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Khorchin (Kheshig Archetype)

Proficiencies: Khorchin are proficient with simple weapons and light armor. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

This modifies the kheshig’s normal proficiencies.

Casting: A khorchin may combine spheres and talents to create magical effects. The khorchin is considered a Low-Caster. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces the kheshig’s veilweaving, chakra binds (low), chakra binds (middle), chakra binds (whole) and chakra binds (high) class features.

Spell Pool: A khorchin gains a small reservoir of energy they can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to their level + their casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Blended Training: At each class level, the khorchin gains their choice of a combat or magic talent. Khorchin use their casting ability modifier as their practitioner modifier.

Arsenal of Power: The khorchin uses their class level as their veilweaving level and their spellcasting ability modifier as their veilweaving modifier for their veils shaped using their Akashic Arsenal class feature. The khorchin is considered to know all [Enhanced] descriptor veils on the kheshig veil list for this ability, and may change their veils granted by their ability each day when they recover their spell points.

This modifies the kheshig’s akashic arsenal class feature.

Essence Pool: At 1st level, a khorchin gains access to a pool of essence which they can use to invest their veils. They gain 1 point of essence at 1st level, and an additional point at 2nd level, and every 2 levels thereafter.

This modifies the kheshig’s essence pool.

Magitech Pilot (Helmsman Archetype)

Technology and magic are formed as one to create magitech, piloted by those skilled or foolish enough to trust their lives to the unpredictable and powerful machinery.

Proficiencies: Magitech pilots are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

This alters the helmsman’s weapon and armor proficiencies.

Casting: The magitech pilot combines spheres and talents to create magical effects. The magitech pilot is considered a Mid-Caster. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces the helmsman’s veilweaving, essence pool, chakra binds, improved essence capacity, and interface binding class features.

Combat Training: The magitech pilot combines spheres and talents to create powerful martial techniques. The mageitech pilot uses their casting ability modifier as their practitioner modifier.

Bonded Vessel: If the magitech pilot chooses a vehicle as their bonded vessel, it gains battery points as if it were a mech.

This modifies the helmsman’s bonded vessel class feature, but not for the purposes of archetype compatibility.

Hypercharged Essence: The magitech pilot possesses a pool of essence with which they use to power their akashic armaments. At 2nd level, this pool contains 1 point of essence. This pool gains an additional point of essence at 3rd level, and every 3 levels thereafter.

Magitech Interface: At 1st level, the magitech pilot gains the Technomancy sphere as a bonus magic talent and uses their class level as their caster level with the Technomancy sphere. This stacks normally with caster levels gained from other sources.

Magitech Modifications: At 1st level, the magitech pilot gains the Tech sphere with the Mana Engineering drawback as a bonus talent. They must select a talent that could be installed as an innate gadget in a drone with this drawback. The magitech pilot can install innate gadgets in their mech or vehicle as if it were a drone for the purposes of Tech sphere talents. The magitech pilot uses the battery pool of their mech or vehicle to power any innate gadgets installed in the mech or vehicle, at a rate of 1 battery point per charge.

This replaces the helmsman’s hypercharge gained at 1st level.

Magitech Repairs: At 1st level, the magitech pilot has learned to utilize their unique methods of crafting technology to better repair their bonded vessel, allowing them to repair 5 HP per hour rather than per day using Craft (mechanical).

Blended Training: At 2nd level, and every level thereafter, the magitech pilot gains their choice of a combat or magic talent.

Instant Repairs: At 2nd level, the magitech pilot can utilize their bonded vessel's battery to cause the it’s magitech to surge in power, instantly repairing damage done to it. As an immediate or swift action, the magitech pilot can spend 2 battery points from their bonded vehicle to immediately cause it to recover a number of hit points equal to twice their helmsman level.

Armament Capacity: At 3rd level, and again at 9th and 15th levels, the essence capacity of the magitech pilot’s akashic armaments increases by 1. This does not stack with any class features, feats, or talents that increase the essence capacity of all of the magitech pilot’s essence receptacles, such as the improved essence capacity class feature or the Capacity Increase talent.

Magitech Development: At 3rd level, and again every 2 levels thereafter, the magitech pilot gains a bonus Tech or Technomancy talent of their choice.

This replaces the helmsman’s hypercharge gained at 3rd level, and every 2 levels thereafter.

Specialized Sprite: At 12th level, the magitech pilot has learned to create a specialized sprite designed to interface with their mech. The magitech pilot may only have a single specialized sprite at any time. When they create a sprite inside their mech, they can choose to make it a specialized sprite. The magitech pilot can concentrate on this specialized sprite as a move action, or may spend a spell point to allow it to persist for up to 1 hour per caster level without concentration. A specialized sprite cannot use the transfer program, nor can it be transferred to another host through other means. The magitech pilot cannot create a specialized sprite as part of using the Sprite Legion talent.

