powers class feature.

Peaceful Returns (Su): Once the guru reaches 16th RR Cast from the Realm: By taking a standard action and
level, he may spend a move action to cause any nonlethal expending 1 point of mental focus, you may banish
damage dealt to a creature within his aura of calm to be a creature as per the dismissal spell (DC 10 + ½
maximized until the start of his next turn, treating all your occultist level + your Intelligence modifier). By
damage dice as though they had rolled the maximum expending an additional point of mental focus, you
possible amount. may affect numerous creatures as per the banishment
spell using the same DC. You must be at least 7th
Swords to Plowshares (Su): At 19th level, whenever the level to select this focus power.
guru is dealt damage with a manufactured melee weapon
by a creature within his aura of calm, that creature must RR Planar Negotiator: As a standard action, you may
succeed at a Will saving throw (adding their weapon’s spend 1 point of mental focus gain a bonus on
enhancement bonus, if any, to the roll) or have their Charisma-based checks made to influence outsiders
weapon transform into a peaceful tool unsuitable for equal to half your occultist level for 10 minutes. In
combat. Swords become plowshares, quarterstaffs become addition, starting at 9th level, you may spend 1 point
fragile walking sticks, warhammers become mundane of mental focus to cast lesser planar binding as a
carpentry tools, etc. Creatures attempting to use a spell-like ability. At 13th level, this improves to planar
weapon transformed in this way treat it as a nonmagical binding, and at 17th level this improves to greater
improvised weapon of the same size and materials as planar binding.
the base weapon. This transformation lasts as long as
the weapon remains within the guru’s aura of calm, and RR Wanderer of Realms: By taking a standard action and
the weapon naturally returns to its original shape and expending 1 point of mental focus, you may cast plane
functionality upon leaving the aura. shift as spell-like ability. This ability may only be
used on willing creatures. By expending an additional
point of mental focus, you may automatically show up
within 5 miles of your location. Starting at 17th level,
you may expend 3 points of mental focus to use gate
instead of plane shift, although you may only use this
gate for the planar travel function. You must be at
least 9th level to select this focus power.

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Psychic Warrior Path: 14th—magnetic field
Planewalker’s Path 16th—remove radioactivity
18th—antipathy
Your fighting style is influenced by your connection to
the planes. Wind

Powers: dimension swap, inertial armor. 2nd—alter winds
Skills: Acrobatics, Autohypnosis, Perception. 4th—gust of wind
Bonus Class Skill: Knowledge (the planes). 6th—wind wall
Trance: Beginning at 3rd level, while maintaining 8th—fickle winds
psionic focus, you gain a +1 competence bonus on attack 10th—suffocation
and damage rolls made against any outsiders or opponents 12th—control winds
with the extraplanar subtype. This bonus increases by 1 14th—wind walk
every four psychic warrior levels thereafter. 16th—whirlwind
Maneuver: Beginning at 3rd level, any time you strike 18th—winds of vengeance
an outsider or enemy that has the extraplanar subtype
with a melee attack you can expend your psionic focus to Vizier Mystic Attunements
deal an additional +2d6 damage. For every five psychic
warrior levels you gain thereafter, this damage increases Viziers are prevalent across the City, occupying positions
by +1d6. of power and influence within the City’s bureaucracy
and institutions. Many viziers found within the City
Witch Patrons were trained at The Pillar of Edaiho by masters of their
arts, molded and shaped into iron-willed repositories of
Fire knowledge more faithful and reliable than even the most
carefully warded written mediums. While many trained
2nd—burning hands at The Pillar of Edaiho have jobs and responsibilities
4th—pyrotechnics already waiting for them with powerful patrons or
6th—f ireball families who fund their educations, others ransom
8th—f irefall everything they own towards their schooling, hoping to
10th—fire snake achieve even greater wealth and prestige with the skills
12th—contagious flame they learn.
14th—f irebrand
16th—incendiary cloud Path of the Scholar
18th—fiery body
Viziers who follow the path of the scholar are often
Lightning trained in great libraries or academic colleges, often
trained alongside wizards or clerics who worship gods of
2nd—shocking grasp knowledge.
4th—aggressive thundercloud
6th—lightning bolt Academy Trained: Starting at 1st level, the vizier
8th—ball lightning adds 1/2 his class level (minimum 1) on all Knowledge
10th—lightning arc skill checks, and may make all Knowledge skill checks
12th—chain lightning untrained. In addition, the vizier gains Scribe Scroll as
14th—magnetic field a bonus feat, treating his class level as his caster level,
16th—stormbolts gains read magic as an at-will spell-like ability, and may
18th—ride the lightning transcribe a magical scroll from any scroll or spell book
he has access to. Scrolls crafted in this manner can be
Luddite either arcane or divine based on the source material (for
example, scrolls crafted from a spell book would generally
2nd—damp powder be arcane, while a scroll crafted using a divine scroll or
4th—protection from technology other holy text would be divine).
6th—discharge
8th—rebuke technology Expert Veilshifting (Su): Starting at 5th level the
10th—destroy robot vizier gains 1 additional use of his veilshifting ability
12th—antitech field (increasing the number of veils he can reshape with a
single use by 1 as normal), and may automatically bind
one of his reshaped veils as part of the veilshifting ability.
At 9th and 13th level, the vizier gains one additional use

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of his veilshifting ability and may automatically bind one Starfarer’s Surge
additional veil shaped with the veilshifting ability. Viziers
with the chakra rebirth class feature may use veilshifting Wild Surge and Psychic Enervation: When a starfarer
as a swift action, reassigning their essence as part of the wilder suffers psychic enervation, he is staggered until
veilshifting process.
 the end of his next turn and loses a number of power
points equal to his normal manifester level (the increase in
Akashic Records (Su): Followers of the path of the manifester level from her wild surge does not increase the
scholar who reach 19th level gain the ability to create number of power points lost).
an extraplanar library capable of retaining all of their
collected knowledge, as though they had cast lesser create Surge Bond: The starfarer wilder gains the
demiplaneUM with a caster level of 20 and the permanency Enlightened Captain feat as a bonus feat.
spell. This library is also capable of supporting a small
staff of scholars and librarians, providing lodging and Improved Surge Bond: At 5th level, the starfarer wilder
enough food, water, and air for up to 10 creatures. The gains one feat from the following list as a bonus feat at
vizier may transfer himself and up to 9 other willing 5th level and every four levels thereafter (9th, 13th, etc):
creatures adjacent to him from their current location to Dodging Ship, Dispelling Static, Metapsionic Mastery,
this library and back as a full round action, similar to the Nomad’s Jump, Planar Pathfinder, Planar Navigator,
plane shift spell. Psionic Body, Tactical Navigation, and Tomb Raider.. She
must still meet the prerequisites of the feat.
This library is automatically stocked with every piece
of information the vizier has ever learned, including Class Templates
books and tomes he can use with his academy trained
ability and Scribe Scroll feat to scribe magical scrolls of Class templates are similar to archetypes that can be
any spell he has read. Whenever the vizier reads a new taken by more than one class. Each class template lists
scroll, book, tome, or other medium used to store and eligible classes for selection and what class features they
convey information, a tome containing that information sacrifice to gain access to new abilities.
magically appears on the shelves of his library. These
tomes instantly dissolve and reappear on the appropriate Excruciator
shelf if they are taken outside of the library. While
within the confines of his library, the vizier may use his Many individuals make it their mission in life to protect
records and references to enhance his research, doubling others, but oftentimes they find that their physical
the bonus to Knowledge checks granted by his academy abilities are insufficient to provide sufficient defense.
trained class feature; this does not stack with any other Hence, they have turned to the energies of the planes to
bonuses for using a library with records in a related field. guide their actions, oftentimes jeopardizing their own
mortal forms in the name of their mission.
Wilder Surges
The excruciator is a class template suitable for the
Planewalker’s Surge warder and zealot classes. When converting a character to
a excruciator, the character loses or changes the following
Wild Surge and Psychic Enervation: When a class features
planewalker wilder suffers psychic enervation, she is RR Warder: The Warder does not gain the extended
sickened until the end of her next turn and loses a number
of power points equal to her normal manifester level (the defense class feature.
increase in manifester level from her wild surge does not The warder gives up their first bonus feat (at 3rd
increase the number of power points lost). level).
RR Zealot: The Zealot’s zeal bonus does not increase at
Surge Bond: The planewalker wilder gains the 5th and 15th levels.
Accurate Planewalker feat as a bonus feat. The Zealot does not gain a conviction at 14th level.
The Zealot cannot grant a second maneuver with
Improved Surge Bond: At 5th level, the planewalker echoes of steel at 11th level.
wilder gains one feat from the following list as a bonus Lore of the Planes: The excruciator may trade one of
feat at 5th level and every four levels thereafter (9th, 13th, her available disciplines for the elemental flux discipline.
etc): Accurate Planewalker, Aligned Attack, Dispelling This ability does not cause excruciator archetype to
Static, Ectoplasmic Power, Elemental Blast, Ghost be incompatible with other archetypes that alter the
Attack, Planar Navigator, Planar Pathfinder, Planar maneuvers class feature or her available disciplines.
Sensitivity, Psionic Body, Psionic Psychic, Psychoportive She otherwise learns, readies, initiates maneuvers as
Pathfinder, Soul Warrior, Telepathic Link, and Tomb a standard member of her base class. In addition, the
Raider. She must still meet the prerequisites of the feat. excruciator may select akashic feats as bonus feats in
addition to combat feats.

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Cosmic Agony (Su): At 5th level, RR Warded Steps: For every point of essence invested
the excruciator gains the ability to in this ability, the excruciator gains a +1 bonus on
establish a planar link which intensifies AC against attacks of opportunity provoked from
as she takes damage. Whenever the movement.
excruciator takes damage equal to or
greater than her initiator level, she gains Mantle of Pain (Su): At 11th level, the excruciator
one point of temporary essence which learns to share the fruits of their suffering with those
lasts for 1 minute. The excruciator can around them. Any creatures within the excruciator’s
have a maximum number of temporary collective or affected by their aegis share the benefits of
essence from this ability equal to half any essence invested in the Cosmic Agony class feature.
her excruciator level. Once per round,
the excruciator may intentionally harm Master of Pain (Su): At 14th level, the excruciator has
herself to compound this link as a swift become so accustomed to suffering that injuries no longer
action taking damage equal to her trouble them. The excruciator becomes immune to pain
initiator level, to enter a stance or use a
boost, and gaining 1 point of temporary
essence. This essence, in addition to any
other essence the excruciator possesses,
can be invested in the following ways

RR Blood for Blood: For every point of
essence invested in this ability, the
excruciator gains a +1 bonus on all
damage rolls.

RR Enhanced Recuperation: When
recovering maneuvers from this
class, the excruciator recovers one
additional maneuver for every point
of essence invested in this ability.

RR Numb to the Suffering: For every
point of essence invested in this
ability, the excruciator gains DR 1/-
that stacks with any other forms of
DR the excruciator possesses.

RR Planar Resolution: The excruciator
gains a +1 bonus on CMB and
CMD in addition to any checks
made in place of a CMB check for
every point of essence invested in
this ability

At 11th level, essence can be invested
in the following additional ways:

RR Akashic Warden: For every 2 points of essence invested
in this ability, the excruciator’s reach increases by 5
feet

RR Deathless: For every point of essence invested in this
ability, treat the excruciator’s Constitution score as 2
higher for the purpose of determining when she dies
from negative hit points.

RR Heavenpiercer: For every point of essence invested
in this ability, the excruciator ignores 2 points of
damage reduction, energy resistance, and hardness
when attacking.

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Chapter 4" New Character Options

effects and the bleeding condition. The excruciator gains form of a physical bag but rather a portal which the
one point of temporary point of essence when targeted by planeshaper can open or close anywhere on their person.
a pain effect or when they reduce a creature to 0 hit points Retrieving something from or putting something into the
(this counts as essence gained through cosmic agony for personal plane is a move action.
determining the max amount of temporary essence that
the excruciator can have). At 3rd level and every 2 levels thereafter, the contents
limit and contents volume limit of the personal plane
Planeshaper double, to a maximum of 128,000 lbs and 15,360 cubic
feet at 19th level. At 6th level, retrieving something from
Across the multiverse are beings chosen not only to or putting something into the personal plane becomes a
traverse the cosmos but to expand upon it, tapping into swift action. At 12th level, it becomes a free action.
their innate magical abilities to weave new tapestries into
the planar fabric. In time, these creative endeavors expand Planar Refuge (Su): At 7th level, the planeshaper may
from simple demiplanes to entire planes formed in their designate one extradimensional space created through
creator’s image, establishing a permanent mark upon personal plane or through the rope trick, create mindscape,
reality. mage’s private sanctum, greater create mindscape, mage’s
magnificent mansion, lesser create demiplane, create
The planeshaper is a class template suitable for the demiplane, or greater create demiplane spells as their planar
oracle, psychic, and sorcerer classes. When converting a refuge. (Other spells may be used at GM discretion). The
character to a planeshaper, the character loses or changes planar Refuge’s duration becomes permanent, and the
the following class features. planeshaper gains a constant arcane eye spell that allows
them to explore the inside of their planar refuge from
RR Oracle: The oracle gains the bonus spells granted anywhere in the multiverse.
from planescuplting in place of their mystery spells.
The oracle does not gain a revelation at 1st, 7th, and Planar Sovereign (Su): At 15th level, the planeshaper
15th levels. gains greater control over their planar refuge. They gain
The oracle does not gain a final revelation. the ability to use plane shift as a spell-like ability at-
will, although this ability may only be used to transport
RR Psychic: The psychic gains the bonus spells granted creatures or objects to and from the planeshaper’s planar
from planescuplting in place of their discipline spells. refuge. In addition, the planeshaper may as a full-round
The psychic does not gain a phrenic amplification at action pull a creature or object from their planar refuge,
1st, 7th, or 15th levels. causing it to appear with close range of them.
The psychic does not gain remade self.
Planer Domain (Su): At 20th level, the planeshaper’s
RR Sorcerer: The sorcerer gains the bonus spells granted Planar Refuge evolves from a simple demiplane into a
from planescuplting in place of their bloodline spells. plane in its own right. When a demiplane is designated as
The sorcerer does not gain a bloodline power at 1st, the planeshaper’s Planar Refuge, it no longer possesses a
15th, and 20th levels. maximum size, being as large as the planeshaper desires.
The sorcerer does not gain a bloodline feat at 7th level. In addition, as part of casting any create demiplane spell
which affects their planar refuge, the planeshaper can
Planesculpting: Whenever the planeshaper would gain use magic populate the demiplane with any creatures
a bonus spell as a result of their bloodline, mystery, or they so desire, although these creatures have a maximum
discipline, they instead gain one of the following spells of CR of the planeshaper’s caster level -10 (these creatures
the listed spell level. cannot be summoned with planar sovereign). In addition,
the planeshaper’s planar refuge cannot be dispelled or
RR 1st—alarm disjoined.
RR 2nd—rope trick
RR 3rd—instigate psychic duel Planesinger
RR 4th—create mindscape
RR 5th—mage’s private sanctum The tales of material realm are numerous and fascinating,
RR 6th—greater create mindscape although in the minds of some they are trite and
RR 7th—lesser create demiplane ineffectual. These artists see the grand tapestry of the
RR 8th—create demiplane multiverse as extending far beyond the whims of mortals,
RR 9th—greater create demiplane and so harness their artistic talents to find and relay
the stories of gods, angels, devils, and the many other
Personal Plane (Su): At 1st level, the planeshaper gains mysterious beings which wander the expanse.
access to a unique extradimensional space in which they
can store objects. This extradimensional space functions Planesinger is a class template suitable for the bard
as a bag of holding (type I), save that it does not take the and skald classes. When converting a character to a
planesinger, the character loses or changes the following
class features:

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Class Templates

RR Bard: A bard loses inspire competence, inspire Wuji Precursor
greatness, inspire heroics, and deadly performance
Although few wish to accept it, those who have mastered
RR Skald: A skald loses marching song. the divine arts understand that a time will come when
A skald does not gain rage powers at 9th and 15th the planes run dry of magic. The last souls will burn out
levels. and the planes will at last fade into emptiness when this
A skald does not gain the master skald class feature. day comes. This awesome oblivion has piqued the interest
of more nihilistic individuals, who seek to harness these
Planar Repertoire The planesinger adds the following powers of destruction to either accelerate or stabilize the
spells of the listed levels to his spell list. end which will inevitably come.

RR 1st—protection from chaos/evil/good/law Wuji precursor is a class template suitable for the cleric
RR 2nd—align weapon, communal protection from chaos/ and druid classes. When converting a character to a wuji
precursor, the character loses or changes the following
evil/good/law class features:
RR 3rd—communal align weapon, magic circle against
RR Cleric: The cleric does not gain the channel energy
chaos/evil/good/law class feature.
RR 4th—chaos hammer, dimensional anchor, dismissal, holy The cleric cannot spontaneously convert spells into
cure or inflict spells.
smite, lesser planar binding, order’s wrath, unholy blight The cleric gains only a single domain.
RR 5th—commune, contact other plane, dispel chaos/evil/
RR Druid: The druid does not gain the nature bond
good/law, planar adaptation class feature.
RR 6th—blasphemy, dictum, holy word, mass planar The druid cannot spontaneously convert spells into
summon nature’s ally spells.
adaptation, planar binding, plane shift, word of chaos The druid does not gain the ability to use wild shape
at-will at 20th level. Other druid archetypes which
Planar Performance: A planesinger gains the following modify wild shape remain compatible with this class
bardic performance or raging song options. template.

