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Atavist (Huay Archetype)

These specialized huayob channel the rage and power of beings who lived long before them through their shapeshifting.

Proficiencies: Atavists 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.

Additionally, atavists are prohibited from wearing metal armor or using metal shields due to metal’s interference with their natural form of veilweaving. An atavist may also wear wooden armor or wield wooden shields that have been altered by the ironwood spell so that it functions as though it were steel.

An atavist who willingly wears prohibited armor or uses a prohibited shield has all of their huay veils unshaped and is unable to reshape their huay veils or use any of their supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

This modifies the huay’s weapon and armor proficiencies.

Combat Training: An atavist may combine combat spheres and talents to create powerful martial techniques. Atavists are considered Adept combatants and use their Wisdom as their practitioner modifier.

Fury of the Wild: At 1st level the atavist gains the Berserker sphere as a bonus talent.

Limited Veilweaving: An atavist’s split focus between their innate fury and their akashic power has diminished their veilweaving. They only gain the ability to shape new veils at 3rd, 6th, 9th, 12th, 15th, and 18th levels.

This modifies the huay’s veilweaving and essence pool class features.

Fury of Form: At 2nd level the atavist gains Atavism as a bonus talent. While using their skin shift ability, the atavist gains the Atavism benefits for whatever type of creature they are taking the form of as a constant effect. They do not suffer any other benefits or penalties associated with using the berserking ability while doing so.

If the atavist uses their Atavism talent as an (adrenaline) talent, it replaces the effects of their currently active Atavism effect for that round.

Improved Fury of Form: At 5th level, the atavist gains Improved Atavism as a bonus feat. They gain the benefits of this feat for whatever type of creature they are taking the form of using skin shift as a constant effect.

Fleshwielder (Promethean Archetype)

These prometheans have become obsessed with warping their own flesh into twisted armaments formed of bone and magic, turning their training towards martial prowess over magical knowledge.

Proficiencies: Fleshwielders 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 modifies the promethean’s armor and weapon proficiencies.

Fleshwielder’s Veilweaving: The fleshwielder has learned to shape their own flesh into armor and weapons with which they can strike down their foes. The fleshwielder adds all veils with the [enhanced (armor)], [enhanced (shield)], and [enhanced (weapon)] descriptors from the daevic’s veil list to their veil list.

Whenever the fleshwielder shapes a veil from their veil list with the [enhanced] descriptor using a promethean veil slot, that veil gains the [fleshwarp] descriptor. Armor, shields, and weapons created by those veils are produced directly from the fleshwielder’s body rather than being conjured using magic. Any enhancements applied to this veil are still considered to be magical effects. Armor produced by an [enhanced (armor)] fleshwarp veil merges with the fleshwielder’s body while polymorphed and does not provide its benefits. Spell-like abilities produced by a [fleshwarp] veil are still supernatural effects, and follow the normal rules for spell-like abilities. If a [fleshwarp] veil emulates a spell effect, that effect is supernatural as well.

This broadening of their study has its costs, however. The fleshwielder only gains the ability to shape additional veils at 1st, 5th, 9th, 13th, 17th, and 20th level.

This modifies the promethean’s veilweaving class feature.

Combat Training: A fleshwielder may combine combat spheres and talents to create powerful martial techniques. Fleshwielders are considered Adept combatants and use their Intelligence as their practitioner modifier.

This replaces the promethean’s obsession.

Fleshy Arsenal: At 1st level, the fleshwielder learns how to use their essence to directly mold their flesh into powerful arms and armor. When the fleshwielder shapes their veils for the day, they choose one veil they know with the [enhanced (armor, shield, or weapon)] or the fleshwarp descriptor. They may shape this veil without it counting against the number of veils they have shaped or their veil slots. If that veil can be shaped in multiple slots, they choose which it is considered shaped in as part of shaping it. If they have the ability to bind veils of the shaped veil’s slot, they may consider veils shaped using this feature bound to that slot as well.

At 3rd level, the fleshwielder may choose and shape a second [Enhanced (armor, shield, or weapon)] or fleshwarp veil and shape it using this feature.

At 5th level, by spending 10 minutes in meditation the fleshwielder can unshape any veils they have shaped using this ability and select new veils using this ability to shape in their place. If these veils can be bound to their chakra, they are considered bound as well. At 9th level, the time it takes to use this ability is reduced to 1 minute, and can be further reduced to a full-round action by expending their martial focus. At 13th level, this is further reduced to a full-round action, or as a standard action by expending their martial focus. At 17th level, a standard action or a swift action by spending martial focus. At 20th level, the fleshwielder can use this ability as a swift action, or a free action even outside of their turn by expending their martial focus.

Enhanced Arsenal: At 3rd level the fleshwielder can enhance their own body as if it were an unlimited number of masterwork suits of armor, shields, or weapons. This ability also functions as the Craft Magic Arms and Armor feat, save that the fleshwielder can only use it to enhance their own body. When using this ability, they may use their class level in place of their caster level when enhancing their own body. These enhancements remain inert and stored within the fleshwielder’s body until they shape their veils. When the fleshielder shapes a veil with both the [enhanced (armor, shield, or weapon)] and [flehswarp] descriptors, they can transfer one of these enhancements to that veil, and then back to their body when the veil is unshaped. If they apply a property that normally can’t be applied to the armor, shield, or weapon the veil is enhancing (such as a ranged weapon property being applied to a melee weapon) that property has no effect. If the fleshwielder has one of their [enhanced, fleshwarp] veils enhanced through a different source, they can transfer that enhancement to their body when they unshape the veil as well. Whenever the fleshwielder shapes a veil with the [fleshwarp] descriptor that grants them natural attacks and doesn’t already have the [enhanced (weapon)] descriptor, they can choose to apply one of these enhancements to that veil as if it has the [enhanced (weapon)] descriptor and apply those enhancements to the natural weapons created by that veil. When doing so, the natural weapons created by that veil do not benefit from any other sources of enhancements that may be applied to them.