This replaces the helmsman’s turboboost class feature.

Improved Specialized Sprite: At 18th level, the magitech pilot further improves their specialized sprite. Their specialized sprite gains a permanent duration upon creation. If the magitech pilot’s mech is destroyed, the sprite is destroyed as well. The magitech pilot can choose to destroy their own specialized sprite as a full-round action as well.

This replaces the helmsman’s improved turboboost class feature.

Peerless Mechanomancy: At 20th level, the magitech pilot has reached the pinnacle of their craft. They may shift their essence between their akashic armaments as an immediate action, or as a free action on their turn. In addition, their specialized sprite may perform two programs each round.

This replaces the helmsman’s peerless strategist class feature.

Sphere Huay (Huay Archetype)

Casting: The sphere huay may combine spheres and talents to create magical effects. The sphere huay is considered a Mid-Caster. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces the huay’s veilweaving, essence pool  and improved essence capacity class features.

Magic Talents: A sphere huay gains 1 magic talent every time they gain a caster level. This does not stack with caster levels gained from other sources.

Spell Pool: The sphere huay gains a small reservoir of energy they can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to their level + their casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Veilweaver: At 1st level, the sphere huay gains the Veilweaving sphere and the Huay’s Tradition advanced talent as bonus talents and uses their class level as his caster level with the Veilweaving sphere. This stacks normally with caster levels gained from other sources. If they already have either of these talents, they may select a Veilweaving talent of their choice to replace either duplicate. The sphere huay does not learn a veil of their choice when gaining the Veilweaving sphere in this way. If they had already learned a veil from taking the Veilweaving sphere before taking this class, they lose knowledge of that veil if that veil is not part of their Tradition.

Veil of Nature: The sphere huay’s veil shaped from this class feature does not count against the maximum number of veils they may shape using the veilweaving sphere.

Adorned in Veils: At 10th level, the sphere huay can use their Veilweaving sphere to shape an additional veil each day. They can shape an additional two veils in this way at 20th level.

Formshaper (Huay Archetype)

Proficiencies: Formshapers are proficient with simple weapons and light armor. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

This modifies the huay’s normal proficiencies.

Casting: A formshaper may combine spheres and talents to create magical effects. The formshaper is considered a Mid-Caster. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces the formshaper’s veilweaving, essence pool, veiled in nature, chakra binds, and improved essence capacity class features.

Spell Pool: A formshaper gains a small reservoir of energy they can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to their level + their casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Blended Training: At each class level, the formshaper gains their choice of a combat or magic talent. Formshapers use their casting ability modifier as their practitioner modifier.

Shaper of Forms: At 1st level, the formshaper gains the shapechanger subtype and the Alteration sphere as a bonus magic talent and uses their class level as their caster level with the Alteration sphere. This stacks normally with caster levels gained from other sources.

Skin Transformation (Su): At 2nd level, the formshaper gains the ability to transform themselves as the shapeshift ability of the Alteration sphere as a standard action that provokes attacks of opportunity. The formshaper may end this ability as a standard action, and cannot use this ability while already in an Alteration sphere transformation.

When using this ability they adopt the Blank Transformation, use their formshaper level as their caster level, and the ability has a duration of 1 hour per formshaper level rather than concentration at no spell point cost. They can apply any traits available to them through their Alteration sphere talents to this Blank Transformation. The formshaper does not gain the ability to grant their transformation traits when using this ability, however when they take the Blank Transformation they gain the ability to change their appearance without requiring a trait to do so.

By investing essence in this ability the formshaper gains the ability to grant this transformation traits. For each point of essence invested in this ability when the formshaper takes a form using this ability, their transformation gains 1 trait. While in the transformation this essence is bound to this ability and cannot be reinvested, and when the transformation ends that essence is burned. If this essence is burned while the formshaper is in a transformation, they lose a trait of their choice per point of essence burned and regain those traits when the essence is recovered.

At 3rd level, and every 2 levels thereafter, when the formshaper gains a single transformation talent of their choice. When the formshaper uses their skin transformation ability they can choose to take the form of transformation talent gained from this ability. When the formshaper rests to recover their spell points they can choose to replace their transformation talents with other transformation talents of their choice.

This replaces the formshaper’s skin shift class feature.

Essence of Form: At 2nd level, the formshaper gains a pool of essence which they use to empower their skin transformations. At 2nd level, this pool contains 1 point of essence. This pool gains an additional point of essence at 3rd level, and every 3 levels thereafter.