Tamer of Realms: At 3rd level, a planesinger can use Channel Entropy (Su): At 1st level, a number of times
their performance to facilitate travel through strange per day equal to 3 + their Wisdom modifier, the the
and dangerous realms or deal with equally strange and wuji precursor gains the ability to tap into the powers of
dangerous denizens. An affected ally gains a +1 bonus oblivion to inflict destruction upon everything around
on saving throws against environmental hazards and on them. This is similar to channeling negative energy, but
caster level checks made to overcome spell resistance. instead of healing undead, this attack harms and devours
This bonus increases by 1 at 7th level and every 4 levels all types of creatures and objects, inflicting damage
thereafter, to a maximum of +5 at level 19. regardless of type. This is not negative energy damage;
instead, the damage manifests in the form of wounds
Planar Infusion: At 9th level, the planesinger can from accelerated deterioration and rot. A creature that
call upon the powers of other realms to infuse his would take damage from this energy attempts a Fortitude
environment with extraplanar energies. So long as they save to halve the damage, rather than a Will save (DC 10
continue to perform, they may apply or negate any of + ½ the wuji precursor’s class level + the wuji precursor’s
the following planar traits in a 30-foot radius around Wisdom modifier). At 8th level, a creature that both fails
them: mildly aligned, strongly aligned, enhanced magic, the Fortitude save and would be killed or destroyed by
impeded magic, limited magic, wild magic, air-dominant, this effect is entirely disintegrated, leaving behind only a
earth-dominant, fire-dominant, water-dominant, trace of fine dust. A disintegrated creature’s equipment
negative dominant, and positive-dominant. is unaffected. This ability still counts as channel energy,
but it counts as neither positive nor negative energy
Essential Melody: At 15th level, the planesinger learns specifically (for example, the wuji precursor couldn’t
to harness and control the true essence of a being so take the Turn Undead or Command Undead feat). For
as to bend it to their will. For a mortal, this may mean the purposes of feats that require channel energy but
attacking their soul. For an outsider, this may involve refer to what happens if the character channels positive
warping the planar energies which hold them together. or negative energy, this ability alters the listed effect for
Any creature affected by this ability takes a -6 penalty negative energy. For instance, a wuji precursor cultist
on all of their ability scores so long as this performance could use Channel Smite to damage things with her
continues. At 18th level, the planesinger can affect one melee attack.
additional creature with this performance.

Music of the Gods: At 20th level, the planesinger’s
music proves able to charm the divine powers of the
planes themselves, allowing him to work untold miracles.
Once per day, the planesinger may cast miracle as a
spell-like ability. In addition, the planesinger ignores any
immunity to mind-affecting effects that creatures may
possess.

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Cosmic Erosion (Su): A wuji precursor can invert Constitution modifier plus an additional minute for each
stored spell energy into spells which accelerate the additional aspect feat the character possesses.
deterioration of reality. She can “lose” any prepared spell
that is not an orison or domain spell in order to cast any Transnodal Feats: Entirely unique to the City of the
of the following spells of the same spell level or lower. 7 Seraphs and her surrounding planes (and individual
realms), Transnodal feats represent the bonds planar
RR 1st—ray of enfeeblement travelers establish with the lands they’ve passed through.
RR 2nd—shatter For some, these connections allow the individual to focus
RR 3rd—dispel magic on a specific node, where they can invest a little of their
RR 4th—envervation life essence to develop a temporary, albeit powerful,
RR 5th—slay living connection to the plane or realm for a very short time (see
RR 6th—disintegrate Setting the Node, page 467). Once a connection is
RR 7th—waves of exhaustion established, theses planar travelers may freely benefit from
RR 8th—antimagic field these transnodal connections anywhere in the planes,
RR 9th—mage’s disjunction trading their initial investment in the node for a small
benefit. Planar travelers also receive access to that node’s
Embodiment of the End (Su): At 20th level, the wuji boon, which they can activate at any time, anywhere.
precursor transcends the deterioration of existence at Player characters who activate these boons lose all access
least partially, enabling them to oversee the course of to the benefits of their respective feat until they return to
the multiverse and guide the path of oblivion. The wuji the node and complete an another challenge.
precursor is becomes immune to death effects, does not
need to eat or breathe, and neither ages nor dies of old When an individual activates a node boon, they
age. automatically target themselves and any of their allies
(at their discretion) within 30 ft. Unless otherwise
New Feats stated in their individual descriptions, activating a node
boon is a standard action that provokes an attack of
Many new options are available to those who travel opportunity. Once activated, each boon lasts for a total
the Planes or come to spend time within the City of of 15 minutes, plus an additional 5 minutes for each
Hyraeatan. These are general feats that represent a wide additional transnodal feat the character possesses. The
array of groups, peoples, attitudes, struggles, privileges, character activating the node boon designates, at the time
and entitlements throughout the whole City of 7 Seraphs. of activation, who she will target and how much time
Although designed to allow players special opportunities each target will receive from the central allotment for
in special parts of the city, these feats can also be used that particular node boon. Unless otherwise stated, node
to bypass problems, establish identities, learn secrets, boons may be activated anywhere.
or otherwise manipulate the city and its inhabitants in
special or unique ways. Among the following feats are Veilweavers using Aspect or Transnodal Feats: A
two new categories: Aspect feats and Transnodal feats. character with an essence pool can opt to take a point of
Each is described below. essence burn as opposed to taking hit point damage when
triggering an aspect or transnodal feat.
Aspect Feats: These feats represent a special
connection to a powerful celestial, devil, divine being, Abaddon’s Aspect [Aspect]
or similar entity. Individuals who take on Aspect feats
dedicate themselves to practices, rites, rituals, and Once you died everything got weird.
observances that bring them closer to their chosen master. Prerequisites: Constitution 13+, must have been the
While some outsiders mistake these individuals as cultists
or thralls, nothing could be further from the truth; successful target of a breath of life, raise dead, or similar
individuals who select aspect feats do so because they have spell.
discovered and nurtured a special connection with these
beings, even if the beings themselves often overlook them Benefit: Once per day, as a swift action that does not
in return. Additionally, some of these feats also allow an provoke an attack of opportunity, you can take on the
individual to make a small sacrifice to their master to gain Abaddon’s Aspect. While active, you gain acid resistance
additional powers—when they do notice them. Unless 5 and +2 bonus on saves against death spells and magical
otherwise stated in their individual descriptions, aspects death effects (although you may still die naturally).
last for a number of minutes equal to the individuals Additionally, while Abaddon’s Aspect is active, you
appear to be shrouded by a black, wispy cloak the color
of old oil. This image is intimidating to good creatures,
granting you a +2 bonus to Intimidate skill checks against
them.

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Abaddon’s Crown [Aspect] Setting the NoNdewe Feats

You have embraced the secrets of death and been changed Setting the node is a term used by planar
by them. travelers from Hyraeatan to describe the
investment of a traveler’s personal essence
Prerequisites: Intelligence 14+, Abaddon’s Aspect (see into a distinct planar location of importance
page 466) (hereafter referred to as a node). Although
their planar significance is often invisible to the
Benefit: Once per day, you may choose to immediately naked eye, these nodes—which often have
dismiss Abaddon’s Aspect to gain the benefits of the distinct appearances or locations that define
death ward spell, which lasts for a number of minutes their physical locale—are easily revealed
equal to your character level. Additionally, if you are when presented with their corresponding
a spellcaster, you may add the death ward spell to your planar keys. Once revealed, a traveler can
spell list as a 4th level spell, even if it normally does not make a small investment in the node, gaining
normally appear on it. a corresponding benefit from the node, as well
as its listed boon, the latter which they may
Absorb Power activate at any time, anywhere. Investing in
every node is different, but always includes a
Prerequisite: Mirror power class feature. physical, mental, planar, or other challenge
Benefit: As a standard action you may spend one that the character must overcome; instead of
reflection to make a touch attack against a character earning any experience points for overcoming
capable of triggering your mirror power class feature. The or bypassing this challenge, those points are
target must make a Will save (DC = 10 + 1/2 echo level instead invested into the node, thus setting
+ Charisma modifier). On a successful save the echo may the node and bestowing the node’s boon on
act as though the target had just activated that spell or the character. Once a node boon is set, the
power for purposes of their mirror power ability. If the character need only pay its activation fee
target fails the save, they instead lose access (as if it was to gain its effects. Once activated, you must
not on their spells or powers known list) to the spell or return to the original location and face another,
power for a number rounds equal to the echo’s Charisma suitable challenge to set the node again.
modifier. During these rounds the echo may mirror
power the ability as though it was just cast or activated Example While probing the outer edges of
each round. the Depthless Deeps, Shel’Awuun discovers
a hidden cave with an well of True Water. He
Accurate Planewalker [Psionic] presents a small token (a piece of aquamarine
blessed by a Priest of the True Wave) and
Prerequisites: Ability to manifest planar travel. the well instantly erupts into a full fountain of
Benefit: You can expend your psionic focus while water. When it does, it summons its guardian—
manifesting planar travel in order to to more precisely the younger water elemental Hadriazzalla. If
target your planar transport, allowing you to arrive 5d20 Shel’Awuun defeats Hadriazzalla in battle, he
miles away instead of 5d100 miles away. gains no experience, but instead sets the node
there. Once set, he gains a small benefit or two
Akashic Flux (a +1 to Swim skill checks and resistance to cold
[Combat, Akashic] 5) that are always active. He also gains that
node’s boon. In Shel’Awuun’s case, that node
Your are able to channel the forces of the cosmos to tame boon allows him to bestow the spell water
the raging elemental energies within breathing on all of his allies (within 30 ft.) for a
total of 15 minutes, plus 5 additional minutes for
Prerequisites: Two maneuvers known of two different each transnodal feat he possesses. Activating
disciplines, essence pool 1 a node boon is a swift action that does not
provoke. Once he activates this boon (which
Benefit: Whenever you would spend animus or tempo costs him a few more hit points)—perhaps to
points, you may take an amount of essence burn equal to save an ally from drowning—he must return to
the number of points which would be spent to trigger the the node to activate it again.
effect as if you had expended a number of points without
actually expending any. In addition, whenever you
reassign essence, you may spend animus or tempo points
to gain an amount of temporary essence equal to half the
number of points spent for 1 minute.

In addition, you gain 1 point of essence.

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Chapter 4" New Character Options

Akashic Response as a 3rd level spell, even if it normally does not normally
[Combat, Akashic] appear on it.

Powered by Akashic Energy, you lash out at your enemies Aspect of the First Wind [Aspect]
with ease.
You have whispered into the wind and it, in turn,
Prerequisites: Con 13 or veilweaver level 1 whispered back.
Benefit: For every point of essence invested in this
feat, you gain the ability to make one additional attack of Prerequisites: Charisma 15, ability to cast spells with
opportunity each round. The benefits of this feat stack the air descriptor.
with feats such as Combat Reflexes.
In addition, you gain 1 point of essence Benefit: Once per day, as a swift action that does
not provoke an attack of opportunity, you can take on
Another Perspective the Aspect of the First Wind. While active, you gain
electricity resistance 5 and +2 bonus on saves against
You can see the shadows of reality another way. spells with the air and sonic descriptors. Additionally, as
Prerequisite: Perspective spells ability. a swift action, a number of times per day equal to your
Benefit: Choose a perspective and a school of Charisma modifier, you may sacrifice 1d4 hit points to
double this resistance for 1 minute.
magic. Treat perspective spells of that school from that
perspective as if they were on your list of perspective Special: You are always met by favorable winds and
spells except that they are 1 spell level higher for you. that makes it very hard to track you by scent. Anyone
tracking you by scent suffers a -4 penalty to their
Special: You can gain this feat more than once. You Perception skill checks.
must choose a different combination of perspective and
school each time. Aspect of the Undreamt [Aspect]

Arc of Light [Transnodal] We Faceless Kings, gathered once more…
Prerequisites: Charisma 15, ability to cast divination
You have bathed in the gentle glow of Solaria’s rings.
Prerequisites: Wisdom 13, must have spent at least spells.
Benefit: Once per day, as a swift action that does
24 hours on Solaris and overcome a special challenge (as
agreed upon between you and your GM). not provoke an attack of opportunity, you can take on
the Aspect of the Undreamt. While active, you gain a
Benefit: You gain resistance 5 against positive energy +2 bonus on saves against spells from the enchantment
and negative energy. You may lower this resistance at will. school. Additionally, as a swift action, a number of
times per day equal to your Charisma modifier, you
Special: Undead creatures who gain this feat glow as may sacrifice 1d4 hit points to double this resistance
if the target of the light spell. They cannot suppress this for 1 minute. While this aspect is active, you also gain
glow while the resistance is active. Additionally, as a swift the benefits of the haunted fey aspect spell, although you
action that does not provoke an attack opportunity, a instead take on an alien-appearance.
number of times per day equal to your Wisdom modifier,
you may sacrifice 1d4 hit points to double this resistance Special: Whenever you take on the Aspect of the
for 1 minute. Undreamt, you suffer a -2 penalty to Diplomacy skill
checks.
Node Boon: Activating this node boon costs 1d6 +1 hit
points/per ally within 30 ft. you choose to effect. Once Aura of the Eternal Gem
activated, you and your targeted allies gain the benefits of [Tran snodal]
the prayer spell.
Your heart reflects all the colors of the eternal. You are
Aspect of the Final Wind [Aspect] elusive, deadly, and hidden deep in someone’s secret
dream. From that place of power, you weave powerful
You are unshackled and unbound. illusions.
Prerequisites: Aspect of the First Wind (see page
Prerequisites: Charisma 14, must have spent at least 24
468). hours inside the Sparkling Forever and overcome a special
Benefit: Once per day as a swift action that does not challenge (as agreed upon between you and your GM).

provoke an attack of opportunity, you may choose to Benefit: Whenever you cast a spell with the illusion
immediately dismiss Aspect of the First Wind to gain descriptor, increase its DC by 1.
the benefits of the fly spell, which lasts for a number of
minutes equal to your character level. Additionally, if you Special: As a swift action that does not provoke an
are a spellcaster, you may add the fly spell to your spell list attack opportunity, a number of times per day equal
to your Charisma modifier, you may sacrifice 1d4 hit

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New Feats

points to double this bonus to +2 (or triple it to +3 in the initiative checks until your spirit has at least 4 points of
Sparkling Forever) for 1 minute. If you are located in the influence over you rather than 3. In addition, your spirit
Sparkling Forever when you sacrifice these hit points, you does not take control of your body until it has a total of 7
also gain the benefits of the spell disguise self for a number points of influence over you rather than 5.
of minutes equal to your Charisma modifier.
Challenge of Avarice
Node Boon: Activating this node boon costs 1d6 +1 hit [Tran snodal]
points/per ally within 30 ft. you choose to effect. Once
activated, you and your allies gain the benefits of the You were tested in the Annex of Avarice. You survived.
ironskin spell. Prerequisites: Wisdom 13, must have spent at least 24

Aura of the Long Night [Aspect] hours inside the Annex of Avarice and overcome a special
challenge (as agreed upon between you and your GM).
When you’ve walked the Lattice this long, the shadow...it
gets in your blood. Benefit: You gain a +1 insight bonus to Will saves.
This bonus triples in the Annex of Avarice, as well as
Prerequisites: Mantle of the Seven Nightmares feat when you’re dealing with shaitains or devils.
(see page 472).
Special: As a swift action that does not provoke an
Benefit: Once per day as a swift action that does not attack opportunity, a number of times per day equal to
provoke an attack of opportunity, you may choose to your Wisdom modifier, you may sacrifice 1d4 hit points
immediately dismiss Aspect of Seven Nightmares to gain to double this bonus to +2 (or +6 in the Annex of Avarice)
the benefits of the darkness spell. When you do, darkness for 1 minute. If you are located in the Annex of Avarice
lasts for 10 minutes plus a number of minutes equal to when you sacrifice these hit points, you also gain the
your character level. Additionally, if you are a spellcaster, benefits of the spell sanctuary.
you may add the darkness spell to your spell list as a 2nd
level spell, even if it normally does not normally appear Node Boon: Activating this node boon costs 1d6 +1 hit
on it. points/per ally within 30 ft. you choose to effect. Once
activated, you and your allies gain the benefits of the
Blessing of the Blue Beyond bull’s strength spell.
[Tran snodal]
Challenge of Lore [Transnodal]
You have swam in the clear, pure waters of the Blue
Beyond and been changed by the Depthless Deeps. You’ve walked the Archive District since leaving the
Colleges District...and...it shows.
Prerequisites: Constitution 13, must have spent at least
24 hours in the Depthless Deeps and overcome a special Prerequisites: Intelligence 12, must have spent at
challenge (as agreed upon between you and your GM). least 24 hours in both the Archive District and College
District, as well as overcome a special challenge (as agreed
Benefit: You gain cold resistance 5. upon between you and your GM).
Special: As a swift action that does not provoke an
attack opportunity, a number of times per day equal to Benefit: You gain a bonus equal to your Intelligence
your Constitution modifier, you may sacrifice 1d4 hit modifier to Will saves against illusions.
points to double this resistance for 1 minute. If you are
located in the Depthless Deeps when you sacrifice these Special: As a swift action that does not provoke an
hit points, you also gain the benefits of the aboleth’s lung attack opportunity, a number of times per day equal
spell. to your Intelligence modifier, you may sacrifice 1d4
Node Boon: Activating this node boon costs 1d6 +1 hit hit points to double this bonus for 1 minute. If you are
points/per ally within 30 ft. you choose to effect. Once located in either the Archive or College districts (in the
activated, you and your allies gain the benefits of the City of 7 Seraphs) when you sacrifice these hit points, you
water breathing spell. also gain the benefits of the commune with birds spell.
Normal: The water breathing spell normally affects a
single target for 2 hours per level. Node Boon:Activating this node boon costs 1d6 +1 hit
points/per ally within 30 ft. you choose to effect. Once
Capacious Psyche activated, you and your allies gain the benefits of the
locate object spell.

Darker Reflection

You are adept at harboring the willpower of other beings Prerequisite: Dark reflection class feature.
Prerequisite: Medium level 1st Benefit: You may select an additional dark reflection.
Benefit: Influence creeps over you more slowly than

it otherwise would. You do not take any penalties on

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Chapter 4" New Character Options

Deepen Reflection Benefit: You gain a +1 insight bonus to Bluff skill and
initiative checks.
Prerequisite: Deeper reflection class feature.
Benefit: You may select an additional deeper reflection. Special: As a swift action that does not provoke an
attack opportunity, a number of times per day equal to
Destiny Addict [Psionic] your Wisdom modifier, you may sacrifice 1d4 hit points
to double this bonus for 1 minute. If you are located in
Prerequisites: Able to manifest 2nd-level powers or cast Allialla when you sacrifice these hit points, you also gain
2nd level psychic spells, fate eater blood/brains user the benefits of the alter self spell.