Goredrinker (Promethean Archetype)

Life and magic can be found in the blood, and goredrinkers have learned to consume and harvest this power to enhance themself and their magic.

Proficiencies: Goredrinkers 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 modifies the promethean’s armor and weapon proficiencies.

Casting: The goredrinker may combine spheres and talents to create magical effects. The goredrinker 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 promethean’s veilweaving, chakra binds, and improved essence capacity class features.

Spell Pool: The goredrinker 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.

Reduced Essence: The goredrinker gains 1 fewer point of essence at each class level.

This modifies the promethean’s essence pool. This ability does not conflict with other archetypes that reduce the promethean’s essence pool as long as the total reduction doesn’t cause the promethean to gain a negative amount of essence at any given level.

Goredrinker’s Power: The goredrinker uses their casting ability score in place of their Intelligence and their veilweaving modifier for their promethean class features, and uses their casting ability modifier as their practitioner modifier.

Goredrinker’s Art: At 1st level, a goredrinker gains the Blood sphere and Martyr’s Tithings as bonus talents. The goredrinker uses their class level as their caster level with the Blood sphere. This stacks normally with caster levels gained from other sources.

Visceral Wounds (Su): At 1st level, the goredrinker has learned to perform particularly visceral attacks that cause a spray of bloody gore from their foes. As a special attack action the goredrinker can make a single melee attack. If they hit, in addition to the normal effects of their attack, the target suffers blood loss.

Additionally, the goredrinker’s special attacks granted by their obsessions become able to draw blood from their foes as well. Whenever the goredrinker deals damage to a creature using one of their promethean class features as a standard action, such as the fleshsculpter’s sculpting touch or the thoughthunter’s scouring tendril, the target also suffers blood loss.

Gory Harvest (Su): At 1st level, the goredrinker learns to tap the energy of their own blood to create magical constructs known as blood phials. The goredrinker may only have a number of blood phials at any time equal to their casting ability modifier (minimum 2), and when they rest to regain their spell points they automatically create a number of blood phials equal to half their maximum (rounded down). Whenever the goredrinker creates a blood phial, it persists for 24 hours or until the goredrinker successfully rests to recover their spell points, whichever happens first. Blood phials cannot be taken from their person, they are intangible for anyone except the goredrinker. Any blood phial the goredrinker chooses to remove from their possession fades away into nothingness after 1 minute unless the goredrinker picks it back up.

Whenever the goredrinker deals blood loss to another creature, instead of gaining temporary hit points from their Martyr’s Tithing talent they can instead draw that blood to themselves and create a blood phial. They may only choose to do so if the blood loss they deal is at least equal to half their class level (rounded down, minimum 1).

As a swift action the goredrinker can consume one of their blood phials to gain one of the following benefits of their choice:

  • The goredrinker gains a number of temporary hit points equal to 1/2 their class level (rounded down, minimum 1). These temporary hit points persist until they are lost or until the goredrinker successfully rests to regain their spell points and do not stack with the temporary hit points granted by Martyr’s Tithings. Whenever the goredrinker suffers blood loss, they can choose to use these temporary hit points to reduce the damage dealt to them. If the goredrinker possess a Life sphere (vitality) talent, they may treat this healing as though it were a Life sphere effect for the purposes of granting the benefits of a (vitality) talent.
  • The goredrinker gains a number of points of temporary essence equal to their casting ability modifier (minimum 2) for 1 minute. The goredrinker may immediately invest this temporary essence in their essence receptacles as a free action. These points of temporary essence do not stack with themselves.
  • The goredrinker regains their martial focus and removes any battered or fatigued conditions they are suffering from. If they are exhausted, they instead reduce that exhaustion to fatigue.
  • The goredrinker may move up to 10 feet without provoking attacks of opportunity, and gains a +5 bonus to Acrobatics, Climb, Fly, and Swim for 1 minute. These bonuses do not stack with themselves.

If the goredrinker possesses the Extract Blood Construct talent, they can also use these phials to create blood constructs. Creating a blood construct using blood phials is a swift action. Creating a Small blood construct consumes 1 blood phial. Each size increase beyond Small consumes an additional blood phial.

Blended Training: At 2nd level, and every level thereafter, a goredrinker gains a combat or magic talent.

Forbidden Capacity: At 3rd level, and again at 9th and 15th level, the goredrinker increases the essence capacity of their pieces of forbidden knowledge by 1. This increase does not stack with the improved essence capacity class feature, the Capacity Increase talent, or other similar abilities.

Magic from Blood (Su): At 4th level, the goredrinker learns to burn away the magic lingering in their own blood to amplify some of their magic. As part of the action required to use a spell or magic sphere effect from one of the following spheres, the goredrinker may choose to suffer blood loss to increase their caster level by 1 for that effect: Alteration, Blood, Dark, Death, Destruction, Enhancement, Life, Mind, Warp.

This applies to variables dependent on a particular casting of an effect (damage, duration, number of targets etc.), but it does not apply to the caster’s total caster level with that sphere (i.e., it does not increase the total number of Hit Dice of reanimated creatures that may be controlled through the Death sphere, or the total Hit Dice of blood constructs they can control with the Blood sphere). This bonus increases by +1 at 8th level, and every 4 levels thereafter.

This blood loss cannot be reduced in any way, such as by spending blood points gained via the Reservoir feat or through the temporary hit points granted by Martyr’s Tithings or by consuming a blood phial.

Life from Blood (Su): At 7th level, the goredrinker gains Sanguiphilia as a bonus talent. If they already possess this talent, they may gain a bonus magic talent of their choice in its place. The goredrinker may only choose to gain blood phials in place of temporary hits points gained using this talent only if they would gain a number of temporary hit points equal to or greater than half their class level (rounded down).