Rapid Shift: At 5th level, the formshaper may rapidly shift their form using their skin transformation ability. As a swift action by taking 1 point of essence burn, the formshaper can alter their current transformation granted by their skin transformation to another transformation. Essence burned by this ability cannot be recovered until the formshaper ends their skin transformation.

Transformation Capacity: At 3rd level, and again at 9th and 15th levels, the essence capacity of the formshaper’s skin transformation increases by 1. This does not stack with any class features, feats, or talents that increase the essence capacity of all of the formshaper's essence receptacles, such as the improved essence capacity class feature or the Capacity Increase talent.

Improved Skin Transformation: At 10th level, when the formshaper rests to recover their spell points each day they choose a single transformation talent granted by their skin transformation ability. When using their rapid shift ability they don’t need to take a point of essence burn to use this transformation. At 14th, and again at 18th level, they may choose an additional transformation talent.

In addition, they no longer take essence burn when ending their skin transformation if they only took on the Blank Transformation or their chosen transformations during the duration of the duration of their skin transformation.

This replaces the improved skin shift class feature.

Transforming Touch: At 12th level, by taking 3 points of essence burn as a standard action the formshaper can touch a willing creature and grant them the benefits of their skin transformation ability. The formshaper invests essence in that creature as part of using this ability, and treats that as the invested essence for the ability when determining its traits. A willing creature can end this transformation early as a standard action, which burns the invested essence, as can the formshaper.

At 16th level, they may use this ability on an unwilling creature. That creature may make a Fortitude saving throw (DC 10 + ½ class level + casting ability modifier) to resist this effect. The formshaper can end this transformation early as a standard action.

This replaces the huay’s shifting touch class feature.

Master of All Forms: At 20th level, the formshaper has gained complete and total mastery over their ability to shift their forms. They no longer take essence burn when changing their form using rapid shift, and they no longer suffer essence burn when ending their skin transformation ability. Additionally, whenever the formshaper would be affected by a polymorph effect they can choose to become immune to that effect.

This replaces the huay’s mastery of form class feature.

Worldcaller (Volur Archetype)

Proficiencies: Worldcallers are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice. If they have no levels in class that grants a practitioner modifier, they use casting ability modifier as their practitioner modifier for any talents gained as part of this martial tradition.

This alters the volur’ weapon and armor proficiencies.

Casting: The worldcaller combines spheres and talents to create magical effects. The worldcaller is considered a High-Caster. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces the volur’s veilweaving, essence pool, chakra binds, and improved essence capacity class features.

Spell Pool: A worldcaller gains a small reservoir of energy they can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to their level + their casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Power of the Spirits: The worldcaller uses their casting ability score in place of their Charisma score for their volur class features.

Spirit of the World: The worldcaller’s akashic spirit is always of the Circle of the World. Unlike a normal akashic spirit, the worldcaller only needs to meditate for 1 minute to change their spirits aspect to another found within the Circle of the World, and can do so even more quickly by spending 1 spell point as a standard action that provokes attacks of opportunity.

At 7th level, they can spend 2 spell points as a move action that provokes attacks of opportunity to change their spirits aspect.

At 16th level, they can spend 3 spell points as a swift action to change their spirits aspect.

This modifies the volur’s akashic spirit class feature, and replaces the spiritual alignment class feature.

Attuned to the World: The worldcaller gains the Nature sphere as a bonus talent with one of the following packages: Air, Earth, Plant, or Water. If they already have the Nature sphere, they instead gain the Expanded Geomancing talent, selecting one of the above packages.

Whenever the worldcaller mediates to change their spirits Aspect of the World, the package selected using this ability changes to match the spirit’s aspect, and the worldcaller is treated as if they had the Mastery talent for that package (Air Mastery for Air, Earth Mastery for Earth, etc). For example: if the spirit changes to the Aspect of Earth, the worldcaller’s Nature sphere package changes to Earth as well. If the worldcaller has multiple Nature sphere packages, they may change one of their packages of the above types of their choice to match the spirit’s.

Blended Training: At 2nd level, a worldcaller gains their choice of combat or magic talent. They gain an additional talent at each class level thereafter except for 5th, 9th, 13th, and 17th level

Worldcallers use their casting ability modifier as their practitioner modifier.

Brand Capacity: At 3rd level, and again at 9th and 15th level, the worldcaller increases the essence capacity of their veils shaped using their brandweaving class feature by 1. This doesn’t stack with the Improved Capacity talent, the improved essence capacity class feature, or similar effects.

Worldly Talents: At 5th level, and again at 9th, 13th, and 17th level, the worldcaller gains a geomancing Nature sphere talent. Whenever the worldcaller changes their spirit’s aspect, they can change the talents they have selected using this feature to different geomancing talents.

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