Benefit: When you ingest fate eater blood you retain Node Boon:Activating this node boon costs 1d6 +1 hit
the temporary power points for 3 hours instead of 1. points/per ally within 30 ft. you choose to effect. Once
When you ingest fate eater brains you may retrain four activated, you and your allies gain the benefits of the cat’s
aspects of your character instead of three. grace spell.

You can easily recognize fate eater flesh and blood, Echo Item
including tainted or false varieties, and gain a +5
competence bonus to Appraise checks made to determine Prerequisite: Mirror power (1st level), Use Magic
the value of the flesh/blood or realize that a substance is Device 3 Ranks.
not true fate eater flesh/blood.
Benefit: You may now use mirror power to duplicate
You gain a +1 bonus on Fortitude saving throws and a powers and spells generated by items of power. The item
+2 bonus on saving throws against drugs and poison. must have a Source you currently have learned for mirror
power and the effect must be within your normal limits
This feat counts as the Endurance feat for the purpose for mirror power. You must have an object in hand of
of qualifying for the Diehard feat. similar size or nature (a loop of twine for a ring, a twig
or dagger for a wand, etc.) Otherwise, this ability follows
Destiny Glutton [Psionic] mirror power as per normal rules and uses one reflection.

Prerequisite: Destiny Addict (see page 470). Enlightened Void Captain [Psionic]
Benefit: If you consume fate eater blood at least once a
week you gain a +2 bonus to your manifester level when Benefit: Once per day per point of your primary
using the new power acquired. This bonus lasts until you attribute bonus, you may expend your psionic focus as a
next consume the blood and change powers, at which swift action to add a +2 bonus to all drive checks for three
point the new power gains the bonus. rounds. You may expend two uses to increase the bonus
to +4.
Destiny Strike [Psionic]
Erakin’s Challenge [Transnodal]
Prerequisites: Destiny Addict (see page 470),
Improved Critical. You’ve walked the hidden roads of Tarterus and survived.
Prerequisites: Constitution 13, must have spent at least
Benefit: Your consistent consumption of fate eater flesh
allows you momentary flashes of alternate timelines, and 24 hours in Erakin the Relentless and overcome a special
that gives you the ability to borrow from those timelines. challenge (as agreed upon between you and your GM).
As a swift action you may expend your psionic focus upon
confirming a critical hit in order to re-roll any natural 1's Benefit: You gain a +2 insight bonus to Perception and
once each when rolling damage. This decision may be Survival skill checks.
made after the damage is rolled.
Special: As a swift action that does not provoke an
Dream City Hustler [Transnodal] attack opportunity, a number of times per day equal
to your Constitution modifier, you may sacrifice 1d4
You’ve walked Allialla’s streets and met her tests, each in hit points to double this bonus for 1 minute. If you are
kind. located in Erakin the Relentless when you sacrifice
these hit points, you also gain the benefits of the endure
Prerequisites: Wisdom 15, must have spent at least elements spell.
24 hours in Allialla, the City at the End of Dream and
overcome a special challenge (as agreed upon between you Node Boon:Activating this node boon costs 1d6 +1 hit
and your GM). points/per ally within 30 ft. you choose to effect. Once
activated, your allies gain the benefits of the false life
spell.

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New Feats

Essential Recuperation Extra Reflection
[Combat, Akashic]
Prerequisite: Reflection class feature.
You can tap into the powers of akasha to focus your Benefit: You gain 2 extra reflections in your pool.
martial abiltiies Special: You may select this feat more than once.

Prerequisites: Con 13 or veilweaver level 1, ability to Extra Silhouette
initiate maneuvers.
Your shadow can maintain more illusions.
Benefit: As a swift action, you may take essence burn Prerequisite: Silhouette ability.
equal to the highest maneuver recovered to recover Benefit: You gain another silhouette you qualify for.
maneuvers equal to your initiation modifier, you may do Special: You can gain this feat more than once.
so a number of times per day equal to your veilweaving
modifier. Form of Echoes

Essential Supply [Akashic] Prerequisite: Moment of change class featureSoT,
reflection class feature.
You have learned how to harness Akashic power for
numerous other purposes. Benefit: Your effective caster levels from echo stack
with your effective caster levels from taskshaper. You may
Prerequisites: Veilweaver level 7th. use moments of change to power reflection based powers
Benefit.Whenever you would expend points from any and reflections to power moment of change based powers.
of the following pools of points, you may instead take See Rite Publishing’s Secrets of the Taskshaper for more
1 point of essence burn for every point spent to avoid information.
reducing your pool up to a number of times per day equal
to your veilweaving level: grit, panache, arcane reservoir, Forever’s Green Touch
arcane pool, phrenic pool, mental focus, and mongrel [Tran snodal]
reservoir. Other pools may be added at GM discretion.
You’ve walked the Great Tree and met its challenges.
Extra Discovery Prerequisites: Constitution 13, must have spent at least

You continue tinkering with your device and your planar 24 hours on Yggdrasil and overcome a special challenge
theories. (as agreed upon between you and your GM).

Prerequisite: Aethernaut discovery ability. Benefit: You gain a +2 bonus to Fortitude saves.
Benefit: You gain another aethernaut discovery you Special: As a swift action that does not provoke an
qualify for. attack opportunity, a number of times per day equal
Special: You can gain this feat more than once. to your Constitution modifier, you may sacrifice 1d4
hit points to double this bonus for 1 minute. If you are
Extra Piercing Glimpse located on Yggdrassil when you sacrifice these hit points,
you also gain the benefits of the pass without trace spell.
Your study of shadowstuff reveals more of the underlying Node Boon:Activating this node boon costs 1d6 +1 hit
secrets of reality. points/per ally within 30 ft. you choose to effect. Once
activated, the allies you target within 30 ft. gain the
Prerequisite: Piercing glimpse ability. benefits of the delay disease spell.
Benefit: You gain another piercing glimpse you
qualify for. Geryon’s Grace [Aspect]
Special: You can gain this feat more than once.
Prerequisites: Malebolge’s Mantle (see page 472).
Extra Precision Benefit: Once per day as a swift action that does not
provoke an attack of opportunity, you may choose to
You are better at finding and exploiting opportunities to immediately dismiss Aspect of Malebolge to gain the
influence the outcome of your actions. following benefits of the bull’s strength spell, which lasts
for 10 plus a number of minutes equal to your character
Prerequisite: Precision ability. level. Additionally, if you are a spellcaster, you may add
Benefit: You gain an additional daily use of precision. the bull’s strength spell to your spell list as a 2nd level spell,
Special: You can gain this feat more than once. even if it normally does not normally appear on it.

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Chapter 4" New Character Options

Gold’s Ocean [Transnodal] Litany of Mockery [Teamwork]

The Golden Ocean and the shores of the Isles of Aglia— When your group starts in on a foe, they just don’t quit…
their absolute perfection changed you. Prerequisites: Intimidate 3 ranks
Benefit: When you and at least one ally openly belittle,
Prerequisites: Constitution 12, must have spent at least
24 hours on the Golden Ocean and overcome a special chide, insult, mock, or otherwise make fun of a target,
challenge on the Isles of Aglia (as agreed upon between you may add a cumulative +1 insight bonus to your
you and your GM). Performance (comedy) skill checks for each ally who also
has this teamwork feat (maximum +5). If you and your
Benefit: You gain a +2 morale bonus to Survival and allies continue this abuse unhindered for at least 1 minute,
Swim skill checks. you may force that target to make a Will save (DC 10 + 2
for each participant with this feat; maximum DC 20) or
Special: As a swift action that does not provoke an suffer the effects of the confusion spell, as if cast by a spell
attack opportunity, a number of times per day equal caster equal to your character level.
to your Constitution modifier, you may sacrifice 1d4
hit points to double this bonus for 1 minute. If you are Love’s Lesson [Transnodal]
located on the Golden Ocean when you sacrifice these
hit points, you also gain the benefits of the touch of the sea You’ve learned to listen, you’ve learned to love.
spell. Prerequisites: Wisdom 13, must have spent at least 24

Node Boon:Activating this node boon costs 1d6 +1 hours in the Seven Realms of the Heavens and overcome
hit points/per ally within 30 ft. you choose to effect. a special challenge (as agreed upon between you and your
Once activated, your allies gain the benefits of the water GM).
breathing spell.
Benefit: You gain a +2 morale bonus to Diplomacy and
Normal The water breathing spell normally affects a Heal skill checks.
single target for 2 hours per level.
Special: As a swift action that does not provoke an
Halo of Luneria Revealed [Aspect] attack opportunity, a number of times per day equal to
your Wisdom modifier, you may sacrifice 1d4 hit points
You have always been drawn to the light of the Orbs of to double this bonus for 1 minute. If you are located in the
Luneria. Seven Realms of the Heavens when you sacrifice these hit
points, you also gain the benefits of the dream feast spell.
Prerequisites: Halo of Pilfered Moonlight (see page
472) Node Boon:Activating this node boon costs 1d6 +1 hit
points/per ally within 30 ft. you choose to effect. Once
Benefit: Once per day as a swift action that does activated, you and your allies gain the benefits of the
not provoke an attack of opportunity, you may choose blessing of courage and life spell.
to immediately dismiss Aspect of Luneria to gain the
benefits of the delay poison spell, which lasts for a number Malebolge’s Mantle [Aspect]
of hours equal to your character level. Additionally, if you
are a spellcaster, you may add the delay poison spell to You’ve walked in the shadows of the deadliest of giants.
your spell list as a 2nd level spell, even if it normally does Prerequisites: Strength 13
not normally appear on it. Benefit: Once per day, as a swift action that does not

Halo of Pilfered Moonlight provoke an attack of opportunity, you can take on the
[Aspect] Aspect of Malebolge. While active, you gain DR 5/good
and +1 profane bonus to all saves. Additionally, as a swift
You have always been drawn to the light of the Orbs of action, a number of times per day equal to your Strength
Luneria. modifier, you may sacrifice 1d4 hit points to double this
to DR 10/good for 1 minute. Sacrificing these hit points
Prerequisites: Charisma 13. is automatic and ignores DR. Additionally, you gain the
Benefit: Once per day, as a swift action that does not ability to cast the message spell a number of times per day
provoke an attack of opportunity, you can take on the equal to 3 plus your Strength modifier.
Aspect of Luneria. While active, you gain negative energy
resistance 5 and +2 bonus on saves against spells and Mantle of the Seven Nightmares
effects with the death descriptor. Additionally, as a swift [Aspect]
action, a number of times per day equal to your Charisma
modifier, you may sacrifice 1d4 hit points to double this By the seven secret sinners, each in their mockery, I
resistance for 1 minute. Additionally, you gain the ability become as the monster.
to cast the light spell a number of times per day equal to 3
plus your Charisma modifier.

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New Feats

Prerequisites: Intelligence 12. Benefit: When you use mirror power a psionic
Benefit: Once per day, as a swift action that does not manifestion you create a 30 ft. zone of psionic energy
provoke an attack of opportunity, you can take on the shimmering around you. Your reflections resonate with
Aspect of Seven Nightmares. While active, you take on psionic characters within your zone allowing them a
a fearsome appearance that naturally intimidates others. circumstance bonus to their manifester level equal to the
While this aspect is effect, you gain a +2 insight bonus to number of rounds you have echoed one of their powers.
Intimidate and Sense Motive skill checks. Additionally, This bonus lasts a maximum number of rounds equal to
as a swift action, a number of times per day equal to your your Charisma bonus.
Intelligence modifier, you may sacrifice 1d4 hit points to
double this resistance for 1 minute. Additionally, you gain For more on Zones, see Transcendent 10—Psionics of
the ability to cast the penumbra spell a number of times Conflict: Zones of Power.
per day equal to 3 plus your Intelligence modifier.
Quick Glimpse
Master of Nightmares [Aspect]
You can change your piercing glimpse on the fly.
And in your glory, your shadow becomes true nightmare. Prerequisite: Two piercing glimpses.
Prerequisites: Mantle of the Seven Nightmares Benefit: You can change the piercing glimpse you have
Benefit: Once per day as a swift action that does not
active as a move action.
provoke an attack of opportunity, you may choose to
immediately dismiss Aspect of Seven Nightmares to Run Tadpole, Run! [Teamwork]
gain the benefits of the dark whispers spell, which lasts
for a number of hours equal to your character level. When pursuing an enemy, your team openly mocks and
Additionally, if you are a spellcaster, you may add the dark intimidates them.
whispers spell to your spell list as a 2nd level spell, even if it
normally does not normally appear on it. Prerequisites: Charisma 13.
Benefit: When you and at least one ally pursue the
Planar Pathfinder [Psionic] same enemy, you gain a +1 cumulative insight bonus to
Intimidate skill checks against your target for each ally in
Prerequisite: Psychoportive Pathfinder your group actively pursuing the target (maximum +5).
Benefit: Your marker also allows you to be followed Special: At least one of your pursuing allies must also
across planar barriers. Acts as Psychoportive Pathfinder possess this feat.
but also includes planar travel in it's list of supported
effects. Shadow’s Caress [Transnodal]

Planar Sensitivity [Psionic] The shadows run quiet and long in the shadows of the
Occlusion.
Prerequisites: Knowledge (the planes) 5 ranks,
Spellcraft 5 ranks, Prerequisites: Dexterity 13, must have spent at least
24 hours in the City of 7 Seraphs and overcome a special
Benefit: Once per day per point of your manifesting challenge (as agreed upon between you and your GM).
Ability Score modifier, you may expend your psionic
focus as a swift action to make one Knowledge (the Benefit: You gain a +2 insight bonus to Stealth skill
planes) check, about the plane you are currently on, that checks.
gains a +4 insight bonus.
Special: As a swift action that does not provoke an
Psychic Manifestation [Psionic] attack opportunity, a number of times per day equal to
your Dexterity modifier, you may sacrifice 1d4 hit points
Prerequisites: Manifester level 3rd, able to cast psychic to double this bonus for 1 minute. If you are located in the
spells Lattice or the City of 7 Seraphs when you sacrifice these
hit points, you also gain the benefits of the silence spell.
Benefit: You can expend your psionic focus to replace
either the thought or emotion component of a psychic Node Boon:Activating this node boon costs 1d6 +1 hit
spell. points/per ally within 30 ft. you choose to effect. Once
activated, you and your allies gain the benefits of the fox’s
Reflective Resonance [Psionic] cunning spell.

Prerequisite: Reflection class feature. Shattered Resistance [Psionic]

Prerequisite: Reflection class feature.
Benefit: When you mirror power a spell, you create
a 30 ft.zone of flickering energy around you. Your
reflections resonate with spells sourced from the same

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Chapter 4" New Character Options

power. Casters with the same source that are within your overcome a special challenge (as agreed upon between you
Zone gain a circumstance bonus to DCs of spells equal to and your GM).
the number of rounds you have echoed that Source. For
more on Zones, see Transcendent 10—Psionics of Conflict: Benefit: You gain a +1 bonus on saving throws against
Zones of Power. spells with the air, cold, electricity, and sonic descriptors.

Streetwise of Hyraeatan Special: As a swift action that does not provoke an
attack opportunity, a number of times per day equal
Benefit: You gain a +1 bonus to saving throws against to your Constitution modifier, you may sacrifice 1d4
planar environmental effects from any plane that is not hit points to double this bonus for 1 minute. If you
your own, including those that enter your plane like the are located on the Plane of Storms when you sacrifice
Radia’s storm effects. In Hyraeatan, you may (if you these hit points, you also gain the benefits of the endure
wish) consider Radia storm conditions as on level lower in elements spell.
intensity while in the City. Level 1 intensity Radia effects
do not require you to make saving throws. Node Boon:Activating this node boon costs 1d6 +1 hit
points/per ally within 30 ft. you choose to effect. Once
Stormdrinker activated, you and your allies gain the benefits of the
barkskin spell.
Benefit: You increase the duration of 1 minute Radia
Emission effects to 24 hours on you. 10 minute and 1 Test of the True Flame
hour durations are instead doubled. You may only increase [Tran snodal]
the most recent exposure to Radia Emissions in this way.
The True Flame is at the heart of everything it destroys.
Storm’s Heart You’ve beheld it and claimed this secret as your own.
[Tran snodal]
Prerequisites: Constitution 14, must have spent at
You sought out and survived the least 24 hours in the City of Brass and overcome a special
Plane of Storms.
challenge (as agreed upon between you
Prerequisites: Constitution and your GM).
15, must have spent at least 24 Benefit: You gain
hours in the Plane of Storms and resistance fire 5.
Special: As a
swift action that
does not provoke an
attack opportunity,
a number of times
per day equal to your
Constitution modifier, you
may sacrifice 1d4 hit points
to double this resistance for 1

minute. If you are located in the
Ashen Realm when you sacrifice
these hit points, you also gain the
benefits of the see invisibility spell.
Node Boon:Activating this node
boon costs 1d6 +1 hit points/per ally
within 30 ft. you choose to effect. Once
activated, you and your allies gain the
benefits of the protection from energy spell.

