Akasha Expanded: Soulforge Archetypes and Feats (Patreon)
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Soulconjurer (Soulforge Archetype)
Able to draw souls directly from the akashic record rather than forging them upon themselves, soulconjurers possess less martial prowess but gain the ability to summon a powerful spirit to aid them in battle.
Soulconjurer’s Training: A soulconjurer’s Hit Dice is reduced from a d10 to a d8. In addition, the soulconjurer’s base attack bonus is equal to three-quarters their soulforge level (much like a rogue’s base attack bonus is calculated), rather than the usual soulforge base attack bonus.
This modifies the soulforge’s hit dice and base attack bonus.
Skill Points: A soulconjurer gains an additional 2 skill points at each level.
This modifies the soulforge’s skill ranks.
Soul Summoning: A soulconjurer has learned to tap into the akashic record to conjure the aspects of an ancient soul of a lost hero into a physical shape, known as a conjured soul, as part of shaping their veils for the day. This conjured soul shares the soulconjurer’s alignment and follows their orders to the best of its ability. Conjured souls are treated as summoned creatures, except they are not dismissed until they are reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to the soulconjurer, a conjured soul can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. If the conjured soul is dismissed via magic, the soulconjurer can meditate for 1 minute to summon it again. The soulconjurer can also choose to dismiss their conjured soul by meditating for 1 minute. If the conjured soul is killed, the soulconjurer cannot summon it again until they rest and shape their veils for the day.
A conjured soul’s statistics are based on the soulconjurer’s class level, as described below by Conjured Soul Statistics. A conjured soul counts as a companion created by a veil for the purposes of feats, such as Shared Veil.
When the soulconjurer summons their conjured soul as part of shaping their veils, they choose a single forged soul available to the soulforge: the conjured soul gains the benefits of that forged soul, using the soulconjurer’s level and Wisdom when determining the abilities granted by the forged soul. Soul veils gained as part of a forged soul are shaped on the conjured soul, using the soulconjurer’s veilweaving modifier and veilweaving level. The soulconjurer treats this forged soul as an essence receptacle, as normal, but they may only invest or remove essence from it while the conjured soul is within Close (25 feet + 5 feet per level) of them. Conjured souls do not gain bonus skill points from their forged soul, but add the forged soul’s class skills to their list of class skills.
Whenever you summon a conjured soul you may change its base form and reassign its skill ranks, feats and ability score increases.
This replaces the soulforge’s forged soul class feature.
Soulconjurer’s Feats: At 1st level, and again at 6th, 11th, and 16th level, the soulconjurer’s conjured soul gains a bonus combat feat. The conjured soul counts as a fighter of a level equal to their Hit Dice for the purposes of qualifying for feats. These feats can be reassigned each time the conjured soul is summoned.
This replaces the soulforge’s bonus combat feats.
Enduring Soul: At 3rd level, the soulconjurer can take a point of essence burn as a free action to grant their conjured soul fast healing 1 for 1 minute. This fast healing stacks with itself.
Enhanced Soul Armaments: The soulconjurer treats the conjured armaments of their conjured soul as [enhanced] veils they have shaped for the purposes of their soul enhancement class feature. They may transfer enhancements to their conjured soul’s conjured armaments when it is conjured, and automatically return them back to their soul if the conjured soul is slain or dismissed.
This modifies the soulforge’s soul enhancement class feature.
Conjured Twinsoul: At 10th level, when the soulconjurer shapes their veils for the day they choose a second forged soul available to the soulforge; their conjured soul gains the benefits of this forged soul, treating your class level as 9 lower when determining its effects. This otherwise functions as the twin soul ability of the soulforge, save that the conjured soul does not gain additional skill ranks.
This modifies the soulforge’s twin soul class feature.
Everlasting Soul: At 12th level, if the soulconjurer’s conjured soul is slain, they can take 2 points of essence burn as part of meditating for 1 minute to restore the conjured soul to life at 1 hit point. Unlike normal essence burn, this burned essence can only be restored by resting and shaping their veils for the day, or by magical effects that allow them to restore essence burn.
This replaces the soulforge’s twinveil forge class feature.