In addition to the normal effects of consuming their blood phials, they may choose the following effect:

  • The goredrinker heals a number of hit points equal to 1/2 their class level (rounded down). If the goredrinker possess a Life sphere (vitality) talent, they may treat this healing as though it were a Life sphere effect for the purposes of granting the benefits of a (vitality) talent.

Infuser (Spellweaver Archetype)

Combining martial and magical power has allowed the infuser to dissipate their own spells to temporarily infuse themselves or their targets to accomplish astounding feats of magical and physical prowess.

Proficiencies: Infusers 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 modifies the spellweaver’s armor and weapon proficiencies.

Casting: An infuser may combine spheres and talents to create magical effects. An infuser is considered a Mid-Caster. (Note: all casters may select a casting tradition the first time they gain the casting class feature.)

This replaces the spellweaver’s spellweaving, veilweaving, improved essence capacity, automatica heightening, low chakra binding, middle chakra binding, high chakra binding, and pinnacle chakra binding class features.

Spell Pool: An infuser 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 class level + her casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Blended Training: An infuser gains a combat or magic talent every time they gain a level. Infusers use their casting ability modifier as their practitioner modifier.

Champions Insight: At 1st level the infuser gains their choice of a bonus combat talent of their choice or the Cantrips feat. Once selected, this choice cannot be changed.

This replaces the spellweaving cantrips class feature.

Infusion (Su): The infuser has learned to draw the energy from their active magic sphere effects to temporarily infuse their body with energy, empowering their martial and magical abilities. As a swift or immediate action, the infuser can end one of their active non-instantaneous magic sphere effects to choose to gain a bonus based on the effect that was ended. These effects have a duration equal to the remaining duration of the magic sphere effect or 10 minutes, whichever is shorter. If the effect that was ended had a duration of concentration, the gained effect has a duration of concentration as well (to a maximum of 10 minutes). If the sphere effect had a duration longer than 1 minute, did not require concentration, and required no spell points to cast, its duration instead lasts until the end of the infuser’s next turn.

If a magic sphere effect an object, infusing it affects the creature holding or wearing that object. If an infused sphere effect would fall under multiple different targeting conditions presented below, such as an effect that creates an area of effect or an aura that is centered on a specific creature like the glow effect of the Light sphere, the infuser may choose any effects available to its targeting conditions. Using glow as an example; if the infuser had cast the glow on themselves and infused it they could choose to create an area of effect within the area of the glow (it doesn’t move with them), or they could choose to gain a personal effect.

Ending a magic sphere effect affecting one or more creatures or objects ends that effect against all affected creatures or objects and allows the infuser to choose one of the following effects:

  • The infuser treats their base attack bonus from their spellweaver levels as equal to their class level when making attacks and determining the effects of their combat spheres against the creatures affected by the infused sphere effect.
  • The infuser gains a +1 dodge bonus to AC and Saving throws against the creatures affected by the infused sphere effect. This bonus increases by an additional +1 at 5th, 9th, 13th, and 17th level.
  • The infuser increases the saving throw DCs of their combat and magic spheres against creatures affected by the infused sphere effect by +1. This bonus increases by an additional +1 at 5th, 9th, 13th, and 17th level.
  • The infuser gains the ability to aid the creatures affected by the infused sphere effect. Once per round as a free action, even if it isn’t their turn, the infuser can grant one of the affected creatures a +2 bonus to their AC against a single attack, to their attack rolls with a single attack, or to their saving throw against a single effect. This bonus increases by an additional +2 at 5th, 9th, 13th, and 17th level.
  • The infuser gains the ability to manipulate space between themselves and the creatures affected by the infuse sphere effect. As a move or immediate action, the infuser can teleport themselves and one affected creature, swapping their spaces. An unwilling creature receives as a saving throw against this effect (DC 10 + 1/2 the infuser’s level + their casting ability modifier). This counts as a sphere effect. If the affected creature cannot fit in the infuser’s space without squeezing or intersecting a creature or object (or vice versa for the infuser), it cannot be teleported using this ability. If this ability is used to interrupt an attack or effect, the creature making the attack or causing the effect can choose to target the infuser instead of the original target.

Ending a magic sphere effect that affects an area allows the infuser to create a lingering area of effect that imposes a condition or boon upon creatures within the effects area. Each of the effects has a radius of 10 feet + 10 feet at 5th, 9th, 13th, and 17th level, and appears centered on a space within the infused sphere effect’s area. The infuser may choose from one of the following effects when they end such an effect:

  • An area of flicking sparks that threaten to expose hiding creatures appears. The area has its light level increased by 1 step (to a maximum of bright light). These sparks linger on creatures within the area, giving them a -20 penalty on stealth checks, and they do not gain the benefits from concealment provided by darkness or invisibility. This is considered to be a magical light effect with a caster level equal to the infuser’s class level for the purpose of interactions between magical light and darkness effects.
  • An area of elemental power appears. The infuser chooses one of the following elements: acid, cold, electricity, fire, or sonic. The infuser’s enemies within the area take an additional 3 points of damage from the chosen element, and the infuser’s allies within the area gain resistance 3 to the chosen element. This stacks with other sources of elemental resistance. Multiple areas of elemental power with differing chosen elements stack. At 5th, 9th, 13th, and 17th level the amount of extra damage taken and resistance granted increase by +3.