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Jacob Cinciripini (Order #18219176)

New Psionic Powers

New Psionic Powers to a single energy type prevalent on that plane (choose
one if more than one type is equally prevalent). Planar
inertial hull plating habituation has no effect when manifested on your native
Discipline psychokinesis [force] plane.
Level gifted blade 3, psion/wilder 3, psychic
planar habituation, mass
warrior 3
Manifesting Display Visual; see text Discipline psychometabolism
Range object Level aegis 6, cryptic 6, psion/wilder 7, psychic
Target one ship
Duration 1 hour/level (D) warrior 7, tactician 7, vitalist 7
Power Points 5 Manifesting Display Olfactory, Visual
Range close (25 ft. + 5 ft./2 levels)
Functions as inertial armor but the bonus is applied to the Target one creature/level, no two of which can be
ship's AC rather than the caster. Creatures on deck do not
receive this bonus, only the ship itself. Just like inertial more than 30 ft. apart
armor, the manifester controls the visual appearance of Power Points 10
inertial hull plating. However when invisible it can still be
detected on a DC 20 Perception check. This power functions like planar habituation, except as
noted above.
Augment
For every 3 additional power points you spend, the precognition, ship's tactical
armor bonus to the ship's Armor Class increases
by 1. Discipline clairsentience
Level cryptic 1, dread 1, gifted blade 1, marksman
infuse akasha
Discipline clairsentience 1, psion/wilder 1, psychic warrior 1, sighted seeker
Level cryptic 1, dread 1, psion/wilder 1, psychic 1, tactician 1
Manifesting Display Olfactory, Visual
warrior 1, tactician 1 Range touch
Manifesting Display Olfactory, Visual Target one ship
Range touch Power Points 1
Target one veil
Duration 1 minute Your awareness extends a fraction of a second into the
Power Points 1 future, allowing your ship to better evade an opponent’s
blows. Your ship gains a +1 insight bonus to AC and on
You visualize the path of akashic energy flowing into a all saving throws.
veil. It is invested with 1 tempoary point of essence. The
veil’s essence capacity increases by 1. Augment
You can augment this power in one or both of the
Augment following ways.
For every 2 additional power points you spend
increase duration by 1 minute or temporary essence RR For every 3 additional power points you spend,
by 1. the insight bonus gained increases by 1.

planar habituation RR If you spend 6 additional power points, you
Discipline psychometabolism can manifest this power as a swift action.
Level aegis 5, cryptic 5, psion/wilder 6, psychic
psychic vibrations
warrior 6, tactician 6, vitalist 6 Discipline telepathy [mind-affecting]
Manifesting Display Visual Level cryptic 2, psion/wilder 2, tactician 2, sighted
Manifesting Time 1 standard action
Range Personal seeker 2, vitalist 2
Target You Manifesting Display Mental
Duration 1 hour/level (D) Range personal
Power Points 9 Target you
Duration 1 round/level
You must choose a plane of existence when manifesting Power Points 3
this power. You gain all the effects of adapt body while on
that plane. Additionally, you gain energy resistance 20 Your awareness expands allowing you to perceive what
occultists term psychic energies. You gain access to
psychic skill unlocks as though you possessed the Psychic
Sensitivity feat.

Augment
You can augment this power in the following way.

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Chapter 4" New Character Options

RR For every 3 additional power points you spend, New Spells
you gain a +1 insight bonus to your roll when
using psychic skill unlocks. anticipate radia
School divination; Level cleric 3, psychic 3
starmind Casting Time 10 minutes
Discipline clairsentience Components V, S, M (remants of an object
Level cryptic 6, psion/wilder 6, psychic warrior 6,
damages by a Radia effect or something left
sighted seeker 6, tactician 6 behind from one)
Manifesting Display Olfactory, Visual Range personal
Range touch Target you
Target one ship Duration instantaneous
Duration 1 hour/level
Power Points 11 This divination allows you to glimpse the possible futures
of the Radia gaining a vision of the next rolled Radia
Your awareness taps into the network of psionic energy effect. You are allowed to know the intensity, effect name
that links all living worlds on the material plane. You gain and duration category rolled for the next three Radia
a +4 insight bonus to your ship's AC, CMD, and saving storm effects. There is a 10% per caster level of this spell
throws, as well as on all drive checks made to navigate being accurate. You can increase this percentage 10% by
between planets or star systems. These effects do not casting this spell while exposed to a Radia effect.
stack with those provided by Ship's Tactical Precognition.
Special This power only works on the material plane apocalypse cloak
Fear and visions of doom (Vision of Hell)
in the space between worlds or the Void between School illusion (glamer) [evil, fear]; Level bard 4,
Spheres. The effect ends automatically upon
entry into a world's atmosphere. bloodrager 4, cleric/oracle 4, sorcerer/wizard 4,
Augment witch 4
You can augment this power in one or both of the Casting Time 1 standard action
following ways. Components V, S, F (a large black cloak)
RR For every 3 additional power points you spend, Range medium (100 ft. + 10 ft./level)
Effect 60-ft.-radius emanation
the insight bonus gained increases by 1. Duration 1 minute/level (D)
RR If you spend 6 additional power points, you Saving Throw Will negates; Spell Resistance no

can manifest this power as a swift action. You create a nightmare vision of doom and woe hidden
within the folds of your cloak. Once the spell is cast,
thought shield, offensive revealing the full horror of the spell is possibly at any
time while the duration lasts—it counts as a readied
Discipline telepathy [mind-affecting] action to open the cloak, and maintaining the cloak in
Level dread 3, gifted blade 3, psion/wilder 3, closed position means you cannot cast other spells with a
Somatic component while the apocalypse cloak is held in
psychic warrior 3, tactician 3 readiness.
Manifesting Display Auditory, Visual
Range personal Once you use the readied action to open the apocalypse
Target you cloak, all creatures within 60 feet that can see you must
Duration 1 round/level make a Will saving throw. Those that succeed are shaken
Power Points 5 and immune to further effects from this spell; those that
fail are panicked.
Your mental fortifications strike back at attempts to
access your mind as thought shield. Those who fail to beat You may hold the cloak open as a standard action, thus
the power resistance take 2d6 + your choice of Charisma, potentially affecting other creatures entering the area.
Intelligence, or Wisdom bonus in damage from mental
feedback. There is no saving throw against this damage. axial ladder
School conjuration (teleportation); Level cleric 3,
Augment
For every additional power point you spend, this sorcerer/wizard 4
power’s duration increases by 1 round, and the Casting Time 1 standard action
power resistance it provides increases by 1 point. Components V, S, M (see text)
Range touch
Effect caster and 1 creature touched/2 levels

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New Spells

Duration powdered black opal
Instantaneous worth 500 gp)
Range personal
Saving Target you
Throw none; Spell Duration 1 round/
Resistance no level

You draw energies You open a channel
from a target plane in to gain information
the same Axis group by asking simple
infusing yourself and questions of diabolical
your environment or demonic sources.
to great a temporary You are allowed one
tangency. such question per 2
caster levels. However,
This spell lets a this information is
creature shift from often twisted to suit
one aspect of the malevolent purposes.
current Axis they The answers given are
occupy to another by a technically correct but
single step. This spell often slanted, biased,
allow for transition or missing key elements,
for example from though the more direct
Abaddon to Nullus and and simple the question, the
from Nullus to Elysia. If more direct and honest the
a plane has multiple layer answer. "Unclear" is a legitimate
only the first or surface layer is answer, because powerful fiends of
reached. Oddly the Inner Axes the Outer Planes are not necessarily
have strange exceptions. The Axis omniscient and in some cases have no
Liminus can transition from any of the information to offer at all. Demonic patrons sometimes
three planes to one another. The Axis of keep records of what questions are asked of them, and
Source sends people from Negative or Positive to Source use this information to inform their friends and allies of
but no one is certain what happens to those who use it potential danger.
in this manner. The material component of this spell is Most answers are short (5 words or less), but if the
a vertebrae from a creature capable of shifting through caster succeeds on a DC 12 caster level check, more prolix
planes naturally, by spell, or mental ability. answers are forthcoming. If you lag, discuss the answers,
or go off to do anything else, the spell ends.
call radia
School conjuration [chaos]; Level cleric 4, psychic 4 displacing current
Casting Time 10 minutes School evocation [electricity, force]; Level sorcerer/
Components V, S, M (remnants of an object
wizard 7
damaged by a Radia effect or something left Casting Time 1 standard action
behind from one) Components V, S
Range Emanation 10 ft./level Range medium (100 ft. + 10 ft/level)
Target One area touched Effect Line of forceful lightning.
Duration 10 min/level Duration instantaneous
Saving Throw Reflex (half); Spell Resistance yes
You create a temporary vent from the Radia into your You release a wave of psychic lightning with a
current environment. The Radia’s current emmissions
impact the area touched as though it were in the telekinetic undercurrent. You deal 1d6/level to
Midstreets area of Hyraeatan (see page 30). For every creatures along the path of its line to a maximum
6 caster levels you have you can increase or decrease the of 15d6 (Reflex save for half damage). You
intensity by one level. may choose to reduce the damage dealt by
increments of 1d6. For each die of damage you
contact demonic patron reduce the spell you may shift targets that fail
School divination; Level wizard 5 their saving throws you choice of 5 ft. toward
Casting Time 10 minutes you or away from you. All creatures shifted by
Components V, S, M (unholy water, blood, and a

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Chapter 4" New Character Options

the spell must be moved in the same direction You may hold the door open only for a brief time
unless you reduce the damage of the spell by an (no more than 1 round per caster level), and you
additional die. If you reduce the damage of the must concentrate on doing so, or else the interplanar
spell enough to shift creautres both directions, connection is severed.
you may select at which point the current shifts
toward or away from you. Forces of the spell false abjuration I
prevent collision or attacks of opportunity.
School illusion (shadow) [shadowUM]; Level bard 2,
door shadow weaver 1, sorcerer/wizard 2, spiritualist 2
School conjuration (creation or calling); Level cleric
Casting Time 1 standard action
3, sorcerer/wizard 4 Components V, S
Casting Time 1 standard action Range see text
Components V, S, M (see text) Effect see text
Range medium (100 ft. + 10 ft./level) Duration see text
Effect see text Saving Throw Will disbelief (if interacted with); Spell
Duration 1 round/level; see text
Saving Throw none; Spell Resistance no Resistance yes

Casting a door spell creates an interdimensional You tap energy from the Plane of Shadow to cast a quasi-
connection between your plane of existence and a plane real, illusory version of a sorcerer or wizard abjuration
that is largely random, allowing travel between those two spell of 1st level or lower. Spells have normal effects
planes in either direction. unless an affected creature succeeds on a Will save to
disbelieve it and they always allow spell resistance. If the
The door itself is a magical plane set into any wall spell grants a bonus or defense, any creature that interacts
or freestanding, up to 10 feet tall and 5 feet wide, and with the bonus or defense (such as making an attack the
anchored on a floor of some kind. Anyone or anything bonus applies against) is entitled to this Will save. If
that moves enters the doorway is shunted instantly this is the creature's first interaction with that illusion,
to the other side. Travelers need not join hands with you must overcome the creature's spell resistance or it
you—anyone who chooses to step through the portal is automatically gets the benefits of disbelief (and any other
transported. A door cannot be opened to another point on benefits of spell resistance against the abjuration). Any
the same plane; the spell works only for interplanar travel. bonus or numerical modifier the spell grants is reduced to
20% its usual benefit (minimum 1) against each creature
The door’s destination is determined by your who disbelieves it. Any damage that would not be dealt
knowledge and focus. When casting the spell, make a at all if not for the illusion (such as damage dealt by a
Knowledge (Planes) check and consult the following ward against a creature it wards against) is reduced to
table. Optionally, when in the City of 7 Seraphs or a 20% against disbelievers. Each disbelieving creature has
similar planar nexus, you gain a +4 circumstance bonus to only a 20% chance to be affected by other nondamaging
this roll. effects of the spell. Regardless of the result of the save to
disbelieve, an affected creature is also allowed any save
Check Result that the spell being simulated allows, but the save DC is
set according to false abjuration I's level rather than the
5 or less Unwelcome plane of GM’s choice spell's normal level.

10 A random Inner Plane Objects automatically succeed on their Will saves
against this spell. You cannot emulate a spell with a
15 Astral or ethereal plane, as GM chooses material component costing more than 1 gp unless you
provide that component.
20 Door reaches a random outer plane
false abjuration II
25 You reach a random Axis Plane
School illusion (shadow) [shadowUM]; Level bard 3,
30 A thematic opposition plane to your shadow weaver 2, sorcerer/wizard 3, spiritualist 3
intended target
This spell functions as false abjuration I except that you
35 A location similar to the intended plane can emulate an abjuration of up to 2nd level and it is 20%
but elsewhere in the multiverse real.

40 A neighboring plane to the one desired false abjuration III

50 A layer adjacent on the plane you wanted School illusion (shadow) [shadowUM]; Level bard 4,
to reach shadow weaver 3, sorcerer/wizard 4, spiritualist 4

55 The exact plane you wish to reach

60+ The exact location on the exact plane you
wish to reach

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New Spells

This spell functions as false abjuration I except that it can caster level. Healed hit points that would have been
emulate an abjuration of up to 3rd level and it is 20% real. wasted due to exceeding the target's hit point maximum
are lost and do not become temporary hit points this way.
false abjuration IV You cannot emulate a spell with a material component
costing more than 1 gp unless you provide that
School illusion (shadow) [shadowUM]; Level bard 5, component.
shadow weaver 4, sorcerer/wizard 5, spiritualist 5
false conjuration II
This spell functions as false abjuration I except that it can
emulate an abjuration of up to 4th level and it is 20% real. School illusion (shadow) [shadowUM]; Level bard 3,
shadow weaver 2, sorcerer/wizard 3, spiritualist 3
false abjuration V
This spell functions as false conjuration I except that it is
School illusion (shadow) [shadowUM]; Level bard 6, 20% real and can emulate conjurations of up to 2nd level.
shadow weaver 5, sorcerer/wizard 6, spiritualist 6
false conjuration III
This spell functions as false abjuration I except that it can
emulate an abjuration of up to 5th level and it is 50% real. School illusion (shadow) [shadowUM]; Level bard 4,
shadow weaver 3, sorcerer/wizard 4, spiritualist 4
false abjuration VI
This spell functions as false conjuration I except that it is
School illusion (shadow) [shadowUM]; Level shadow 20% real and can emulate conjurations of up to 3rd level.
weaver 6, sorcerer/wizard 7
false conjuration IV
This spell functions as false abjuration I except that it can
emulate an abjuration of up to 6th level and it is 50% real. School illusion (shadow) [shadowUM]; Level bard 5,
shadow weaver 4, sorcerer/wizard 5, spiritualist 5
false abjuration VII
This spell functions as false conjuration I except that it is
School illusion (shadow) [shadowUM]; Level shadow 20% real and can emulate conjurations of up to 4th level.
weaver 7, sorcerer/wizard 8
false conjuration V
This spell functions as false abjuration I except that it can
emulate an abjuration of up to 7th level and it is 50% real. School illusion (shadow) [shadowUM]; Level bard 6,
shadow weaver 5, sorcerer/wizard 6, spiritualist 6
false abjuration VIII
This spell functions as false conjuration I except that it is
School illusion (shadow) [shadowUM]; Level shadow 50% real and can emulate conjurations of up to 5th level.
weaver 8, sorcerer/wizard 9
false conjuration VI
This spell functions as false abjuration I except that it can
emulate an abjuration of up to 8th level and it is 50% real. School illusion (shadow) [shadowUM]; Level shadow
weaver 6, sorcerer/wizard 7
false abjuration IX
This spell functions as false conjuration I except that it is
School illusion (shadow) [shadowUM]; Level shadow 50% real and can emulate conjurations of up to 6th level.
weaver 9
false conjuration VII
This spell functions as false abjuration I except that it can
emulate an abjuration of up to 9th level and it is 50% real. School illusion (shadow) [shadowUM]; Level shadow
weaver 7, sorcerer/wizard 8
false conjuration I
This spell functions as false conjuration I except that it is
School illusion (shadow) [shadowUM]; Level bard 2, 50% real and can emulate conjurations of up to 7th level.
shadow weaver 1, sorcerer/wizard 2, spiritualist 2
false conjuration VIII
This spell functions as shadow conjuration except as noted
here. You can emulate a conjuration of up to 1st level and School illusion (shadow) [shadowUM]; Level shadow
it is 20% real. In addition to creation and summoning weaver 8, sorcerer/wizard 9
spells, you can emulate healing spells on the appropriate
spell list. When you do so, the illusion heals only 20% This spell functions as false conjuration I except that it is
the usual damage. The rest of those hit points are instead 50% real and can emulate conjurations of up to 8th level.
gained as temporary hit points that last for 1 hour per

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false conjuration IX This spell functions as shadow evocation except that it is
50% real and can emulate evocations of up to 7th level.
School illusion (shadow) [shadowUM]; Level shadow
weaver 9 false evocation VIII

This spell functions as false conjuration I except that it is School illusion (shadow) [shadowUM]; Level shadow
50% real and can emulate conjurations of up to 9th level. weaver 8, sorcerer/wizard 9

false evocation I This spell functions as shadow evocation except that it is
50% real and can emulate evocations of up to 8th level.
School illusion (shadow) [shadowUM]; Level bard 2,
shadow weaver 1, sorcerer/wizard 2, spiritualist 2 false evocation IX

This spell functions as shadow evocation except that it is School illusion (shadow) [shadowUM]; Level shadow
20% real and can emulate evocations of up to 1st level. You weaver 9
cannot emulate a spell with a material component costing
more than 1 gp unless you provide that component. This spell functions as shadow evocation except that it is
50% real and can emulate evocations of up to 9th level.
false evocation II
false necromancy I
School illusion (shadow) [shadowUM]; Level bard 3,
shadow weaver 2, sorcerer/wizard 3, spiritualist 3 School illusion (shadow) [shadowUM]; Level bard 2,
shadow weaver 1, sorcerer/wizard 2, spiritualist 2
This spell functions as shadow evocation except that it is
20% real and can emulate evocations of up to 2nd level. You tap energy from the Plane of Shadow to cast a quasi-
real, illusory version of a sorcerer or wizard necromancy
false evocation III spell of 1st level or lower.