Conjured Soul Statistics
A conjured soul’s abilities and statistics are determined by the souconjurer’s class level. Table: Conjured Soul Base Statistics determines the base statistics of a conjured soul. Each conjured soul also possesses a base form that modifies these statistics. Conjured souls are bipedal outsiders that are reminiscent of humanoids with a hazy and semi-corporeal appearance. When selecting a base form, you can choose to make your conjured soul Small size. Small size conjured souls gain a +2 bonus to Dexterity, but suffer a -4 penalty to their Strength. They also gain a +1 size bonus to its AC and attack rolls, a –1 penalty to their CMB and CMD scores, a +2 bonus on their Fly skill checks, and a +4 bonus on their Stealth skill checks.
Conjured Soul Base Forms
Agile Soul
Starting Statistics
Size Medium; Speed 30 ft.; Ability Scores Str 14, Dex 16, Con 14, Int 8, Wis 14, Cha 7
Brilliant Soul
Starting Statistics
Size Medium; Speed 30 ft.; Ability Scores Str 14, Dex 14, Con 14, Int 14, Wis 14, Cha 7
Enduring Soul
Starting Statistics
Size Medium; Speed 30 ft.; Ability Scores Str 14, Dex 14, Con 16, Int 8, Wis 14, Cha 7
Fierce Soul
Starting Statistics
Size Medium; Speed 30 ft.; Ability Scores Str 16, Dex 14, Con 14, Int 8, Wis 14, Cha 7
Table: Conjured Soul Base Statistics

Class Level: This is the character’s soulconjurer level.
HD: This is the total number of 10-sided (d10) Hit Dice the conjured soul possesses, each of which gains a Constitution modifier, as normal.
BAB: This is the conjured soul’s base attack bonus. A conjured soul’s base attack bonus is equal to its Hit Dice. A conjured soul gains iterative attacks when using manufactured weapons as part of a full attack based on their base attack bonus at higher levels.
Saves: These are the conjured soul’s base saving throw bonuses. A conjured soul gains these bonuses to all of their saving throws.
Skills: This lists the conjured soul’s total skill ranks. A conjured soul can assign skill ranks to any skill, but it must possess the appropriate appendages to use some skills. Conjured souls with Intelligence scores above 10 modify these totals as normal (a conjured soul receives a number of skill ranks equal to 6 + its Intelligence modifier per HD). A conjured soul cannot have more ranks in a skill than it has Hit Dice.
Conjured Soul Skills: The following skills are class skills for conjured souls: Acrobatics (Dex), Climb (Str), Knowledge (history), Knowledge (planes) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Feats: The number of feats available to the conjured soul.
Armor Bonus: The number noted here is the conjured soul’s base natural armor bonus. This stacks with other sources of natural armor.
Str/Dex Bonus: This modifier adds to both the conjured soul’s Strength and Dexterity scores.
Special: This includes a number of abilities gained by all conjured souls as they increase in power, as described below:
Darkvision (Ex): The conjured soul has darkvision out to a range of 60 feet.
Link (Ex): The soulconjurer and their conjured soul share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the soulconjurer to give orders to their conjured soul at any time. In addition, magic items interfere with the soulconjurer’s connection to their conjured soul. As a result, the soulconjurer and their conjured soul share magic item slots. For example, if the soulconjurer is wearing a ring, their conjured soul can wear no more than one ring. In case of a conflict, the items worn by the soulconjurer remain active, and those used by the conjured soul become dormant. If the conjured soul is slain or dismissed while wearing items, those go with the conjured soul and are dormant until the conjured soul is summoned anew. If the soulconjurer is slain, any items worn or carried by the conjured soul appear on the soulconjurer’s body.
Conjured Armaments (Su): Conjured souls are proficient with all weapons, armor, and shields the soulconjurer is proficient with. When the conjured soul is summoned, the soulconjurer chooses two weapons they are proficient with (or a weapon and a shield), and a conjured suit of armor they are proficient with. The conjured soul can conjure this equipment as if it were created by an [enhanced] veil shaped by the conjured soul, using the soulconjurer’s veilweaving level as their veilweaving level. Conjured ranged weapons produce their own ammo, and conjured thrown weapons return to the soul after the attack resolves. Equipment conjured using this ability is treated as magical. Conjured souls can also wield mundane items they are proficient with, as normal.