Ending a magic sphere effect that only affects the infuser or only an object they are holding or wearing allows them to choose one of the following effects:

  • The infuser may immediately teleport up to 5 feet, plus 5 feet at 3rd level and every 2 levels thereafter. For the remaining duration, the infuser may teleport up to 5 feet, plus an additional 5 feet at 5th, 9th, 13th, and 17th level. This movement does not provoke attacks of opportunity.
  • The infuser may immediately move up to 5 feet per class level. This movement provokes attacks of opportunity. For the remaining duration, the infuser gains a +5 enhancement bonus to all of their movement speeds. This increases by an additional +5 at 5th, 9th, 13th, and 17th level.
  • The infuser regains their martial focus. For the remaining duration, the infuser can regain their martial focus as a free action once during each of their turns.
  • The infuser gains a +2 deflection bonus to their AC. This stacks with other sources of deflection AC. At 5th, 9th, 13th, and 17th level this bonus increases by +1.
  • The infuser’s weapon attacks deal an additional 1d6 points of damage. This damage is of the same type as the weapon and isn’t multiplied on a critical hit. At 5th, 9th, 13th, and 17th level they deal an additional 1d6 points of damage.

Tempered Spells: The infuser’s practice with repeatedly casting and infusing their magic sphere effects has caused them to become more resistant against effects that would attempt to end them. At 2nd level, and every 3 levels thereafter, the infuser treats the caster level of their magic sphere effects as if they were 1 higher for the purposes of effects that would attempt to dispel, counter, sunder, or otherwise end them prematurely. If such an effect would target the infuser’s MSD, this applies to their MSD instead. If such an effect would require opposed MSB checks, it applies to their MSB instead.

Bonus Feats: At 4th level, and every 3 levels thereafter, the infuser gains a bonus feat of their choice. They must meet any prerequisites for this bonus feat, as normal.

This modifies the spellweaver’s bonus feats class feature.

Metainfusion: At 6th level, the infuser has learned to manipulate and combine the effects of their magic, infusing one spell to empower another. The infuser gains a single metamagic feat with a +1 spell points cost as a bonus feat. They must meet the other prerequisites of the feat as normal.

Whenever the infuser casts a sphere effect, they may immediately infuse one of their currently active magic sphere effects at no action cost (ending its effects against all targets it is affecting) to allow them to apply a metamagic feat with a +1 spell points cost to that sphere effect at no additional cost or increase to its casting time. The magic sphere effect they end must have cost at least 1 spell point to use this ability.

At 12th level, they gain a metamagic feat with a +2 or +1 spell point cost as a bonus feat, they must meet its other prerequisites as normal, and they may infuse one of their magic sphere effects as they cast a sphere effect to apply up to two metamagic feats with a total cost of +2 or fewer to the sphere effect at no additional cost or increase to its casting time.

At 18th level, they gain a metamagic feat with a +3, +2, or +1 spell point cost as a bonus feat, they must meet its other prerequisites as normal, and they may infuse one of their magic sphere effects as they cast a sphere effect to apply up to three metamagic feats with a total cost of +3 or fewer to the sphere effect at no additional cost or increase to its casting time.

This replaces the spellweaver’s metaweaving class feature.

Infuser’s Ascendence: At 20th level, the infuser has reached the pinnacle of their art. Whenever they infuse one of their magic sphere effects using their infuse class feature, they may choose two effects to gain instead of one. When they infuse a magic sphere effect using their metainfusion class feature, they may spend an additional swift or immediate action as part of casting the spell to gain one effect for infusing that sphere effect, as the infusion class feature, in addition to applying metamagic to the sphere effect.

This replaces the spellweaver’s spellweaver’s ascendence class feature.

Lordly Champion (Rajah Archetype)

These noble heroes and villains channel their martial and magical abilities through their loyal vassals, able to directly guide their allies to victory even from afar.

Hit Die: The lordly champion uses a d8 as their hit die from their rajah levels.

This modifies the rajah’s hit die.

Base Attack Bonus: The lordly champion’s base attack bonus from rajah levels is equal to 3/4 their class level (the same as a rogue of equal level).

This modifies the rajah’s base attack bonus.

Proficiencies: Lordly champions 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 modifies the rajah’s armor and weapon proficiencies.

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

This replaces the rajah’s maneuvers, maneuvers readied, stances known, veilweaving, and empowered titles class features.

Spell Pool: A lordly champion 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 class level + her casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Blended Training: A lordly champion gains a combat or magic talent every time they gain a level. Lordly champions use their casting ability modifier as their practitioner modifier.

Lordly Might: Whenever one of the lordly champion’s class features would refer to their initiation modifier, they use their Charisma modifier in its place.

Lord’s Vassals (Su): At 1st level, the lordly champion gains the ability to designate creatures as their vassals, allowing them to channel the powers of both their magic and their might through them. As a full-round action the lordly champion can designate a number of their allies up to their Charisma modifier (minimum 1) within Close range (25 feet + 5 feet per 2 class levels) of them as their vassals. These creatures remain the lordly champions’ vassals until the lordly champion uses this ability again, or they choose to revoke a creature’s vassalage as a free action (even if it isn’t their turn). The lordly champion must be able to perceive their ally to make them a vassal. The lordly champion can always detect the direction and distance of their vassals as long as they are on the same plane as the lordly champion, and the lordly champion can detect whether their vassals are wounded (below maximum hit points, or suffering any nonlethal damage), and if they are in a particularly dangerous or stressful situation (such as combat or a stressful social situation).

The lordly champion gains the ability to act directly through their vassals. Whenever the lordly champion uses a magic sphere effect, uses a combat sphere effect, uses a combat maneuver as a standard action, or takes an attack action, they can treat themselves as if they were in the space of one of their vassals within Close range of them when determining all of the effects, targets, range, and line of effect of that attack or combat or magic sphere effect. They still use their own senses, and location when determining line of sight and concealment, and use their own statistics and equipment when using this ability. Whenever the lordly champion uses an ability through one of their vassals, they can choose to treat themselves as if they were in that vassal’s space instead of their own for the purposes of making and threatening attacks of opportunity as well. Any attack of opportunity made while using this ability is treated as being made using this ability for the purposes of other lordly champion class features. Abilities used through their vassal do not provoke attacks of opportunity.

If an ability used through a vassal would allow the lordly champion to move, they may instead allow their vassal to move in their place or they may move themselves (their own movement is based on their current location, not their vassals). If their vassal moves using this ability, that movement provokes attacks of opportunity if it would normally for the lordly champion.