School illusion (shadow) [shadowUM]; Level bard 4, Shadow necromancies are only one-fifth (20%) as
shadow weaver 3, sorcerer/wizard 4, spiritualist 4 strong as the real things, though creatures who believe
the shadow necromancies to be real are affected by them
This spell functions as shadow evocation except that it is at full strength. Any creature that interacts with the spell
20% real and can emulate evocations of up to 3rd level. can make a Will save to recognize its true nature.

false evocation IV Spells that deal damage have normal effects unless
the affected creature succeeds on a Will save. Each
School illusion (shadow) [shadowUM]; Level bard 5, disbelieving creature takes only one-fifth (20%) damage
shadow weaver 4, sorcerer/wizard 5, spiritualist 5 from the attack. If that spell would grant temporary hit
points to a disbelieving creature, it instead she illusion
This spell functions as shadow evocation except that it is grants only 20% as many temporary hit points. If the
20% real and can emulate evocations of up to 4th level. disbelieved spell has a special effect other than damage,
that effect is only 20% likely to occur. Regardless of the
false evocation V result of the save to disbelieve, an affected creature is also
allowed any save that the spell being simulated allows, but
School illusion (shadow) [shadowUM]; Level bard 6, the save DC is set according to false necromancy I's level
shadow weaver 5, sorcerer/wizard 6, spiritualist 6 (1st) rather than the spell's normal level. In addition, any
effect created by false necromancy I allows spell resistance,
This spell functions as shadow evocation except that it is even if the spell it is simulating does not.
50% real and can emulate evocations of up to 5th level.
A shadow creature has one-fifth the hit points of a
false evocation VI normal creature of its kind (regardless of whether it's
recognized as shadowy). It deals normal damage and has
School illusion (shadow) [shadowUM]; Level shadow all normal abilities and weaknesses. Against a creature
weaver 6, sorcerer/wizard 7 that recognizes it as a shadow creature, however, the
shadow creature's damage is one-fifth (20%) normal, and
This spell functions as shadow evocation except that it is all special abilities that do not deal lethal damage are only
50% real and can emulate evocations of up to 6th level. 20% likely to work. Furthermore, the shadow creature's
AC bonuses are just one-fifth as large. If you fail to
false evocation VII overcome an interacting creature's spell resistance when
it first interacts with a shadow creature, the resisting
School illusion (shadow) [shadowUM]; Level shadow creature gets the benefits of disbelief automatically and
weaver 7, sorcerer/wizard 8

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is immune to nondamaging abilities from the shadow false necromancy VIII
creature.
School illusion (shadow) [shadowUM]; Level shadow
A creature that succeeds on its save sees the shadow weaver 8, sorcerer/wizard 9
necromancies as transparent images superimposed on
vague, shadowy forms. Objects automatically succeed on This spell functions as false necromancy I except it can
their Will saves against this spell. You cannot emulate a emulate a necromancy spell of 8th level or lower and the
spell with a material component costing more than 1 gp illusion is 50% real.
unless you provide that component.
false necromancy IX
false necromancy II
School illusion (shadow) [shadowUM]; Level shadow
School illusion (shadow) [shadow[UM]]; Level bard 3, weaver 9
shadow weaver 2, sorcerer/wizard 3, spiritualist 3
This spell functions as false necromancy I except it can
This spell functions as false necromancy I except it can emulate a necromancy spell of 9th level or lower and the
emulate a necromancy spell of 2nd level or lower and the illusion is 50% real.
illusion is 20% real.
false transmutation I
false necromancy III
School illusion (shadow) [shadowUM]; Level bard 2,
School illusion (shadow) [shadowUM]; Level bard 4, shadow weaver 1, sorcerer/wizard 2, spiritualist 2
shadow weaver 3, sorcerer/wizard 4, spiritualist 4
Casting Time 1 standard action
This spell functions as false necromancy I except it can Components V, S
emulate a necromancy spell of 3rd level or lower and the Range see text
illusion is 20% real. Effect see text
Duration see text
false necromancy IV Saving Throw Will disbelief (if interacted with); Spell

School illusion (shadow) [shadowUM]; Level bard 5, Resistance yes
shadow weaver 4, sorcerer/wizard 5, spiritualist 5
You tap energy from the Plane of Shadow to cast a quasi-
This spell functions as false necromancy I except it can real, illusory version of a sorcerer or wizard transmutation
emulate a necromancy spell of 4th level or lower and the spell of 1st level or lower. Spells have normal effects
illusion is 20% real. unless an affected creature succeeds on a Will save to
disbelieve it. If an affected creature succeeds on this
false necromancy V Will save, it nonetheless has a 20% chance of being fully
affected anyway. A transmuted creature gains no new
School illusion (shadow) [shadowUM]; Level bard 6, senses from the illusion. Any creature that interacts with
shadow weaver 5, sorcerer/wizard 6, spiritualist 6 an aspect of the target or area modified by the illusion
is entitled to this saving throw. If this is the creature's
This spell functions as false necromancy I except it can first interaction with that illusion, you must overcome
emulate a necromancy spell of 5th level or lower and the the creature's spell resistance or it automatically gets the
illusion is 50% real. benefits of disbelief. Against any creature that succeeds
on its Will save to disbelieve the illusion, any bonus the
false necromancy VI spell grants is reduced to 20% its usual benefit (minimum
+1). Any damage that would not be dealt at all if not
School illusion (shadow) [shadowUM]; Level shadow for the illusion (such as a natural weapon a transmuted
weaver 6, sorcerer/wizard 7 creature doesn't normally possess) is reduced to 20%
against disbelievers (minimum 1 point of nonlethal
This spell functions as false necromancy I except it can damage). Each disbelieving creature has only a 20%
emulate a necromancy spell of 6th level or lower and the chance to be affected by other nondamaging effects of the
illusion is 50% real. spell. Regardless of the result of the save to disbelieve, an
affected creature is also allowed any save that the spell
false necromancy VII being simulated allows, but the save DC is set according
to false transmutation I's level rather than the spell's
School illusion (shadow) [shadowUM]; Level shadow normal level.
weaver 7, sorcerer/wizard 8
A creature that succeeds on its save sees the shadow
This spell functions as false necromancy I except it can transmutation as a transparent image superimposed on
emulate a necromancy spell of 7th level or lower and the the original form of the target or area. Vague, shadowy
illusion is 50% real.

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filaments connect the false and real silhouettes. Objects false transmutation VIII
automatically succeed on their Will saves against
this spell. You cannot emulate a spell with a material School illusion (shadow) [shadowUM]; Level shadow
component costing more than 1 gp unless you provide weaver 8, sorcerer/wizard 9
that component.
This spell functions as false transmutation I except that
false transmutation II it can emulate a transmutation of up to 8th level and it is
50% real.
School illusion (shadow) [shadowUM]; Level bard 3,
shadow weaver 2, sorcerer/wizard 3, spiritualist 3 false transmutation IX

This spell functions as false transmutation I except that School illusion (shadow) [shadowUM]; Level shadow
you can emulate a sorcerer/wizard transmutation of up to weaver 9
2nd level.
This spell functions as false transmutation I except that
false transmutation III it can emulate a transmutation of up to 9th level and it is
50% real.
School illusion (shadow) [shadowUM]; Level bard 4,
shadow weaver 3, sorcerer/wizard 4, spiritualist 4 galvanic healing
School evocation (healing) [electricity]; Level
This spell functions as false transmutation I except that
it can emulate a transmutation of up to 3rd level and it is sorcerer/wizard 8
20% real. Casting Time 1 standard action
Components V, S
false transmutation IV Range medium (100 ft. + 10 ft/level)
Effect Line of vitalizing lightning.
School illusion (shadow) [shadowUM]; Level bard 5, Duration instantaneous
shadow weaver 4, sorcerer/wizard 5, spiritualist 5 Saving Throw Reflex (half); Spell Resistance yes

This spell functions as false transmutation I except that You channel primal lightning in a recently deceased
it can emulate a transmutation of up to 4th level and it is creature restarting its heart and reigniting is lifeforce with
20% real. some of your own. This spell does 1 point of electrical
damage (which may not be resisted) to you per caster level
false transmutation V and 1d6/level to creatures along the path of its line to a
maximum of 20d6 (Reflex save for half damage). This
School illusion (shadow) [shadowUM]; Level bard 6, same damage is then applied as healing to a single corpse
shadow weaver 5, sorcerer/wizard 6, spiritualist 6 that cannot have been dead for more than 1 round per 5
caster levels. If the creature’s negative hit point total is
This spell functions as false transmutation I except that raised to 0 or higher, they are returned to life. They also
it can emulate a transmutation of up to 5th level and it is take an equal amount of nonlethal damage to the hit
50% real. point damage healed.

false transmutation VI hostile gate
School abjuration; Level cleric/oracle 5, inquisitor
School illusion (shadow) [shadowUM]; Level shadow
weaver 6, sorcerer/wizard 7 5, shaman 5, sorcerer/wizard 5, summoner 5,
unchained summoner 5
This spell functions as false transmutation I except that Casting Time 1 standard action
it can emulate a transmutation of up to 6th level and it is Components V, S, DF
50% real. Range close (25 ft. + 5 ft./2 levels)
Target one extraplanar creature per round
false transmutation VII Duration concentration
Saving Throw Reflex save negates; see text; Spell
School illusion (shadow) [shadowUM]; Level shadow Resistance yes
weaver 7, sorcerer/wizard 8
You create a glowing greenish-yellow gate on the floor or
This spell functions as false transmutation I except that as a vertical circle that you can use to catch and dismiss
it can emulate a transmutation of up to 7th level and it is creatures to another plane, almost as if catching them
50% real. with a magical net.

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New Spells

This spell forces any creature on an Outer in diameter, with a set of stout doors as their

Plane either to its proper plane (eg, a primary entrance. It’s exact dimensions and

devil to the Nine Hells or a Valkyrie to “Oh I never banish number of floors may be modified by the
Valhalla), or at the caster’s option to a caster, but must conform to a defensible

plane matching the caster’s alignment. demons back to the tower shape.
This requires choosing a target, and From within, windows, arrow

that creature failing a Dexterity Abyss. That would be a slits and murder holes allow those
saving throw. If the spell is within the Storm Fortress to loose

successful, the creature is instantly kindness. I send them to my spells and missiles against foes,
whisked away. though the foes can only see these

However, creatures sent away may mother’s house instead.” arrows slits with true sight or other
return 1d4 rounds later if the hostile magic of their own. The tower’s top is

gate remains open (and the gate is not a flat platform accessible to the caster
sending another creature away that
—High Daughter Verina, before and those he designates. The entrance

round—that is, the gate cannot be used casting a Hostile Gate spell to this top space requires passing
successfully by the caster in any round through the tower roof (as a passwall

that a creature wishes to return). spell).

The hostile gate may be closed at any The interior is a well-appointed tower

time, trapping creatures on the far side. fortress with stables on the ground floor,

living quarters and a common area on two upper

rainbow burst floors. The air within is clean, fresh, and warm.

School evocation [acid, cold, electricity, fire]; Level The storm fortress flies as you command, at a speed of

sorcerer/wizard 2 40 feet and covering 64 miles per 8 hour period.

Casting Time 1 standard action A staff of near-transparent servants (as many as two

Components V, S per caster level), liveried and obedient, wait upon all who

Range 10 ft. enter, stabling mounts, removing armor, and serving

Effect 4 10 ft. elementaly balanced cones. delicious meals when needed. The servants function as

Duration instantaneous unseen servant spells except that they are visible and can

Saving Throw Reflex (half); Spell Resistance yes go anywhere in the mansion.

Since the place can be entered only through its main

You tap into the universal forces of balance to unleash a portal, outside conditions do not affect the storm fortress,

perfect expression of elemental energies. In each of four nor do conditions inside it pass to the plane beyond.

opposed directions you release elemental cones forming

a burst pattern around yourself. You are immune to the trine shift

effects of any cone produce by this burst. You must release School conjuration (teleportation); Level cleric 4,

fire and cold in opposite directions, as you must with acid sorcerer/wizard 3

and electricity. Creatures in each cone segment take 2d6 Casting Time 1 standard action

plus 1d6 per 2 caster levels beyond 3rd of the appropriate Components V, S, M (see text)

elemental energy, they may make a reflect save for half Range touch

damage. Effect caster and 1 creature touched/2 levels

storm fortress of Erdval the Lesser Duration Instantaneous
Saving Throw none; Spell Resistance no

School conjuration (creation); Level sorcerer/

wizard 8 You draw energies from a target plane in the same Trine

Casting Time 1 standard action group infusing yourself and your environment to great

Components V, S, F (a miniature ivory drawbridge a temporary tangency. You have no ability to target this

and an amber wheel or disc, each worth 50 gp) tangency.

Range close (25 ft. + 5 ft./2 levels) Similar to is partner spell axial ladder this spell allows

Effect extradimensional fortress, up to ten 10-ft. for transit from the Elemental Planes to their respective

cubes/level (S) aspects. This would allow for someone to shift from True

Duration 2 hours/level (D) Fire to the Plane of Ash for example. Or the Plane of

Saving Throw none; Spell Resistance no Storms to True Air. The focus of this spell is a triangle

shaped from remains (feathers, bones, etcetra) of a

You conjure up an extradimensional fortress that takes creature capable of shifting through planes naturally, by

the form of a flying magical tower, 60 feet high, 30 feet spell, or mental ability.

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Psionic Maladies Visible arcs of actinic energy manifest along with the her
powers dealing her 1 hit point of damage for every three
power points spent.

ABOLETH FEVER DISEASE
Supernatural disease—special
Save Will DC 15; Onset 1 day; Frequency 3 days PLANAR SHIVERS DISEASE
Effect special; Cure 5 saves
Supernatural disease—special

Save Fort DC 15; Onset 1d4 days; Frequency special

Effect 1d6 psionic power points + special; Cure 3 saves

Said to have been created by the aboleth and used to help Contracted by repeatedly crossing planar barriers; the
pacify large populations, aboleth fever makes its victims afflicted loses 1d6 power points each time the she moves
highly suggestible. Sufferers have a -2 penalty on saves from one plane of existence to another. Additionally,
vs mind-affecting attacks, and an additional -2 if the the first time the afflicted tries to use a psionic power
source of that attack is an aberration (for a total of -4). or psi-like ability after moving to a new plane she must
Additionally the afflicted has to spend an additional make a concentration check (DC 20) in order to manifest
power point to manifest powers or effects, as though the power. If the power fails to manifest the power points
affected by catapsi. are still spent. Subsequent manifestations are made as
normal. The means of moving from plane to plane is not
ANACHRONAUT FUGUE DISEASE pertinent, it can be via magic, psionics, gates, portals,
Supernatural disease—special stargates, or other means..
Save Fort DC 16; Onset 1 day; Frequency 1 day
Effect special; Cure 5 saves

STARFARER’S SYNDROME DISEASE
Supernatural disease—special
Time manipulation can be a dangerous business for the Save Will DC 15; Onset 1 week; Frequency 3 days
awakened mind. Those who manipulate time or travel Effect special; Cure 3 saves
in time are sometimes left out of synch with their own
existence.Those afflicted by anachronaut fugue suffer a The isolation of the deep dark spaces between the stars
-2 penalty to manifester levels of all powers and psi-like imparts a certain dissonance to some awakened minds.
abilities until cured. Additionally they much succeed Manifesters of psionic powers and casters of psychic spells
in a Spellcraft check (DC 10+ power level) in order to are the only ones vulnerable to this malady. Until cured
successfully manifest powers while afflicted. they lose the use of one randomly determined power/
spell known of the highest level they can manifest/cast.
Special: Characters with levels in the time thief class In addition they suffer a -2 penalty to saves vs. effects of a
may not use motes of time to affect the saving throw. psionic or psychic nature.

EMPATHIC PSYCHOCRYSTALIZATION DISEASE
Supernatural disease—special
Save Will DC 15; Onset 1 day; Frequency 1 days UMBRALYTIC HETEROSTASIS DISEASE
Effect special; Cure 3 saves Supernatural disease—special
Save Will DC 16; Onset 1 hour; Frequency 1 days
An uncommon malady causing the bearer’s psi-crystal to Effect special; Cure 5 saves
become infected with a radiating psychic aura of distorted
persona enforcement. The GM may select one bonus This insidious degenerative condition can impact
from the options available to a psion to gain from their nomads and egoists who frequent the Shadow Planes
psi-crystal. This bonus is instead an aura applied as a most negatively aligned regions. After contracting this
penalty to all allies of the psion within 30 feet of them. condition the psion suffers a 5% chance to be unreal after
The negative bleed from the psi-crystal can be resisted for 1 minute using a psychoportation or psycometabolic
for 1d4 rounds by making a Will save against the effect effect. This causes them to fail the impact anything for
against the DC of the illness. Each time the psi-crystal a the round the effect takes hold. To observers they have
bearer fails a cure save the auras DC increases by +1. begun to flicker rapidly in and out of existance often
leaving only tracers of darkness echoing motions and
DIMENSIONAL FEEDBACK LOOP DISEASE actions. Each time an afflicted individual fails to resist
Supernatural disease—special the disease the percent worsens by 5% causing them to
Save Will DC 17; Onset 1 hour; Frequency daily fade from reality more and more often. Those that reach
Effect special; Cure 3 consecutive saves 100% before resisting the disease fade away becoming
a shadowB1 haunting the environs of their death. Some
Repeated crossing of planar boundaries can sometimes psions cease using their abilities for years after contracting
create harmful harmonics in a person's personal energy. this illness as they try to cling to life.

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Drugs received (minimum 1 additional hit point). If a

creature wearing these robes possesses the akashic

bond class feature, they gain an additional benefit;

The following drugs are available in the City, particularly for every 5 points of essence they possess in their
in the Garter area of the Docks. Many of them have
special interactions with feats listed above. essence pool, they gain a bonus point of essence

that can only be used with their akashic bond class

feature, as the radiant vestments help amplify and

FATE EATER BLOOD 300 GP project their natural life energies.

Type drug (ingested); Addiction moderate, Fortitude DC 20 Construction 14,000 gp

Effects 1 hour; +1d6 psionic power points + special Craft Wondrous Item, creator must possess an

Damage 1d4 Int damage essence pool

This iridescent fluid is drained from the corpses of New Psionic Items

fate eaters. It is prized among psionic creatures for its

ability to allow them to borrow from their own future.