Language: Conjured souls can speak and understand all of the soulconjurer’s languages.
Evasion (Ex): If a conjured soul is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Ability Score Increase (Ex): The conjured soul adds +1 to one of its ability scores.
Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, a conjured soul takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Mightforge (Soulforge Archetype)
Combat prowess comes trivially to the mightforge, able to adapt their martial skill beyond the norm.
Weapon and Armor Proficiency: A mightforge is proficient with all simple weapons, light armor, and bucklers. In addition, if this is this character’s first level in any class, they gain two bonus combat talents of their choice.
This modifies the soulforge’s weapon and armor proficiencies.
Combat Training: A mightforge may combine combat spheres and talents to create powerful martial techniques. Mightforge use their Wisdom as their practitioner modifier. Unlike other practitioners, mightforges do not gain normal combat talent progression.
Forged Talents: A mightforge gains a combat talent at every odd class level. However, unlike most talents, the mightforge is able to change these talents as they desire by pulling from the experiences and skills of ancient heroes found within the akashic record. Whenever the mightforge shapes their veils for the day, they may change any and all of their forged talents, losing the previous ones and gaining new spheres and talents in their place. Only forged talents can be changed in this way; any other combat talents (including those gained from a martial tradition or as part of this archetype’s proficiencies) cannot be changed using this ability.
This replaces the soulforge’s bonus combat feats and reforge feat class features.
Sphere Soulforge (Soulforge Archetype)
Casting: A sphere soulforge may combine spheres and talents to create magical effects. The sphere soulforge 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 soulforge’s veilweaving class feature and essence pool.
Spell Pool: A sphere soulforge gains a small reservoir of energy they can call on to create truly wondrous effects, conjured 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. If any of the sphere soulforge’s class features would activate when they shape their veils for the day, they instead activate when the sphere soulforge resists to recover their spell points.
Magic Talents: A sphere soulforge gains 1 magic talent every time they gain a caster level. This does not stack with caster levels gained from other sources.
Veilweaver: At 1st level, the sphere soulforge gains the Veilweaving sphere and the Soulforge’s Tradition advanced talent as bonus talents. If they already have either of these talents, they may select a Veilweaving talent of their choice to replace either duplicate. The sphere soulforge 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. The sphere soulforge may use their class level in place of their caster level when determining the effects of their Veilweaving sphere talents, but not when qualifying for talents from the sphere.
Sphere Souls: At 2nd level, whenever the sphere soulforge gains the ability to shape a veil from one of their forged souls, that veil is treated as if they shaped it using the Veilweaving sphere. The veils otherwise function as normal for the class feature (being invested as a group, and so on).
This modifies the soulforge’s soul forging class feature, but not for the purposes of archetype compatibility. If this ability would be replaced by another that still grants the soulforge the ability to shape veils, such as the soulconjurer’s soul summoning ability, the veils shaped as part of that ability also count as shaped using the Veilweaving sphere. They otherwise follow their normal rules.
Conflicting Capacity: The sphere soulforge’s forge capacity class feature does not stack with the Capacity Increase talent of the Veilweaving sphere.
Sidebar: Soulforge’s Tradition
Advanced Magic: Veilweaving Sphere Talents
Soulforge’s Tradition (tradition)
Prerequisites: Caster level 5th
You gain knowledge of every veil on the soulforge veil list. If you already knew veils from that list, you may choose to replace those veils with other veils of your choice.
Sphereforge (Soulforge Archetype)
The akashic record holds more than just knowledge of veils and heroes. Within its halls lie knowledge of all forms of magic and martial disciplines, and the spherforge has learned to forge this raw knowledge upon their soul, mind, and body.
Sphereforge’s Training: A sphereforge’s Hit Dice is reduced from a d10 to a d8. In addition, the sphereforge’s base attack bonus is equal to three-quarters their soulforge level (much like a rogue’s base attack bonus is calculated), rather than the usual soulforge base attack bonus.