Whenever the lordly champion uses an ability through their vassal the lordly champion appears as a translucent image of themselves floating above and behind their vassal that shares that vassal’s space. The image is considered to be in each space of the vassal’s space, even if the lordly champion is normally smaller or larger than their vassal. This image persists until the beginning of the lordly champion’s next turn, and can be attacked and affected by abilities as if it were the lordly champion themself. This image shares all of the lordly champion’s defenses and gets a deflection bonus to its AC equal to the lordly champion’s Charisma modifier. This stacks with other sources of deflection AC. If it is dealt damage the lordly champion suffers half the damage the image would suffer (rounded down minimum 1, after any reduction from damage reduction, resistances, hardness, or other abilities). If the lordly practitioner uses multiple abilities through multiple allies in a single turn, an image appears with each such ally. The lordly practitioner and their images are considered a single creature; an effect that targets multiple creatures can only target one of them, and if the lordly champion and any of their images are affected by the same area of effect ability or effect they are only affected once.

The exact appearance of this projection differs for each lordly champion, but is immediately recognizable as the lordly champion’s current appearance (including any disguises or transformative magic). One lordly champion’s image may appear as if forged of gleaming gold, whereas another’s may appear to be formed of black smoke, as two examples.

If one of the lordly champion’s class features would function using their vassalage class feature, it instead functions using this class feature instead.

This replaces the rajah’s vassalage class feature.

Lord’s Mandate (Su): At 1st level, the lordly champion can command one of their vassals with a mandate, allowing them to act at the lordly champion’s command. As a standard action, the lordly champion can issue one of the following commands to one of their vassals within Close range of them. The vassal can take the chosen command as a free action, even if it isn’t their turn. If they choose to, the lordly champion regains their martial focus.

  • Aid: The vassal can use the aid another action on another creature, or the lordly champion can use aid another to assist their vassal.
  • Attack: The vassal makes a melee or ranged weapon attack.
  • Bolster: The vassal gains a +4 dodge bonus to their AC until the beginning of their next turn. This counts as the total defense action for the purposes of feats or abilities that would modify it, but it doesn’t restrict the vassal from taking attacks of opportunity.
  • Move: The vassal moves up to their speed, provoking attacks of opportunity as normal.

This replaces the rajah’s royal mandate class feature.

Lord’s Crossroads: For a lordly champion, the crown of the moon queen ability instead has the following effects:

  • Crown of the Moon Queen: Once per round, whenever one of the lordly champion’s vassals within Close range of them is targeted by an attack the lordly champion may expend their martial focus to retaliate against the attacker with a pulse of retributive akasha. The lordly champion can choose to use this ability after the results of the attack are revealed, but before damage is dealt. The attacker must make a Reflex save (DC 10 + 1/2 the lordly champion’s level + their Charisma). If they fail, their attack misses and the attacker takes 1d6+1 points of damage per odd-numbered class level. This damage is from a pulse of akashic power that bypasses damage reduction, resistances, and hardness.

Lord’s Presence: At 10th level, the lordly champion’s presence and wisdom can be felt by their vassal’s at even greater ranges. Each of the lordly champion’s class features that affect their vassals within Close range can now affect vassals within Medium range. At 15th level, this improves to Long range. At 20th level, this range becomes unlimited as long as the lordly champion and their vassal are on the same plane.

Additionally, whenever the lordly champion uses their lord’s vassal ability to use a sphere effect or make an attack through one of their vassals, they can choose to perceive through both their own body and that vassal’s space until the beginning of their next turn. Doing so can be quite disorienting however, and imposes a -5 penalty on Perception checks. If you choose to use this effect on multiple vassals in a single turn, this penalty worsens by -5 for each beyond the first.

As a standard action, they can concentrate on their bond to one of their vassals to instead treat themselves as in their vassal’s space for determining their own senses. This creates a projection of the lordly champion alongside their vassal, as normal when interacting with a vassal using their lord’s vassal class feature. The lordly champion can speak, hear and see as if they were in that vassal’s space for as long as they concentrate. They can always choose to spend 1 spell point as a free action to allow this effect to persist for up to 1 minute per class level without concentration. When using this ability they can choose to retain the ability to see and hear through their own body as well, but doing so imposes a -5 penalty on Perception checks. The lordly champion may only use this ability on one vassal at a time. If they use this ability on a second vassal, or choose to share a different vassals perception as part of using their lord’s vassal class feature, this effect immediately ends.

This replaces the rajah’s regality class feature.

Lordly Immortal (Su): At 20th level, the lordly champion’s reign becomes immortalized. This functions as the rajah’s earthbound immortal class feature, save that they do not treat their veils and class features as if they were invested with additional essence.

Instead, the lordly champion may have twice the number of active vassals at any time, and may make one of their allies a vassal at any range as long as that vassal is on the same plane as the lordly champion, and the lordly champion has met that creature once before.

Additionally, any creature who was once one of the lordly champion’s vassals but currently isn’t can request the lordly champion’s aid as a free action, even if it isn’t their turn. This alerts the lordly champion to that specific creature's request for aid but provides no additional information, allowing the lordly champion to choose whether they wish to make that creature a vassal. If the lordly champion is sleeping they can choose to wake upon receiving this alert if they wish.

This modifies the rajah’s earthbound immortal class feature.

Lordly Champion Heraldries

The following heraldries can be selected by a lordly champion:

Permanent Vassal (Su)

Prerequisites: lordly champion

The lordly champion may dedicate a willing creature as their permanent vassal. That creature is treated as the lordly champion’s vassal at all times and does not count against the lordly champion’s limits on the number of vassals they can have at any time. If the lordly champion has the divine mandate class feature, their permanent vassal also gains the benefits of that class feature and does not count against the maximum number of creatures that may be affected by it.