In addition to a temporary increase in power points, MELD STONE OF THE PLANEWALKER 3,040 GP

it also allows characters with levels in a manifesting Aura strong clairsentience ML 5th

class to choose to learn a new power in place of one Slot — Weight 1 lb.

she already knows. In effect, the manifester loses When set in a synaptic mask, the meld stone of the

the old power in exchange for the new one. The planewalker grants its wearer a +8 competence

new power’s level must be the same as that of the bonus on Knowledge (the planes) checks, a +6

power being exchanged, but it can be taken from competence bonus Spellcraft and Use Magic Device

the class list of any manifesting class as though the checks, and a +4 competence bonus on Survival

character had the Expanded Knowledge (psionics) checks.

feat. The power can be of any level the character Construction 1,520 gp

can manifest. Craft Wondrous Item, creator must have 8 ranks in

Knowledge (the planes), 6 ranks in Spellcraft and Use

FATE EATER BRAINS Magic Device, and 4 ranks in Survival
Type drug (ingested); Addiction severe, Fortitude DC 20
PSICROWN OF THE STARFARER, GREATER 61,600 GP
Effects special
Aura moderate clairsentience ML 11th
Damage 1d4 damage to Intelligence, Wisdom, and
Slot head Weight —
Charisma
The brains of a fate eater are a potent delicacy for This psicrown has 60 power points. This white cloth
manipulators of psionic energies. Only those who use
such power can guide their experience and direct band has the pattern of an eye picked out in chips
the changes that come from it.
of violet crystal and small obsidian beads. It allows
Fate eater brains allow characters with a power
point reserve to expend 10 power points to initiate a use of the following powers;
trance. During this trance the character may retrain
any three of the following: ability score increase, RR inertial hull plating
archetype, class feature, class level, feat, racial
trait, or skill ranks. They may also change species RR starmind
or gender. The trance and retraining process take
1 minute for each day the retraining rules would RR ship's tactical precognition
normally require. Changes to species and gender
add 5 minutes to the length of the trance each. Recharge

New Magic Item Cost 11 pp Gain 6 pp

Construction 30,800 gp

Craft Staff, inertial hull plating, starmind, ship's

tactical precognition

RADIANT VESTMENTS 28,000 GP PSICROWN OF THE PLANAR PHARAOH, TRUE
122,400 GP
Aura moderate conjuration CL 10th
Aura strong metacreativity ML 18th
Slot body
Slot head Weight —
Description This psicrown has 100 power points. This bronze circlet
is unornamented except for the heads of a cobra
These light vestments, worn over clothing or armor, and a falcon centered over the brow. Each one has
eyes of deep crystal. It allows use of the following
are woven with scintillating threads that amplify life powers:

energies and healing. Whenever a creature wearing RR astral seed
RR genesis
these vestments grants or receives hit point healing, RR quintessence

they heal an additional 1 hit point per die of healing

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Chapter 4" New Character Options

“Psionic or psychic? the void between worlds known as the Sea of Stars.
A matter of planar origin.” Once outside a planetary atmosphere it provides the
following effects:
—Azo, Xo Master
The ship and all aboard are under a constant
Recharge planar habituation and inertial hull plating effects.

Cost 18 pp, Gain 18 pp As long as the battery retains at least 5 pp it
continually refreshes the ship’s atmosphere.
Construction 61,200gp
If mounted on a shipboard siege engine up to 5 pp
Craft Staff, astral seed, genesis, quintessence may be expended each round to add +1d6/pp to
the weapon’s damage for one attack.
SYNAPTIC SHARD OF THE VOID CAPTAIN 8,000 GP
If a psionic character links to the crystal battery
Aura Faint clairsentience ML 5th they gain access to the following abilities at will.
A character must expend their psionic focus and
This shard grants the wearer a +2 bonus to his Ship's succeed at a Spellcraft check, DC 25 in order to link
to the battery. If the character fails the character
AC while travelling the Sea of Shadow and Stars. must make an immediate DC 15 Will save or
become permanently confused as if affected by the
Special psychosis power. Only psychic chirurgery or similarly
extreme measures can restore sanity. If the check
This power only works on the material plane in the succeeds the character remains linked for the next
24 hours.
void of space. The effect ends automatically upon
Once linked the character gains the following
entry into a world's atmosphere. abilities:

Construction 30,800 gp RR At will catapsi (shipwide), starmind
RR Constant: gains a +2 bonus on all drive checks
Craft Wondrous Item, ubiquitous vision
and ship’s saves.
THIRD EYE OF SANITY 112,000 GP Allows the ability to directly replenish her personal
power points from those stored in the crystal battery
Aura strong telepathy ML 15th by touching it for one round.

Slot eyes Weight — Destruction
A crystal battery may be destroyed by bathing it
This kind of third eye is placed on the forehead of in the flames of seven different suns in the span of
seven weeks.
a creature suffering mind control, geas/quest, or

insanity. If worn without being removed for four hours

the creature is completely cured of these effects.

[Note: If you are using sanity points this third eye

restores them at a rate of one per hour worn.]

Construction 56,000 gp SHIP’S CORTEX MINOR ARTIFACT

Craft Wondrous Item, bend reality Aura strong psychokinesis, strong clairaudience

ML 20th

THIRD EYE OF THE PLANESTRIDER 10,000 GP Slot none Weight 200 lbs. (200 1 lb. crystals)

Aura moderate clairsentience ML 7th This networked array of cognizance crystals taps

Slot eyes Weight — into the psionic lines of force that connect all living

This kind of third eye continually grants the wearer a worlds in the Sea of Shadow and Stars generating

+10 competence bonus on Knowledge (the planes) a pool of 100 psionic power points. The cortex is an

checks made to identify planar creatures or hazards. array of crystals that are installed around the ship

Construction 5,000 gp at regular intervals. Together they form a neural

Craft Wondrous Item, Knowledge (the planes) 10 web connecting psionic members of the crew. Any

ranks psionic character that has been a member of the

New Artifacts ship’s crew for more than 24 hours may touch one of

these crystals in order to access those power points.

In addition all aid another checks made by crew

CRYSTAL BATTERY MINOR ARTIFACT members while aboard gain a +1 insight bonus. If

Aura strong psychoportation, psychometabolism a member of the crew does not spend at least one

ML 20th night out of three on board he loses attunement.

Slot — Weight 30 lbs. Destruction

This small slab of meteorite is encrusted with crystals A ship’s cortex can be destroyed by bombarding

grown in the void of space. It’s potential is only the central crystal with powers from all six psionic

revealed when mounted on a ship, and then only in disciplines at once while circling a dead star.

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Veils & Veilweaving Set List

Veils & Veilweaving Set L ist

Set Name Page Cry of the Erinyes 510 Marid’s Sanadils 505
488
Angelic Armaments Darkholds 500 Mask of the Nosoi 493
(Heavens) 491
Darkness Dragon 500 Mask of the Succubus 514
Boatman’s Ensemble 495
(Unde r wo r ld) 498 Darkwalker Hood 501 Nothingness Shroud 518
500
Circle of Six 502 Demon Lord’s Hunger 513 Nymph’s Visage 499
504
Dryad’s Verdancy Devil’s Barbs 510 Pasha’s Crushing Gauntlets 506
508
Embodiment of Darkness 509 Djinni’s Turban 504 Pincer Arms 514

Eternal Black 512 Dretch Flesh 513 Pit Fiend’s Shroud 512

Genie’s Ambitions 516 Duxandus’s Icy Gaze 497 Pooling Black 503
(Elemental) 517
Ebon Blaze 502 Priestess’ Clasp of Rebirth 498
Lightbringer’s Garb
Ebon Stars 502 Reaper’s Scythe 494
Reliquaries of Infernal Law
(Hells) Efreeti’s Brass Scimitar 504 Ruin Treads 515

Trappings of Chaos Empty Maw 503 Sable Shots 501
(Abyss)

Unicorn’s Caparison

Void’s Embrace

Feathers of the Yamaraj 492 Shackles of Perdition 512

Veil Name Page Ferryman’s Cloak 492 Shahzada’s Dissolution 506
Angelic Wings 488
Five Rivers Amulet 493 Shaitan’s Earthen Armor 506

Aphora’s Belt of Fire 495 Garden Warden’s Gorget 489 Sparkling Alicorn 516

Aphos’s Blooded Gauntlets 496 Gauntlets of the Void 517 Spectacles of the Sheikh 507

Avatar of Light 488 Gelugon’s Talons 510 Spiderweb Wrappings 495

Babau Skin 512 Gilded Treads 489 Spore Wings 515

Balor’s Whip 513 Glabrezu’s Gaze 514 Suli’s Sash 507

Banelight Vortices 508 Grasping Black 503 Sword of Justice 490

Belt of Woven Gold 488 Halo of Holy Light 490 Unicorn Feathering 517

Blackened Pitchfork 509 Heart of the Efreet 504 Unicorn’s Barding 517

Bloodeater’s Belt 510 Heart of Yggdrasil 498 Vambraces of Holy 491
Scripture 495
Boatman’s Ferry 491 Heaven’s Blessing 490
Vanth’s Eyes
Bracers of Oblivion 491
Hyandil’s Flowered Regalia 497
Verdant Vambraces 499
Breastplate of the 489
Righteous 492 Imp’s Eyes 511 Voice of the Janni 507

Catrina’s Sarong Iron Crown 511 Voidblade 519

Ceradon’s Eternity 496 Liminal Repartee 508 Void Countenance 518

Cloak of Darkness 500 Luminosity of the Lurker in 508 Voidwalkers 519
Light 511
Cloak of Thorns 498 Vrock’s Screech 515
Mantle of Infernal
Criniere Of Warding 516 Dukedom White Rider’s Sash 509

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Chapter 4" New Character Options

Veils Shedding a warm and calming radiance, this
shimmering orb hovers about your shoulders,
protecting and aiding you.

Veils are manifest constructs of planar energies at their By weaving this unusual veil, you create a conduit
most primal level. Veilweavers may select from the of pure akasha that tethers your essence to a holy
following veils they qualify when shaping each day: being of pure light called a lucent. This lucent is a
loyal servant and follows your commands to the best
Angelic Armaments (Heavens) of its abilities.

Angelic Wings Essence
For each point of essence invested in this veil,
Descriptors Good the lucent gains a +1 insight bonus to attack and
Class Daevic, Nexus, Vizier damage rolls, saving throws, and skill checks, as
Slot Shoulders well as gaining 5 additional hit points. For every two
Saving Throw none points of essence invested into this veil, the lucent
gains 1 additional point of essence in its essence
Brilliant white wings of gleaming energy sprout from pool.
your shoulders and settle around you like a fine
cloak. Chakra Bind (Head) [G8, N6, R6, V6]

Binding this veil to your Head chakra temporarily

Shaping this beautiful veil gives you a pair of wings fuels the lucent with supernatural power. The lucent
that allow you to glide. You can make a DC 15 Fly
check to fall safely from any height without taking gains a number of additional Hit Dice (d10s) equal to
falling damage, as if using feather fall. When falling
safely, you may make an additional DC 15 Fly check the number of points of essence invested in this veil,
to glide, moving 5 feet laterally for every 10 feet you
fall. an equal number of points of essence in its essence

pool, and treats its essence receptacles as though it

shares any improved essence capacity class feature

increases you possess. Hit points gained from these

Essence additional HD start each day at full but are not
When you have a least 1 point of essence invested
in this veil you gain a fly speed of 10 ft. with clumsy restored when essence is removed and re-added;
maneuverability. For each additional point of
essence invested in this veil your fly speed increases they must be healed normally. In addition, the lucent
by 10 ft. and your maneuverability increases by 1
step. can communicate telepathically with you at a

distance of up to 1 mile per veilweaver level.

Chakra Bind (Shoulders) [D10, N10, V10] Belt of Woven Gold

Binding this veil to your Shoulders chakra fills your Descriptors Conjuration (teleportation), good, light
Class Daevic, Guru, Nexus, Radiant, Vizier
wings with potent protective capabilities. Whenever Slot Belt
Saving Throw None
you are reduced to 25% or less of your maximum

hit point total while this veil is active, you gain the

benefits of a sanctuary spell that lasts until your hit “Also righteousness will be the belt about his loins,
and faithfulness the belt about his waist.”
point total is raised above 25%. Attacking another
When you have this veil shaped, you gain the
creature while this effect is active suppresses this ability to teleport yourself and any worn or carried
equipment up to 10 ft. as a move action, but you
benefit for 1 round. In addition, whenever an ally must begin and end the teleportation in an area of
bright light. Whenever you move via teleportation,
within your line of sight is reduced to 25% or less lingering magical energy forms a protective nimbus
of holy light about you, granting you a +1 sacred
of their maximum hit point total, you may teleport bonus to your AC that lasts until the start of your next
turn; if the light level around you drops below bright,
directly to a square adjacent to them as an such as if the area is dimmed by a darkness spell or
similar effect, this bonus immediately ends.
immediate action. As long as you are adjacent to
Essence
an ally whose current hit points are 25% or less of For each point of essence invested in this veil the
distance you can teleport increases by 5 ft. and
their maximum hit point total, they do not provoke the sacred bonus to AC granted after teleporting
increases by +1.
attacks of opportunity for moving out of enemies’

threatened spaces.

Avatar of Light

Descriptors Good
Class Guru, Nexus, Radiant, Vizier
Slot Head
Saving Throw None

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Veils

Chakra Bind (Belt) [D13, G17, N16, R15, V16] and 3 points of essence invested in the Breastplate
of the Righteous would have SR 28 against spells cast
Binding this veil to your Belt chakra greatly increases by evil or chaotic creatures). Whenever a creature
fails a check to penetrate your spell resistance, they
its transportive and protective properties. The must succeed at a Will saving throw or be dazed for
1 round.
maximum distance you can teleport becomes 100
Gilded Treads
ft. + 100 ft. per point of essence invested, though
Descriptors Good, law
you must still begin and end your teleportation in an Class Guru, Nexus
Slot Feet
area of bright light. In addition, whenever an enemy Saving Throw Will; see text

confirms a critical hit against you with a melee

weapon, after dealing damage they must succeed

at a Will saving throw or be instantly teleported

30 ft. + 10 ft. per point of essence invested directly

away from you. If the creature would be sent to a

space that is already occupied (such as by another

creature or a physical object such as a wall) they are Bands of golden light encircle your feet and ankles,
forming sandals woven from holy energy.
instead sent to the closest unoccupied space to their

destination. While you have this veil shaped, your steps fill the air

around you with a dense haze of akashic energy

Breastplate of the Righteous fused with the power of the upper planes. Whenever

Descriptors Good, law you move through a space, any creature whose
Class Daevic, Nexus
Slot Chest alignment includes a chaotic or evil component
Saving Throw None
treats the entire space as difficult terrain for 1 round.

This can affect aerial spaces and flying creatures.

Essence

“Some say only the righteous will see their For each point of essence invested in this veil chaotic
god, but I say the evil who see the righteous
are likely to see their god a whole lot sooner.” or evil creatures must expend an additional square
—Sir Deveron the Just, Bane of the Wicked
of movement to pass through a space the Gilded

Treads have turned into difficult terrain.

Shaping this veil allows you to create a light and Chakra Bind (Feet) [G5, N4]

durable breastplate out of pure akasha. This nearly Binding this veil to your Feet chakra amplifies their

weightless breastplate grants a +6 armor bonus warding power and unlocks new and more potent

to your AC, has a maximum Dexterity bonus of +3, abilities. As a full-round action, you can create a

an armor check penalty of—2, and no arcane ward of protective energy that extends out from you

spell failure chance. Your speed is not reduced in a 10 ft. radius sphere and lasts until the start of your

while wearing this breastplate and you are always next turn. All allies within the area of this sphere gain

considered proficient in its use. spell resistance equal to 12 + the number of points of

Essence essence invested against any spell, spell-like ability,

For each point of essence invested in this veil the psionic power, or veil effect cast or manifested by

granted breastplate gains a +1 enhancement a creature whose alignment includes a chaotic or

bonus to AC. Enhancement bonuses can be spent evil component. Any creature with the chaotic or

to increase the AC bonus of the armor or to add evil subtype who attempts to enter this sphere must

armor special abilities such as light fortification or succeed at a Will saving throw or be immediately

invulnerability, but the armor must have at least a rebuffed, unable to enter protected spaces for 1

+1 enhancement bonus before special abilities can round. For each point of essence invested in this

be added and the total enhancement bonus to AC ability, the radius of the sphere increases by 5 feet.

cannot exceed +5.

Chakra Bind (Chest) [D19, N18] Garden Warden’s Gorget

Binding this veil to your Chest chakra greatly Descriptors Good, fire
Class Daevic, Guru, Nexus, Radiant, Vizier
enhances its protective capabilities. You gain a Slot Neck
Saving Throw Reflex; see text
sacred bonus to your saving throws equal to the

armor’s enhancement bonus to AC, and spell

resistance equal to 10 + 1 per point of essence

invested; if you already have spell resistance from This gleaming gorget encircles your neck with holy
flames that consume arrows and bolts seeking your
another source, such as from the Feet chakra bind flesh.

of the Gilded Treads veil, this spell resistance stacks While you are under the protection of this fiery veil,
any arrow, bolt, thrown weapon, or other ranged
(so a veilweaver with 3 points of essence invested in

their Gilded Treads while using its chakra bind ability

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Chapter 4" New Character Options

ammunition or projectile that would successfully variable numeric effects as though they had rolled
the maximum possible result. In addition, you gain
strike you takes 1d6 fire damage. This damage is not the ability to channel energy 1 + your veilweaving
modifier times per day as a good-aligned cleric of
halved against objects. Any weapon or projectile your veilweaver level.

that is broken by this effect deals half damage, and Heaven’s Blessing

destroyed weapons and projectiles deal no damage Descriptors Good
Class Guru, Nexus, Radiant
to you. Calculate hardness as 1 inch of material. Slot Body
Saving Throw Will; see text
Essence

For each point of essence invested in this veil the fire

damage dealt to thrown weapons and projectiles

that would successfully strike you increases by an

additional 1d6.

Chakra Bind (Neck) [D16, G14, N14, R12, V14]

Binding this veil to your Neck chakra allows you to Runes of white light spiral out from your navel to
encase your entire body in celestial scripture.
breathe in the protective flames and exhale them

in an explosive fury, granting you a breath weapon When you shape this potent protective veil the forces

that can be used as a swift action and which deals of good are channeled through your life energy,

1d6 damage in a 15 ft. cone, plus 1d6 for each point reinforcing you and your allies while debilitating your

of essence invested (Reflex half). Against evil-aligned enemies. You and any ally who can see you gain a

creatures, this breath weapon instead uses d8s for +1 sacred bonus to attack rolls, weapon damage

its damage dice, and against creatures with the rolls, and Charisma-based skill checks. Any enemy

evil subtype it uses d10s. Half the damage dealt who can see you must succeed on a Will saving

is fire damage, but the other half results directly throw or take a—1 penalty to attack rolls, weapon

from akashic power infused with holy energy and is damage rolls, and Wisdom-based skill checks for as

therefore not subject to being reduced by resistance long as they can see you and for 1 round thereafter.

to fire-based attacks. For each point of essence Essence

invested in this veil, the size of the cone increases by For each point of essence invested in this veil the

an additional 5 ft. (so a 15 ft. cone becomes a 20 ft. bonus to yours and your allies weapon damage rolls

cone). This ability drains much of the energy of the and Charisma-based skill checks increases by +1,

veil and requires 1d4 rounds to recharge before it and the penalty to enemies weapon damage rolls

can be used again. and Wisdom-based skill checks is increased by an

additional—1.