This modifies the soulforge’s hit dice and base attack bonus.
Weapon and Armor Proficiency: A sphereforge is proficient with all simple weapons, 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 modifies the soulforge’s weapon and armor proficiencies.
Casting: A sphereforge may combine spheres and talents to create magical effects. A sphereforge is considered a Mid-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)
This replaces the soulforge’s veilweaving, chakra binds, essence pool, soulforged armaments, forge capacity, soul enhancement, twinveil forge, rapid enhancement, and immortal soul forging class features.
Soulpower: A sphereforge uses their casting ability modifier in place of their Wisdom for their soulforge class features and as their practitioner modifier. Any time a soulforge class feature references shaping their veils for the day, it instead triggers when the sphereforge rests and recovers their spell points.
Sphere Souls: Forging a soul does not grant the sphereforge the ability to shape soul veils and their forged souls do not act as essence receptacles. Instead, at 1st level, when the sphereforge forges a soul they choose two spheres, with their selection of combat or magic spheres limited based on the type of soul they forged. They gain these spheres as bonus talents (or a bonus talent of that sphere, if they already have the sphere). If they selected a magic sphere, they gain a +1 bonus to their caster level with that sphere (to a maximum of their character level), and if they selected a combat sphere they treat their base attack bonus as 1 higher when determining the effects of that sphere and making attacks modified or granted by that sphere (to a maximum of their character level). At 5th level, and again at 9th, 13th, and 17th level, these bonuses increase by an additional +1.
At 3rd level, and every 2 levels thereafter, they gain a bonus talent belonging to one of their selected spheres.
Bonus talents gained using this ability can be changed each time the sphereforge rests to recover their spell points. If one of these bonus talents are used to meet a prerequisite and are changed, the ability it is used as a prerequisite for cannot be used until the talent is regained.
Forged Soul Spheres: The sphereforge may select combat and magic spheres based on their forged soul:
Cleric, Druid, Sorcerer, Wizard: Any two magic spheres.
Bard, Monk, Paladin, Ranger, Rogue: Any one magic sphere and any one combat sphere.
Barbarian, Fighter: Any two combat spheres.
This modifies the soulforge’s soul forging class feature.
Blended Training: The sphereforge gains a combat or magic talent of their choice at 2nd level, and every 2 levels thereafter.
Twin Sphere Soul: At 10th level, when the sphereforge chooses a second soul using their twin soul class feature they choose a third combat or magic sphere with the normal selection restrictions of their new soul. They gain that sphere as a bonus talent (or a bonus talent of that sphere, if they already have the sphere), and gain bonuses to the caster level or their base attack bonus using that sphere as the sphere souls class feature, treating their class level as 9 levels lower when determining their bonuses. They may select talents from this sphere using the additional bonus talents they gain at odd levels.
This modifies the soulforge’s twin soul class feature.
Sphereforge Archetypes
The following archetype requires the soulforge to take the sphereforge archetype, allowing them to further customize the abilities of that archetype:
Sphereforge Summoner (Sphereforge Archetype)
Rather than enhancing themselves with the magic and might of their forged soul, spherforge summoners instead summon a conjured soul to bear those aspects.
Skill Points: A sphereforge summoner gains an additional 2 skill points at each level.
This modifies the sphereforge’s skill ranks.
Soul Summoning: At 1st level, the spherforge summoner gains the ability to summon a conjured soul to bear their aspects of magic and might. This functions as the soulconjurer’s soul summoning ability, save that the conjured soul does not gain the ability to have veils shaped on it from that ability. Instead, the sphereforge summoner chooses two spheres when they first summon their conjured soul each day, with their selection of combat or magic spheres limited based on the type of soul they forged (as the sphereforge’s sphere souls class feature). The conjured soul gains these spheres as bonus talents (or a bonus talent of that sphere, if they already have the sphere). The sphereforge summoner cannot choose spheres that cannot be granted to companions using this ability, such as the Leadership sphere.