Special: This heraldry can be selected multiple times, allowing an additional permanent vassal for each time it is selected.

Malformed Mimic (Promethean Archetype)

The malformed mimic has learned to study living and dead creatures to perfectly take on their forms and mannerisms both in and out of combat and imbue them with particularly monstrous alterations.

Proficiencies: Malformed mimics 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 modifies the promethean’s armor and weapon proficiencies.

Casting: The malformed mimic may combine spheres and talents to create magical effects. The mimic 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 promethean’s veilweaving and improved essence capacity class features.

Spell Pool: The malformed mimic 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.

Reduced Essence: The malformed mimic gains 1 fewer point of essence at each class level.

This modifies the promethean’s essence pool. This ability does not conflict with other archetypes that reduce the promethean’s essence pool as long as the total reduction doesn’t cause the promethean to gain a negative amount of essence at any given level.

Malformed Training: Malformed mimics use their casting ability modifier as their practitioner modifier, and in place of their Intelligence and their veilweaving modifier for their promethean class features.

Mimic’s Training: At 1st level, a malformed mimic gains both the Alteration and Scout spheres as bonus talents. The malformed mimic uses their class level as their caster level with the Alteration sphere. This stacks normally with caster levels gained from other sources.

Malformed Mimicry: At 1st level, the malformed mimic gains the ability to study living or dead creatures to instill within themselves a perfect memory of that creature's form and abilities. Studying a creature takes 10 minutes of uninterrupted study and a Knowledge check with a DC appropriate to identifying that creature. The mimic may make a Perception check with a DC of +5 higher instead, if they wish. Living or undead creatures must be willing or helpless to be studied by the malformed mimic. If they fail this check, they can try again at a -1 penalty by spending another 10 minutes. This penalty stacks with itself, and Knowledge and Perception do not share penalties. For example; if the malformed mimic fails a Knowledge check they could try a Perception check at no penalty. If they then fail the Perception check, they would have a -1 penalty to both. These penalties only reset when the malformed mimic gains a permanent increase to their Knowledge or Perception skill (appropriate for each penalty).

When the malformed mimic successfully studies a creature they can choose to store the memory of that creature’s form within themselves. The malformed mimic may only store a number of memories equal to their Intelligence modifier + 1 per three class levels. If the malformed mimic successfully studies a creature and has the maximum number of memories stored, they may replace one of their old memories with the new one.

Whenever the malformed mimic uses their shapeshift ability of the alteration sphere on themself they can choose to take the form of one of their memorized forms. When doing so, the malformed mimic is considered to have both the Perfect Imitation talent and whichever (transformation) or (body) talent most appropriately fits the memorized form. If a creature has no appropriate (transformation) talent, the form uses the blank form instead. If they choose to take a form using this ability, their shapeshift costs no spell points to cast and persists until the malformed mimic chooses to end the form as a free action on their turn. The malformed mimic perfectly resembles the form of the studied creature, and the bonuses provided by Perfect Imitation to malformed mimic that form are doubled to +20. Additionally, the malformed mimic may combine the effects of this special transformation with other polymorph effects granted by their promethean class features.

When selecting traits for their forms taken using this ability, the malformed mimic may only select traits granted by blank form, or the appropriate (transformation) or (body) talent granted by that form.

Blended Training: At 2nd level and each level thereafter, the malformed mimic gains a combat or magic talent every time they gain a level.

Monstrous Malformities: At 2nd level, the malformed mimic gains the ability to monstrously alter their mimicked forms. Whenever the malformed mimic takes a form using their mimicry ability their form gains a single monstrous trait. Unlike normal traits applied to their malformed mimicked form, this trait does not suffer from any restrictions on its selection. A malformed mimic can suppress or unsuppress any of their form’s monstrous traits as a free action, even if it isn’t their turn. Suppressed traits cannot be used, but are perfectly hidden within their transformation.

At 6th level, and every 4 levels thereafter, the malformed mimic’s mimicked forms gain an additional monstrous trait.

Forbidden Capacity: At 3rd level, and again at 9th and 15th level, the malformed mimic increases the essence capacity of their pieces of forbidden knowledge by 1. This increase does not stack with the improved essence capacity class feature, the Capacity Increase talent, or other similar abilities.

Improved Mimicry: At 4th level, the malformed mimic learns to further modify their studied forms. The malformed mimic gains the effects of a single Alteration talent for each of their forms. This talent is chosen when the form is first gained, or retroactively applied to forms the malformed mimic already knows when they gain the effects of a talent from this ability.

The malformed mimic may only use the chosen Alteration talent to determine the effects of the form it is chosen for. The malformed mimic can choose the same Alteration talent for multiple forms, have unique talents for each of their forms, or any combination of the two. Talents the malformed mimic is benefitting from using this ability cannot be used to meet prerequisites, save for advanced talents selected for that specific form.

At 8th level, and every 4 levels thereafter, the malformed mimic gains the effects of an additional Alteration talent to apply to their forms.

Mightreaver (Promethean Archetype)

These scholars of martial arts sought to perfect their craft at all costs, delving into lores of the occult and the eldritch to expand their minds and alter their bodies to find excellence beyond mere mortal means. Mightreavers to many are viewed as monsters wearing mortal flesh, seeking to capture and consume any lore or knowledge that could further improve their art.

Proficiencies:  Mightreavers 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 modifies the promethean’s weapon and armor proficiencies.

Combat Training: A mightreaver may combine combat spheres and talents to create powerful martial techniques. Mightreavers are considered Expert practitioners and use Intelligence as their practitioner modifier.

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

Reduced Essence: The mightreaver gains 1 fewer point of essence at each class level.

This modifies the promethean’s essence pool. This ability does not conflict with other archetypes that reduce the promethean’s essence pool as long as the total reduction doesn’t cause the promethean to gain a negative amount of essence at any given level.