Halo of Holy Light Chakra Bind (Body) [G20, N20, R18]

Descriptors Good, light Binding this veil to your Body chakra unleashes the
Class Guru, Nexus, Radiant, Vizier
Slot Headband full power of Heaven’s Blessing, allowing you to use
Saving Throw None; see text
holy word as a spell-like ability a number of times per

day equal to 1 + your veilweaving modifier.

A perfect halo of gleaming golden light around your Sword of Justice
brow implies a purity and innocence uncommon
amongst most adventurers. Descriptors Fire, good
Class Daevic, Nexus
While you have this veil shaped, you shed bright light Slot Hands, Wrists
in a 20 ft. radius around yourself. Any creature within Saving Throw Reflex; see text
the area of this effect whose alignment includes
an evil component is dazzled until they leave the A fiery blade of light springs forth from gauntlets
affected area. This is considered a light effect with forged of pure akashic energy.
a spell level equal to 1 + the number of points of
essence invested that can dispel darkness effects of When you shape this veil you gain the ability to
equal or lower equivalent spell level. manifest a holy sword made of akasha infused with
the power of the upper planes. This weapon-like veil
Essence acts as a short sword sized appropriately for you, but
For each point of essence invested in this veil the instead of dealing piercing damage like a normal
radius of bright light increases by 10 feet. short sword, half the damage dealt by this weapon
is fire damage and the other half results directly from
Chakra Bind (Headband) [G11, N12, R9, V12] divine power and is therefore not subject to being
reduced by resistance to fire-based attacks. You
Binding this veil to your Headband chakra suffuses may choose to use your veilweaver level in place of
your base attack bonus when attacking with this veil.
the light you shed with positive energy. Any positive

energy effect used within the area of the light shed

by this veil is automatically maximized, treating all

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Jacob Cinciripini (Order #18219176)

Veils

Essence visibility, imposing harsh consequences on chaotic
or evil creatures who would do you harm. Whenever
For each point of essence invested in this veil, the a creature whose alignment includes a chaotic or
evil component deals damage to you with a melee
weapon deals an additional 1d6 points of damage. attack, the wards flare to life dealing 1d6 points of
damage to the attacker, plus an additional 1d6
Like the base damage of this weapon, half of this damage for each point of essence invested (Will
half). Outsiders with the chaotic or evil subtypes
damage is fire damage and the other half results who take 10 or more points of damage from this
effect must succeed at a second Will saving throw
directly from divine power and is therefore not or be banished back to their home plane; creatures
banished in this manner cannot return to the plane
subject to being reduced by resistance to fire-based they were banished from for 24 hours.

attacks. Boatman’s Ensemble
(Underworld)
Chakra Bind (Hands) [D4, N2]

Binding this veil to your Hands chakra grants your

Sword of Justice a +1 enhancement bonus per point

of essence invested (maximum +5). For each point

of essence invested in this veil beyond 5, you gain a

+1 competence bonus to your CMB and CMD when

performing or resisting a disarm or sunder attempt

with this weapon. In addition, you may choose to

manifest the Sword of Justice as either a longsword

or a short sword, chosen each time you manifest the

weapon. Boatman’s Ferry

Chakra Bind (Wrists) [D7, N8] Descriptors None
Class Nexus, Vizier
Binding this veil to your Wrists chakra grants you all Slot Feet
Saving Throw None
the benefits of binding it to your Hands chakra, and

you may wield the Sword of Justice as a thrown

weapon with a range increment of 10 ft. + 5 ft. per

point of essence invested. When used as a thrown The air around your feet shimmers with the image
of a simple river-boat gliding across flowing waters.
weapon the Sword of Justice does not dissipate

for leaving your grasp and returns to you after the Shaping the Boatman’s Ferry allows you glide

attack is resolved; if you no longer have a free hand over physical obstructions with ease. You ignore

after resolving an attack in this manner, the Sword of all difficult terrain and can walk on water like solid

Justice dissipates as normal. Whenever you confirm ground. You can use this ability to attempt to cross

a critical hit with your Sword of Justice, each enemy other liquid surfaces such as acid or pools of lava,

adjacent to the target of your attack takes 1d6 fire but any damage that would be caused by exposure

damage, plus an additional 1d6 fire damage per to such substances is dealt directly to the veil.

point of essence invested (Reflex half). Essence

For each point of essence invested in this veil your

Vambraces of Holy Scripture base land speed increases by 10 feet.

Descriptors Good, law Chakra Bind (Feet) [N4, V4]
Class Daevic, Nexus
Slot Wrists Binding this veil to your Feet chakra causes the
Saving Throw Will
ferry to spring into full and glorious “life”, bringing

the waters of Acheron with it. Whenever you deal

positive energy damage to an undead creature

You think you can just make out faintly glowing runes while they are in a square adjacent to you, that
within the silvery vambraces girding your forearms
with akashic energy. damage is maximized, treating all variable numeric

effects as though they had rolled the maximum

While this veil protects you, any creature that deals possible result. Whenever a creature with a doom
damage to you with a melee attack must succeed
on a Will saving throw or be dazzled for 1 round. mark on it dies while in a square adjacent to you,
Creatures who are already dazzled are instead
blinded until the end of your next turn. any healing you receive as a result is also maximized.

Essence Bracers of Oblivion
For each point of essence invested in this veil
the duration of the dazzled and blinded effects Descriptors Darkness, emotion, fear
increases by 1 round. Class Daevic, Eclipse, Nexus
Slot Wrists
Saving Throw Will; see text

Chakra Bind (Wrists) [D7, N8]

Binding this veil to your Wrists chakra causes the faint The inky depths of inevitability encase your forearms,
swallowing light, hope, and fear.
runes hidden within their depths to flare into brilliant

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Chapter 4" New Character Options

While this veil is shaped you gain a 20 ft. aura that Chakra Bind (Belt) [D13, G17, N16, V16]

lowers the light around you by 1 step (Bright light to Binding this veil to your Belt chakra allows you to

normal, normal light to dim, dim light to darkness). bestow the Catrina’s kiss of death on a grappled,

In addition, any negative emotion effects (such helpless, or willing target as a move action. The

as a fear spell or Intimidate check to demoralize) target must succeed at a Fortitude save or take 3d6

that would affect an ally within the radius take points of damage; undead creatures take positive

a—2 penalty to their saving throw DC or skill check. energy damage, living creatures take negative

Any negative emotion effects that would affect a energy damage, and creatures who are neither

non-allied creature (any creature whose attitude alive nor dead, such as constructs, take untyped

towards you is indifferent or worse as described in energy damage. Any creature damaged by your kiss

the Diplomacy skill) within the radius of this effect for three consecutive rounds instantly dies, regardless

instead gain a +1 insight bonus to their saving throw of how many hit points it has remaining. Creatures

DC or skill check. of the old age category take a –2 penalty on

Essence saving throws to resist this ability, while those in the

For each point of essence invested in this veil, the venerable age category take a –4 penalty. For each

radius of the granted aura increases by 5 ft. and the point of essence invested in this veil, the damage

insight bonus to saving throw DCs and skill checks dealt by this ability increases by 1d6.

for emotion effects targeting non-allied creatures

increases by +1. For every 2 points of essence Feathers of the Yamaraj

invested, the penalty to saving throws and skill Descriptors Electricity
Class Daevic, Nexus, Vizier
checks for negative emotion effects targeting an ally Slot Body
Saving Throw None
increases by an additional—1.

Chakra Bind (Wrists) [D7, E12, N8]

Binding this veil to your Wrists chakra surrounds you

in a protective aura of debilitating ennui. Whenever Sooty feathers composed of translucent gray
energy spring from your flesh, granting you some of
a creature deals damage to you with any attack or the power of Purgatory’s fiercest guardians.

effect while they are within the aura created by this

veil, they must succeed at a Will saving throw or be Shaping this veil grants you some of the power
of a yamaraj. You gain electricity resistance 5
shaken and become unable to benefit from morale (or increasing your existing electricity resistance
by 5); whenever you would be damaged by an
bonuses; creatures who are already shaken become electrical attack, any damage that is negated by
your resistance is instead gained as temporary hit
frightened instead. This effect lasts for as long as the points that last for 1 hour. In addition, you gain DR 1/
adamantine.
creature remains within your aura and for 1 round
Essence
thereafter. For each point of essence invested in this ability, your
electricity resistance increases by 2 and the damage
Catrina’s Sarong reduction granted by this veil increases by 1.

Descriptors Cold, death
Class Daevic, Guru, Nexus, Vizier
Slot Belt
Saving Throw Fortitude; see text

Chakra Bind (Body) [D12/20, N20, V20]

The oddly bright and cheerful colors of this wrap Binding this veil to your Body slot allows you to use
belie its dark power.
any of the following spells as a spell-like ability a total
Shaping this deceptively cheerful veil fills you with
the cold power of death. You gain a +2 insight bonus of 3 times per day: banishment, dimensional anchor,
to grapple checks and never provoke an attack
of opportunity for attempting a grapple combat greater restoration, plane shift, or resurrection. You
maneuver. Any creature you are grappling, or any
creature who is grappling you or who has swallowed must still pay any material costs of these spells.
you whole, takes 1d6 cold damage each round at
the end of your turn. Ferryman’s Cloak

Essence Descriptors None
For each point of essence invested in this veil, the Class Eclipse, Nexus, Vizier
insight bonus to grapple checks increases by +1 and Slot Shoulders
the cold damage dealt increases by 1d6. Saving Throw Fortitude

The dark shroud of Styx’s ferryman lies uncomfortably
about your shoulders, filling you with hate and
warding you with calm all at once.

Shaping this veil shrouds you in the powers of deathly

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Veils

transition allowing you to transfer negative effects An ethereal amulet shaped like five flowing rivers
from yourself to another creature. Negative effects adorns your neck, washing away pain and bringing
and conditions with a set duration continue for renewal.
that duration minus the rounds you spent suffering
from the effect. Whenever you are suffering from Shaping this veil protects you from the spells and
the fatigued or shaken conditions, you may spend magical effects of your foes, granting you a +2
a swift action to attempt to transfer one of those insight bonus to saving throws against spells and
conditions to another creature within 60 ft., though spell-like abilities.
that creature is entitled to a Fortitude saving throw
to resist the transfer. Creatures who currently have Essence
a doom mark on them are not entitled to a saving For each point of essence invested in this veil, the
throw against this effect. You may take attempt insight bonus to saving throws against spells and
this action as long as you are conscious, even if spell-like abilities increases by +1.
you would otherwise be prevented from taking any
actions, such as due to being dazed or stunned. Chakra Bind (Neck) [G14, N14, V14]

Essence Binding this veil to your Neck chakra adds a
For each point of essence invested in this veil, you
gain the ability to transfer an additional type of retributive edge to your protections. Whenever you
condition with this veil. The conditions you can
transfer and the order you can transfer them in are succeed on a saving throw against a spell or spell-
as follows:
like ability that targets you directly (but not spells that

affect an area without targeting a creature, such as

fireball), a doom mark is placed upon the caster of

the effects. If the target already has a doom mark

on them when this effect would be triggered, they

instead take 1d8 points of cold damage, plus 1d8 per

Essence Condition point of essence invested.
1 diseased and sickened
2 dazed and staggered Mask of the Nosoi
3 cursed and poisoned
4 exhausted and frightened Descriptors Emotion, fear
5 deafened and nauseated Class Eclipse, Guru, Nexus, Vizier
6 blinded and paralyzed Slot Head
7 stunned Saving Throw Will

Ebon energy stitched with akasha and resembling
the long-nosed mask of a plague doctor shrouds
your features.

Additional essence invested beyond 7 increases the Shaping this fell veil makes your countenance fearful
and disturbing, filling creatures that would lie to
DC to resist this veil’s effect by an additional +1. you with terror. You gain a +2 insight bonus to Sense
Motive checks; whenever you succeed on a Sense
Chakra Bind (Shoulders) [E15, N10, V10] Motive check to sense a creature’s attempt to lie or
deceive you while that creature is within 60 ft. of you,
Binding this veil to your Shoulders chakra allows that creature must succeed at a Will saving throw
or be frightened. The creature remains frightened
you to draw the abilities out of other creatures and for as long as it is within 60 ft. of you and for 1 round
thereafter.
take them upon yourself. As a swift action you may

target one creature within 60 ft.; unless that creature

succeeds on a Fortitude save you gain any one of

the following abilities the target possesses (chosen

by you when you use the ability, using the target’s

values when determining your benefits) for a number Essence
For each point of essence invested in this veil, the
of rounds equal to your veilweaver modifier and insight bonus to Sense Motive increases by +1.

the target cannot use that ability for the duration of

this effect: auras (choose one), damage reduction, Chakra Bind (Head) [E9, G8, N6, V6]

darkvision, fast healing, flight, immunities (choose Binding this veil to your Head chakra fills the mask

one), incorporeal, low-light vision, regeneration, or with dread power; regardless of whether or not you

spell resistance. Creatures with a doom mark on succeed at a Sense Motive check, any creature

them are not entitled to a save against this effect. within your line of sight who attempts to deceive

you or hide the truth from you in any way, including

Five Rivers Amulet attempting a feint against you in combat or making

Descriptors Cold a Stealth check to hide from you, such as while using
Class Guru, Nexus, Vizier
Slot Neck Hide in Plain Sight (but not while hiding behind an
Saving Throw None
object that breaks line of sight) must succeed on

a Will saving throw or be frightened for as long as

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they remain within your line of sight and for 1 round Dark water seems to flow within the silvered surface
thereafter. of this fell scythe.

Reaper’s Scythe Shaping this razored veil grants you a scythe flowing

Descriptors None with the powers of death. This weapon-like veil acts
Class Daevic, Eclipse, Guru, Nexus, Vizier
Slot Hands, Wrists as a scythe sized appropriately for you, but attacks
Saving Throw None
with this weapon deal negative energy damage

to living creatures and positive energy damage to

undead. Attacks against creatures that are neither

living nor dead, such as constructs and animated

objects, are resolved normally. You may choose

to use your veilweaver level in place of your base

attack bonus when attacking with this veil.

Essence

For each point of essence invested

in this ability, the weapon deals

an additional 1d8 points of

negative energy damage

to living creatures and an

additional 1d8 points of

positive energy damage

to undead.

Chakra Bind (Hands) [D4, E3, G2,

N2, V2]

Binding this veil to your Hands chakra grants the

Reaper’s Scythe a +1 enhancement bonus per

point of essence invested (maximum +5). As long

as this weapon has at least a +1 enhancement

bonus, you may also use any invested essence

to gain a +1 effective enhancement bonus you

can spend towards any of the following weapon

special abilities: brilliant energy, disruption (ignores

bludgeoning requirement), frost, ghost touch, icy

burst, keen, merciful, vicious, vorpal or wounding.

Chakra Bind (Wrists) [D7, E12, N8, V8]

Binding this veil to your Wrists chakra grants you

all the benefits of binding it to your Hands chakra,

and whenever you confirm a critical hit with the

Reaper’s Scythe you place a doom mark on the

target of your attack that lasts for 24 hours. This

mark can only be seen by you and outsiders tied

to death and entropy, such as psychopomps

and daemons. Outsiders who can see a

creature with a doom mark upon it always

treat such creatures with hostility.

Whenever a creature you’ve placed

a doom mark on dies while the

mark is active, you instantly

regain 1d8 hit points as its

soul is drawn through

your blade before

passing on, plus an

additional 1d8 hit

points per point

of essence

invested in

this veil at

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Veils

the time of the creature’s death. but less than 20% of their maximum hit point total),
healthy, undead, or neither alive nor dead (such as a
Spiderweb Wrappings construct). This ability also allows you to see through
any spell or ability that allows creatures to feign
Descriptors None death.
Class Daevic, Nexus, Vizier
Slot Chest Essence
Saving Throw Reflex For each point of essence invested in this veil you
gain a +1 insight bonus to Perception checks.

This ephemeral armor appears to be crafted of Chakra Bind (Headband) [G11, N12, V12]
spiderwebs that reach and cling to anything they
come into contact with. Binding this veil to your Headband chakra gives you

the ability to pass judgement on mortally wounded

Shaping this veil covers you in sticky strands of creatures, ending their life and releasing their soul to
energy spun into hair-fine threads. You gain a +2
armor bonus to your AC. In addition, whenever whatever fate awaits it. As an immediate action, you
a creature damages you with a melee attack or
otherwise comes into direct physical contact with may force any creature within 30 ft. that is currently
you (such as when delivering a spell with a range of
touch) they must succeed at a Reflex saving throw fragile or fighting off death (as described above)
or become entangled; creatures who trigger this
ability with a manufactured weapon, wand, or rod to make a Fortitude saving throw or die. Creatures
may choose to drop the weapon or item to avoid
becoming entangled. Retrieving a dropped item or who succeed on a saving throw against this effect
ending the entangled effect requires the creature
to make a Strength or Escape Artist check (DC 12 + cannot be affected again for 24 hours. Whenever
your veilweaving modifier + the number of points of
essence invested) as a move action. you kill a living creature whose Hit Dice are greater

than or equal to half your own with this effect, you

gain a +1 insight bonus to attack and damage rolls

for 1 minute. This insight bonus increases by +1 for

each point of essence invested in this veil.