The conjured soul has no spell points or casting tradition, and uses the sphereforge summoner’s casting ability modifier as their casting ability modifier and practitioner modifier. For the purpose of their magic spheres, the conjured soul uses the lower of the sphereforge summoner’s caster level and the conjured soul’s Hit Dice when determining their base caster level with their magic spheres (minimum 1). This can be further modified by other abilities that increase caster level (such as implements or caster level increasing feats or traits), following the rules for those abilities as normal.
As a standard action the sphereforge summoner can grant the conjured soul any number of their spell points, and vice versa for the conjured soul. This can be performed at any range, as long as the sphereforge summoner and their conjured soul are on the same plane. If the conjured soul is slain, any of its unspent spell points are automatically returned to the sphereforge summoner.
At 3rd level, and every 2 levels thereafter, the conjured soul gains an additional talent belonging to one of the selected spheres.
Bonus talents gained using this ability can be changed each time the sphereforge summoner rests to recover their spell points. If one of these bonus talents are used to meet a prerequisite and are changed, the ability it is used as a prerequisite for cannot be used until the talent is regained.
This replaces the sphereforge’s sphere souls class feature.
Soulconjurer’s Feats: At 1st level, and again at 6th, 11th, and 16th level, the sphereforge summoner’s conjured soul gains a bonus combat feat. The conjured soul counts as a fighter of a level equal to their Hit Dice for the purposes of qualifying for feats. These feats can be reassigned each time the conjured soul is summoned.
This replaces the sphereforge’s bonus combat feats.
Enduring Soul: At 3rd level, the sphereforge summoner can spend 1 spell point as a free action to grant their conjured soul fast healing 1 for 1 minute. This fast healing stacks with itself.
Enhanced Soul Armaments: At 5th level, the sphereforge summoner gains the soul enhancement class feature of the soulforge. They treat the conjured armaments of their conjured soul as [enhanced] veils they have shaped for the purposes of this ability, and can only use this ability with the conjured armaments of their conjured soul. They may transfer enhancements to their conjured soul’s conjured armaments when it is summoned, and automatically return them back to their soul if the conjured soul is slain or dismissed.
Conjured Twin Sphere Soul: At 10th level, the sphereforge summoner chooses a second soul when they first summon their conjured soul each day, and chooses a third combat or magic sphere with the normal selection restrictions of this second soul. Their conjured soul gains that sphere as a bonus talent (or a bonus talent of that sphere, if they already have the sphere). They may grant their conjured soul talents from this additional sphere using the bonus talents the conjured soul gains at odd levels as well.
The conjured soul also gains the abilities of this second soul, as the soulconjurer’s conjured twinsoul class feature.
This replaces the sphereforge’s twin sphere soul class feature.
Everlasting Soul: At 12th level, if the sphereforge summoner’s conjured soul is slain, they can spend 2 spell points as part of meditating for 1 minute to restore the conjured soul to life at 1 hit point.
Feats
Extra Reforge (akashic)
You are particularly adept at reforging your own combat abilities.
Prerequisites: Reforge feat class feature.
Benefit: You gain the ability to reforge an additional combat feat each day.
You gain 1 additional point of essence.
Skilled Soul
The souls you forge are particularly skilled.
Prerequisites: Ability to forge a soul.
Benefit: When you forge your souls for the day, choose a single one of your soul’s associated skills. You gain a +3 bonus to that skill. If you have 10 ranks in that skill, this bonus increases to +6.
Special: This feat does not stack with the Skill Focus feat. If you have the ability to forge two souls you may select this feat a second time, choosing a skill from the second soul to gain a bonus to.
Soulveil Focus
You have focused the veils of your soul until their forms have been honed to devastating potential.
Prerequisites: Ability to shape at least 1 veil associated with a forged soul, veilweaving modifier +3.
Benefit: When you forge your souls for the day, choose a single one of your forged souls. The veils you shape associated with that forged soul have their saving throw DCs increased by +1, and you gain a +1 bonus to attack rolls using the abilities of those veils. This feat does not stack with similar feats, such as Ability Focus, Chakra Focus, or Focused Veil.
Special: If you have the ability to forge two souls you may select this feat a second time, choosing the second soul with that feat. If you shape a veil associated with both of your souls, the effects of this feat stack.