Forbidden Capacity: At 3rd level, and again at 9th and 15th level, the mightreaver increases the essence capacity of their pieces of forbidden knowledge by 1. This increase does not stack with the improved essence capacity class feature, the Capacity Increase talent, or other similar abilities.

Forbidden Arts: The mightreaver uses their practitioner modifier in place of their veilweaving modifier when determining the effects and saving throws of their pieces of forbidden knowledge. In addition, the following pieces of forbidden knowledge may be selected by a mightreaver:

  • Maddening Rage (Su): The mightreaver’s studies have granted them the ability to imbue their fury with the madness of the realms between the stars, allowing them to briefly lose pieces of their sanity to empower their abilities. The mightreaver gains the Berserker sphere and Absolute Determination as bonus talents. They cannot select a drawback that would remove their berserking ability. If they already have such a drawback, they must use this bonus talent to buy the drawback off. If they have one or both of these talents, they may gain a bonus talent of their choice in place of either duplicate.

The mightreaver may invest essence in this talent to imbue their berserking ability with maddening energies. When the mightreaver using berserking without applying an [adrenaline] talent they gain an additional 2 temporary hit points per point of essence invested in this piece of forbidden knowledge, and they gain a +1 insight bonus on saving throws against mind-affecting effects until the beginning of their next turn for every 2 points invested.

If they use Absolute Determination, they instead increase the bonuses of that talent by +1 per point of essence invested. If they have the True Rage feat, they gain the bonus temporary hit points for investing essence, as above, as well.

  • Otherworldly Terror (Su): Study of the occult has granted the mightreaver mastery over causing fear, imbuing their voice and their actions with otherworldly power that strikes fear into the hearts of being who would normally be immune. The mighreaver gains the Gladiator sphere as a bonus talent. They cannot select a drawback that would remove their strike fear ability. If they already have such a drawback, they must use this bonus talent to buy the drawback off. If they already have this sphere, they may gain a bonus talent of their choice in place of either duplicate.

Whenever the mightreaver makes an Intimidate check or uses a fear effect caused by the Guardian sphere against a creature immune to fear, that creature is instead treated as if they had a +5 saving throw bonus against fear effects against that ability or a +5 bonus to their DC to demoralize them . For each point of essence invested in this piece of forbidden knowledge, the mightreaver reduces any bonuses against fear effects (not including any bonuses to all saving throws or bonuses to all Will saves) or bonuses to the demoralization DC their opponent is benefitting from by 1. If this would reduce a bonus below 0 (or if the creature had no such bonus), they suffer a penalty on their save or their demoralization DC equal to the amount. For example, if a normally immune creature would be affected by the mightreaver’s Guardian sphere while the mightreaver has 6 essence invested in this piece of forbidden knowledge, they would suffer a -1 penalty to their saving throw or demoralization DC (+5 from this ability reduced to -1 by 6 essence invested).

  • Soulcutter (Su): Occult knowledge of the soul has allowed the mightweaver to directly target it with their most precise attacks, leaving wounds that cut into a creature’s very essence. The mighreaver gains the Duelist sphere as a bonus talent. They cannot select a drawback that would remove their blooded strike ability. If they already have such a drawback, they must use this bonus talent to buy the drawback off. If they already have this sphere, they may gain a bonus talent of their choice in place of either duplicate.

Any time the mightreaver deals hit point bleed damage using the Duelist sphere, they can choose to cut directly into that creature’s essence to cause them to bleed spiritual essence rather than blood. This allows the mightreaver to be able to deal hit point bleed damage to creatures who would normally be immune to bleed but, the creature is not considered to be bleeding blood for the purposes of effects that require a creature to bleed blood (such as the Blood spheres blood control ability). This restriction does not apply to the mightreaver’s Duelist sphere abilities. Any effects created by bled spiritual essence are considered supernatural effects as well.

Additionally, the mightreaver may invest essence in this piece of forbidden knowledge. For each point of essence invested, whenever the mightreaver would deal hit point bleed damage using the Duelist sphere they deal 1 additional point.

This modifies the promethean’s forbidden knowledge class feature, but not for the purposes of archetype compatibility.

Stormfury (Stormbound Archetype)

This is an update to the stormfury archetype originally printed in Studio M— Compilation: February 2021. This update seeks to fix some of the mechanical issues with the archetype, make it a bit more interesting to build and play, and to bring its strength more in line with the other Spheres of Might archetypes for akashic classes.

The fury of the storm given physical form, these avatars of destruction forgo their normal veilweaving to instead combine their devastating storms and their martial prowess.

Class Skills: The stormfury adds the Acrobatics and Stealth skills to their list of class skills. However, they do not treat Knowledge (arcana) and Spellcrafter as class skills.

This modifies the stormbound’s class skills.

Hit Die: The stormfury uses a d10 as their hit die from their stormbound levels.

This modifies the stormbound’s hit die.

Base Attack Bonus: The stormfury’s base attack bonus from stormbound levels is equal to their class level.

This modifies the stormbound’s base attack bonus.

Proficiencies:  Stormfuries 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 the stormfury wears metal armor or uses a metal shield, they treat the essence capacity of their Storm veils as 2 less (minimum 0).

This modifies the stormbound’s weapon and armor proficiencies.

Combat Training: A stormfury may combine combat spheres and talents to create powerful martial techniques. Stormfurys are considered Expert practitioners and use Wisdom as their practitioner modifier.

This replaces the stormbound’s veilweaving, essence and chakra binds class features.

Stormweaving: The stormfury retains their ability to shape their Storm veils despite losing access to their normal veilweaving abilities. They use their class level as their veilweaving level with their Storm veils, and their Wisdom as their veilweaving modifier. The saving throw DC of their Storm veils is equal to 10 + the essence invested in the veil + their Wisdom modifier. Their Storm veils otherwise function identically to a base stormbound’s.

This modifies the stormbound’s stormweaving but not for the purposes of archetype compatibility.