Circle of Six

Essence Aphora’s Belt of Fire
For each point of essence invested in this veil the
granted armor bonus increases by +1. Descriptors Fire
Class Guru, Radiant, Vizier
Chakra Bind (Chest) [D19, N18, V18] Slot Belt
Saving Throw Reflex
Binding the Spiderweb Wrappings to your Chest

chakra fills them with terrifying life. You gain two slam

attacks dealing 1d6 damage for a Medium creature While Aphos studied darker paths, his twin Aphora
reveled in the light and chaos of Fire’s purity.
(1d4 Small); any creature damaged by one of these
While this veil shaped you gain a 5 ft. aura that
attacks is entangled as though they had failed a causes any creature possessing an attack that
can inflict poison or disease on a creature (such as
save against this veil’s primary ability. In addition, an ettercap or mummy) to take 1d6 points of fire
damage whenever they enter a square adjacent
the fine strands of this web send you unique sensory to you or when you end your turn adjacent to them
(Reflex half). In addition, the duration of any poison
information, allowing you to notice, locate, and or disease effect you suffer is reduced by 1 round.
Poisons and disease whose effects are measured
distinguish between living and undead creatures in longer durations such as hours or days (such as
mummy rot) are instead reduced by an amount
within 60 feet, just as if you had the blindsight ability. equal to 1 instance of their normal frequency. Effects
that normally do not expire after a set duration
Vanth’s Eyes are treated as having a duration equal to their
frequency multiplied by 20.
Descriptors Evil, necromancy
Class Guru, Nexus, Vizier Essence
Slot Headband For each point of essence invested in this veil the
Saving Throw Fortitude; see text
fire damage dealt to poisonous or disease-bearing
Your eyes disappear in pools of inky darkness as the creatures is increased by 1d6 and the duration of
keen vision of Purgatory’s guardians saturates your poisons and diseases you suffer is reduced by 1
vision. additional round or unit of frequency.

Shaping this veil grants you the ability to determine
the condition of creatures within 30 ft., as long as
you have line of sight to them. You instantly know
whether each creature within the area is dead,
fragile (alive and wounded, with 3 or fewer hit points
left), fighting off death (alive with at least 4 hit points

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Chakra Bind (Belt) [G17, R15, V16] by either use of this ability are entitled to a Fortitude
saving throw to resist its effects):
While this veil is bound to your Belt chakra you gain Accelerate: The targeted creature gains a +1 insight
bonus to all Dexterity-based skills, initiative rolls, and
the ability to summon up a chariot of flame as a to Reflex saving throws, but any bleed damage they
are taking also increases by 1 point (this additional
standard action. The chariot remains until you dismiss damage does not apply to creatures who are not
taking bleed damage). For each point of essence
it as a free action and occupies the same amount of invested in this veil the insight bonus increases by +1
and the additional bleed damage increases by 1
space as a Huge creature. It can carry you and up point.
Slow: The targeted creature takes a –1 penalty to all
to 4 other Medium creatures (or 8 Small creatures, Dexterity-based skills, initiative rolls, and Reflex saving
throws, and any bleed damage they are taking is
or 2 Large creatures) and possesses a fly speed decreased by 1 point. For each point of essence
invested in this veil the penalty increases by –1 and
of 60 ft. + 10 ft. per point of essence invested with any bleed damage the target is taking is reduced by
1 additional point.
perfect maneuverability. Any creature carried by
Ceradon’s Eternity
the chariot gains fire resistance equal to 10 + 10 per
Descriptors None
point of essence invested as long as they are within Class Daevic, Radiant, Vizier
Slot Body, Chest
the chariot. The chariot moves as you command it Saving Throw None

but requires your move action to do so. Any creature

or object who moves through a square adjacent

to the chariot or ends their turn adjacent to it takes

1d6 points of fire damage + 1d6 per point of essence

invested. The chariot can be used to light flammable

objects, such as ship’s sails, on fire by passing

adjacent to them.

Aphos’s Blooded Gauntlets Ceradon chose Eternity that he could love Hyandil
always, and was rewarded with an eternity of
Descriptors None regret.
Class Radiant, Vizier
Slot Hands
Saving Throw Fortitude; see text

...And so Aphos chose the path of Blood, gaining Shaping this temporal veil grants you the powers of
power and enmity everlasting. eternity itself. You gain the ability to place yourself
or a willing touched creature in a state of partial
This unusual veil grants the ability to save and sustain temporal stasis as a standard action, preventing any
negative effects with a recurring frequency (such as
life, but at a cost to the wearer. While this veil is disease, poison, or bleed damage) from occurring;
this effect also blocks effects that heal over time,
shaped you can restore 5 hit points to a touched such as fast healing or regeneration, but not
instantaneous effects such as a cure light wounds
creature other than yourself as a standard action, spell. You can only have one creature affected by
this ability at a time and its effects remain in place as
but you yourself take 1 point of Constitution damage. long as this veil is shaped. Suppressing or sundering
the veil ends this protection. If this ability ends for
Alternatively, you can make a melee touch attack any reason, including you willingly ending it as a free
action, any effects immediately resume from the
against a creature, forcing them to succeed on a point they were at when the ability was first used.

Fortitude saving throw or suffer 1 point of Constitution

damage; if the Hit Dice of a target who fails their

saving throw are equal to or greater than half

your own (rounded down, minimum 1), this attack

heals you for 5 hit points. This ability does not work

on constructs or most undead, but can be used

against vampires, inflicting Charisma drain instead of

Constitution damage.

Essence Essence
For each point of essence invested in this veil you
For each point of essence invested in this ability the may apply its effects to one additional creature.

Constitution damage (or Charisma drain in the case

of vampires) dealt by this ability increases by 1 and Chakra Bind (Chest) [D19, V18]

the granted healing increases by 5 hit points. Binding this veil to your Chest chakra gives you

Chakra Bind (Hands) [R3, V2] greater control over the forces of eternity. While you

While this veil is bound to your Hands chakra, you or another creature is affected by the temporal stasis

gain the ability to slow or accelerate the blood in effect, negative conditions continue to move at

living creatures and vampires. As a standard action their normal frequency but the protected creature

you may choose one living creature or vampire you is immune to their effects (so a poisoned creature

can see within 60 ft. and bestow one of the following would still be entitled to saving throws at the normal

effects upon them for 1 minute (creatures targeted intervals but would not suffer the consequences

496

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Veils

of failing a saving throw, and the poison would in an icy prison. While a creature is imprisoned in
this way it is paralyzed and unconscious but does
continue to run its course expiring at the normal not need to eat or breathe while the ice lasts. The
ice has 20 hit points and Hardness equal to your
time). In addition, you may take a point of essence veilweaving level; destroying the ice frees the
creature, which is staggered for 1d4 rounds after
burn as an immediate action to attempt to counter being released. This ability can also be used on an
unconscious, helpless, or deceased creature to
a time-based spell such as haste, slow, or time stop. preserve its body for transportation without causing
additional harm; time spent sealed in ice this way
Chakra Bind (Body) [D20, R18, V20] is not counted against the maximum amount of
time that can pass between a creature’s death
In addition to the effects of your Chest chakra, and the use of a spell like raise dead, and negative
conditions such as disease or poison are paused and
binding this veil to your Body chakra protects you do not progress as long as the target is sealed within
the ice.
from the ravages of time. Each hour you have
Hyandil’s Flowered Regalia
this veil shaped rejuvenates you, reducing your
Descriptors None
age by 1 year until you reach your minimum age Class Guru, Nexus, Radiant, Vizier
Slot Head, Neck
for adulthood. Benefits for having reached a Saving Throw None

certain age, such as bonuses to your mental ability

scores, are retained but can only be gained once

regardless of how often you reach an older age

category. In addition, you gain regeneration equal

to 5 + the number of points of essence invested in

this veil; this regeneration can only be suppressed by

suppressing or disjoining this veil.

Duxandus’s Icy Gaze Though she loved Ceradon most of all, all love fled
Hyandil upon Aphos’s betrayal and Maelwyn’s
Descriptors Cold death. Flowers that once spoke of life and joy now
Class Guru, Nexus, Radiant, Vizier marked promises of death.
Slot Headband
Saving Throw None

Duxandus sought eternal preservation and Shaping this regal veil shrouds you in brilliant
embraced the way of Ice, gaining eternity but
losing hope and passion. flowers of every color imaginable. You gain a +2

Shaping this chilling veil grants you icy clarity and insight bonus to Diplomacy checks and are under
control over elemental cold. You gain a +1 insight
bonus on all saving throws against spells and effects the effects of a speak with plants spell for as long
with the emotion descriptor, including all fear effects,
and the DC to demoralize you with the Intimidate skill as this veil is shaped. You may use Diplomacy to
increases by 1. In addition, you can use a standard
action to fire a ray of frigid cold from your eyes as a influence creatures of the plant type regardless of
ranged touch attack with a range of 60 ft. that deals
1d6 cold damage and reduces the target’s speed by their Intelligence; you still cannot convince a plant
5 feet for 1 round.
to perform an action it would not be capable of

performing.

Essence

For each point of essence invested in this veil, the

insight bonus to Diplomacy increases by +1.

Essence Chakra Bind (Head) [G8, N6, R6, V6]
For each point of essence invested in this veil
the insight bonus to saving throws and the DC to Binding this veil to your Head chakra grants you
demoralize you with the Intimidate skill increases by
+1. In addition, the damage dealt by your ray attack the ability to animate plants and vegetation and
increases by 1d6 and the duration of the speed
reduction increases by 1 round. For every two points transform them into a shambling mound as a
of essence invested targets affected by your cold
ray have their movement reduced by an additional standard action (use the statistics for a shambling
5 feet.
mound presented in the Pathfinder Roleplaying

Game Bestiary). You can only have one shambling

mound formed in this way at a time, plus one

additional shambling mound for every 4 points of

essence invested. For every point of essence invested

Chakra Bind (Headband) [G11, N12, R9, V12] in this veil, the shambling mound gains an additional

Binding this veil to your Headband chakra allows you 5 hit points and a +1 insight bonus to attack rolls,

to encase your enemies in an icy prison. Creatures armor class, damage rolls, and saving throws.

struck by the ray attack granted by this veil must Chakra Bind (Neck) [D16, N14, R12, V14]

succeed on a Fortitude saving throw or become Binding this veil to your Neck chakra fills the regalia

entangled; creatures who fail a saving throw against with verdant life, granting you the ability to breathe

this effect while already entangled become trapped life into a tree and transform it into a treant as

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Chapter 4" New Character Options

a standard action (use the statistics for a treant the thorns take 1d4 rounds to regrow and cannot be
presented in the Pathfinder Roleplaying Game
Bestiary). You can only have one treant formed in this used during that time.
way at a time, plus one additional treant for every
4 points of essence invested in this veil. For every Essence
point of essence invested in this veil, the treant gains
an additional 5 hit points and a +1 insight bonus to For each point of essence invested in this veil the
attack rolls, AC, damage rolls, and saving throws.
damage dealt increases by 1d10 and the area of the
Priestess’ Clasp of Rebirth
cone increases by 5 ft. (e.g. going from a 15 ft. cone
Descriptors None
Class Guru, Radiant, Vizier to a 20 ft. cone).
Slot Neck
Saving Throw None Chakra Bind (Shoulders) [D10, N10, V10]

While this veil is bound to your Shoulders chakra, the

thorny vines comprising the veil stretch up across

your arms and shoulders forming a set of verdurous

wings. You gain a 30 ft. fly speed with Clumsy

maneuverability. For each point of essence invested

in this veil, the fly speed increases by 10 feet. For

every 2 points of essence invested, the fly speed’s

She had no name, but was beloved by the rest, in all maneuverability increases by one step. In addition,
her forms and infinite appearances, as she danced
with the way of Rebirth. there is no longer a recharge period after using the

cone of thorns and you can fire a cone as an at-will

Shaping this veil allows you to cast disguise self as ability without the 1d4 round cooldown.
an at-will spell-like ability with a caster level equal to
your veilweaving level. Chakra Bind (Neck) [D16, N14, R12, V14]

Binding this veil to your Neck chakra gives you fine

Essence control over the thorny vines shrouding you, allowing
For each point of essence invested in this veil, you
gain a +1 insight bonus on Bluff and Disguise checks. you to wield them as a set of four secondary natural

attacks that deal 1d6 bludgeoning and piercing

Chakra Bind (Neck) [G14, R12, V14] damage (1d4 Small) with an 18-20 critical threat

Binding this veil to your Neck chakra grants you the range. You may use your veilweaver level in place

power of true rebirth. You may spend 10 minutes to of your base attack bonus to determine your to-hit

restore a creature to life in a new form as though and other abilities of this veil. In addition, you gain

casting a reincarnate spell. You do not need to a climb speed of 60 ft. + 10 ft. per point of essence

provide a material component for this effect, but you invested in this veil and may even climb on sheer

take 2 points of Constitution drain that cannot be vertical surfaces or ceilings with ease, though you

healed by any means until it heals naturally after 1 lose the use of two of your vine attacks in any round

week. For each point of essence invested in this veil, where you use this climb speed.

you reduce the time to use this ability by 1 minute

(minimum 1 standard action). In addition, once Heart of Yggdrasil

per week if you die while this veil is shaped, you are Descriptors Healing, teleportation
Class Nexus, Radiant, Vizier
automatically returned to life 1d4 rounds after your Slot Body, Chest
Saving Throw None
death as though by a reincarnate veil. You may

reshape and bind veils as part of this rebirth, just as

though you had 8 hours rest and completed any

normal preparations for shaping and binding veils. Your tree is the world tree, your arms its branches,
and its roots sustain you always.
Dryad’s Verdancy
Shaping this veil causes your skin to take on
Cloak of Thorns the texture and coloration of willow bark while
thickening your blood into slow-moving sap. Any
Descriptors None bleed damage you would take is reduced by
Class Daevic, Nexus, Radiant, Vizier 1 and you gain a +1 insight bonus to all saving
Slot Neck, Shoulders throws against all mind-affecting effects (charms,
Saving Throw Reflex compulsions, morale effects, patterns, and
phantasms), paralysis, poison, polymorph, sleep
Thorny vines cascade across your shoulders like an effects, and stunning.
emerald mantle.
Essence
While this veil is shaped you gain a thorny cloak For each point of essence invested in this veil any
capable of launching a spray of magical thorns as bleed damage you take is reduced by 1 additional
a standard action, dealing 1d10 piercing damage point and the granted bonus to saving throws is
(Reflex save for half) to all creatures in a 15 ft. cone; increased by +1.

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Veils

Chakra Bind (Chest) [N18, V18] increases by +1.

Binding this veil to your Chest chakra allows you to Chakra Bind (Head) [R6, V6]

use plant shape, plant shape II, and tree shape as Binding this veil to your Head chakra grants you the

at-will spell-like abilities with a caster level equal to stunning glance ability of a nymph. As a standard

your veilweaving level. action, you can stun a creature within 30 feet with

Chakra Bind (Body) [N20, R18, V20] a look, forcing the target to succeed on a Fortitude

Binding this veil to your Body chakra allows you to save or be stunned for 1 round plus 1 round for every

spend 1 hour causing a single Gargantuan oak 2 points of essence invested. Once a creature has

tree to sprout in a location you can see. Unlike failed their save against this effect they cannot be

most veil effects, this tree remains in that location affected by it again for 24 hours.

permanently, even if this veil is sundered, suppressed Chakra Bind (Headband) [R9, V12]

or otherwise unshaped, until you spend 1 hour Binding this veil to your Headband chakra grants

returning the tree to the veil; this action can only be you the blinding beauty of a nymph. As a standard

taken while this veil is shaped. You cannot have more action you can force all humanoid creatures within

than one such tree manifested at a time. As long as 30 ft. to succeed on a Will saving throw or be blinded

this veil is shaped and the tree is formed, any effect for 1 minute, plus 1 minute for every 2 points of

that would reduce you below 0 hit points instead essence invested in this veil.

causes you to be instantly transported inside the tree Chakra Bind (Neck) [R12, V14]

where you meld with it similar to a meld with stone Binding this veil to your Neck chakra grants you

spell. This effect occurs regardless of your location or the unearthly grace of a nymph, allowing you to

how far away the tree is, and functions even across add your Charisma modifier as an insight bonus on

planes. You can also willingly retreat to the tree all your saving throws, and as a deflection bonus

as a full-round action. As long as you are melded to your Armor Class. For every 2 points of essence

with your tree, you gain fast healing equal to 5 + invested in this veil, you gain a +1 inherent bonus to

the number of points of essence invested in this veil your Charisma score.

and any negative conditions (including blindness,

disease, poison, or stunning) and any ability damage Verdant Vambraces

or drain are removed after 1 hour within the tree. Descriptors None
Class Radiant, Vizier
Persistent permanent effects such as an oracle’s Slot Hands, Belt
Saving Throw Reflex
curse are not affected by this ability, nor are effects

caused by normal environmental conditions (such as

light-blindness). If your tree is ever destroyed before

it can be recovered into your veil, you take 10 points Sheathes of brown bark laced with vibrant green
vines encircle you, granting you the ability to call
of Constitution drain; this drain cannot be cured in forth plant life at will.

any way until you grow a new tree and spend 1 hour As a full-round action the wearer of this nourishing
veil can call forth plant life and vegetation from
melded with it, at which point the drain is cured. even barren earth or worked stone. Tall grass, weeds,
and other plants spring up in a 20 foot by 20 foot
Nymph’s Visage square within 40 feet to wrap around creatures in
the area of effect, or those that enter the area, for
Descriptors Charm 1d4 rounds before dissipating. Creatures that fail a
Class Radiant, Vizier Reflex save gain the entangled condition. Creatures
Slot Head, Headband, Neck that make their save can move as normal, but those
Saving Throw None; see text that remain in the area must save again at the
end of your turn. Creatures that move into the area
A light layer of paper-thin akasha molds to your must save immediately. Those that fail must end
features, erasing blemishes and amplifying your their movement and gain the entangled condition.
natural beauty. Entangled creatures can attempt to break free as
a move action, making a Strength or Escape Artist
Shaping this seductive veil gives your features an check. The DC for this check is equal to your normal
unnatural beauty and allows you to commune with veil DC. The entire area of effect is considered
creatures of the natural world. You gain a +2 insight difficult terrain while the effect lasts.
bonus to Diplomacy and Handle Animal checks and
may use Diplomacy to improve the attitude of an Essence
animal; this functions in all other ways as the druid’s For each point of essence invested in this ability the
wild empathy class feature. duration increases by 1 round. If at least 3 points

Essence
For each point of essence invested in this veil, the
insight bonus to Diplomacy and Handle Animal

499

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