Improved Storm Capacity: At 3rd level, and again at 9th and 15th level, the stormfury increases the essence capacity of their Storm veils and their storm powers by 1.

This replaces the stormbound’s improved essence capacity class feature.

Fury of the Storm (Su): At 4th level, the stormfury can call upon the force of their storms and deliver it with a single powerful blow. As a special attack action the stormfury can make a single attack with one of their weapons infused with the power of one of their Storm veils. Both the stormfury and their target must be within the area of their Storm veil to use this ability. On a successful hit, the target takes an additional 1d4 points of damage per point of essence invested in their Storm veil. The type of this damage is based on the descriptors of the Storm veil, as per Table: Fury of the Storm Damage Type, and is not multiplied on a critical hit. If a Storm veil has multiple of these descriptors, the stormfury chooses which they are using to determine this damage before the attack is made. If the stormfury has multiple Storm veils shaped, they also choose which they are using to determine the effects of this attack before it is made.

Table: Fury of the Storm Damage Type

Storm Descriptor

Damage Type

Acid

Acid

Air

Slashing

Cold

Cold

Death or Negative Energy

Negative Energy*

Disease or Poison

Untyped**

Earth

Piercing

Electricity

Electricity

Fire

Fire

Healing or Positive Energy

Positive Energy*

Sonic

Sonic

Water

Bludgeoning

None of the above

Type determined by your GM

*This damage does not heal targets normally healed by this energy type. They instead take no damage.

**Creatures immune to disease (for Disease descriptor) or poison (for Poison descriptor) are immune to this damage.

Channeled Fury (Su): At 6th level, the stormfury gains the ability to directly channel the powers of their storm through their armaments. As a special attack action, the stormfury may make a single weapon attack. Both the stormfury and their target must be within the area of their Storm veil to use this ability. If the attack hits, the target is affected by a single ability of one of their Storm veils that costs a standard action to activate and that targets one or more creatures or targets every creature in the storm. If the triggered effect requires a saving throw, the struck target suffers a -4 penalty to their saving throw against the effect. If the effect would normally affect multiple creatures or every creature in the storm, it only affects the struck target.

Widespread Fury (Su): At 8th level, the stormfury’s ability to drive their foes back with the power of their storm grows in power and scope. As a full-round action, the stormfury may use their fury of the storm ability to make a melee attack against each enemy within their reach. Each struck enemy takes additional damage, as per that class feature. The stormfury and each enemy they attack using this ability must be within the area of the stormfury’s Storm veil.

If the stormfury is wielding a ranged weapon and inside the area of their Storm veil, they may instead make a ranged attack against any number of creatures within the area of their storm veil. Each attack suffers a penalty on its attack roll equal to 2 x the number of creatures attacked beyond the first (two creatures is -2, three creatures is -4, and so on). All struck creatures suffer the effects of the stormfury’s fury of the storm, as per above.

Twinveil Storm: At 11th level, the stormfury gains to shape an additional Storm veil each day and can shape and bind up to two veils which occupy the Storm slot. This does not stack with the Twin Veil feat, or other abilities that allow the stormfury to shape multiple veils in the same chakra slot.

This modifies the stormbound’s twinveil storm class feature.

Empowered Fury: At 10th level, when making a special attack action using their fury of the storm the additional damage dealt by the attack is increased to 1d6 per point of essence invested in their Storm veil.

At 18th level, this applies to attacks made using their widespread fury ability as well.

Channeled Calamity: At 14th level, when the stormfury uses their channeled fury ability they may apply an ability of their storm veil that can be used as either a full-round action or a standard action. This otherwise functions as channeled fury for all other purposes.

Embodiment of Fury (Su): At 16th level, the stormfury becomes one with their storm as they truly embody its fury. When the stormfury rolls initiative, or at any time during combat when they invest their essence, the stormfury can choose to become one with their storm. Their Storm veils become centered at the location they activated this ability. Until they leave combat or end this ability as part of investing their essence, the stormfury cannot leave the area of their storm (willingly or unwillingly), they do not fall while in the area of their storm, and they can move to any point within the area of their storm as a move action. If any ability would allow them to or cause them to move a certain distance, they instead teleport up to that distance to a location within their storm. When they end this ability their Storm veils once again center their effects on themselves.

Appendix

Berserker Sphere

[Adrenaline] Talents

While berserking, instead of gaining temporary hit points, you may choose to benefit from one (adrenaline) talent. You must choose which (adrenaline) talent to use at the start of each turn, if any, and may only use one (adrenaline) talent each round. You still take a -2 penalty to AC as normal and any benefits you gain end at the start of your next turn. Some (adrenaline) talents require you to expend martial focus as part of the same action as berserking and must be expended each round you choose to use it.

Absolute Determination (adrenaline)

No doubt stops your onslaught. You gain a +1 bonus on saving throws against mind-affecting effects and the DC to Intimidate you, increasing by +1 for every 6 base attack bonus you possess. Whenever you would attempt a save against a mind-affecting effect, you may roll twice, taking the better result.

In addition, you may expend martial focus as an immediate action to attempt a save against a mind-affecting effect (using the effect’s original DC) or reduce your current level of fear by 1 step (panicked to frightened, frightened to shaken, shaken to not affected by a fear effect). You may only attempt a new save against a specific mind-affecting effect (for example, a specific instance of charm) once per day.

Feats

True Rage (combat)

Your mastery over adrenaline walks hand in hand with anger.

Prerequisites: Berserker sphere (any (adrenaline) talent), base attack bonus +6.

Benefit: When berserking, when you choose to benefit from an (adrenaline) talent, you do not lose the temporary hit points granted by the base berserking ability. This does not allow you to benefit from two (adrenaline) talents at the same time.

Normal: When berserking, a creature who chooses to benefit from an (adrenaline) talent does not gain the temporary hit points from the base berserking ability.

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