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Expanded Forged Souls

A soulforge normally only has access to the souls associated with pathfinder’s eleven core classes. At 1st level, they can choose to replace their access to any number of these souls with an equal number of souls presented below. Once made, this choice cannot be changed.

Soul of the Artificer

Associated Skills: Disable Device, Knowledge (arcana), Spellcraft, Use Magic Device

Associated Veils: Barrier Belt, Coronet of the Theologian, Gloves of the Master Thief, Goldhoard Vestments, Interference Bangles, Lenses of the Seer, Network Interfacer, Trail of Repulsion

Akashic Artificy

At 1st level, tapping into the soul of the artificer allows you to utilize akasha to pull the souls of objects from the akashic record and forge them into physical forms using your essence. Upon forging this soul, you forge a number of consumable magic items equal to 2 + 1/2 your class level (rounded down). The type of magic items you can forge increases in variety as you increase in level. Only you can use magic items forged by this soul; if a forged magic item leaves your person it dissipates away into nothingness, but can later be retrieved as a swift action. You can still use magic items (such as potions) on other creatures as normal. When you unforge this soul, you lose all magic items forged as part of it and the ongoing benefits of any items you have forged as part of it. You do not need to make any checks to forge these items, and they take no additional time to forge beyond forging this soul.

At 1st level, you may forge potions and oils. Potions and oils forged using this scroll have a maximum caster level equal to your class level, and a maximum spell level equal to 1/2 your class level, rounded up to the maximum allowable spell level of a potion (3rd level).

At 3rd level, you may forge wands. Wands forged using this soul have three charges, a maximum caster level equal to your class level, and a maximum spell level equal to 1/2 your class level, rounded up to a maximum allowable spell level of a wand (4th level).

At 5th level, you may forge scrolls. Scrolls forged using this soul have a maximum caster level equal to your class level, and a maximum spell level equal to 1/2 your class level, rounded up).

At 7th level, you can forge consumable wondrous items, such as elixirs, that can be created using Craft Wondrous Item. You cannot forge wearable items or items that provide a constant benefit. These items have a maximum caster level equal to your class level, and you can only forge such items that have spells as their prerequisite with a spell level equal to 1/2 your class level, rounded up, or lower.

Wisdom of Use

At 1st level, you use the higher of your Wisdom and your Charisma when determining your bonus for the Use Magic Device skill.

At 3rd level, you gain a +2 circumstance bonus to Use Magic Device checks to activate magic items you have forged using this scroll. This bonus increases by a further +1 at 5th level, and every 2 levels thereafter.

Soulforged Scrollcraft

At 5th level, you gain an unparalleled ability to utilize scrolls you forge using your soulforged artificy. You are always treated as if you have deciphered the writing of scrolls you forge. You use your Wisdom in place of the normal ability score prerequisites for scrolls you have forged as well.

Soul of the Rajah

Associated Skills: Bluff, Diplomacy, Intimidate, Sense Motive

Associated Veils: The Demiurge. When you first gain the ability to forge this soul, choose seven veils with the [title] descriptor. The selected veils are also treated as your associated veils for this soul.

Rajah’s Mandate (Su)

At 1st level, tapping into the soul of the ruler allows you to inspire your allies by performing a rajah’s mandate. As part of an attack action, you can grant one of the following benefits to an ally. When selecting an ally for these abilities your ally must be within Close range (25 feet + 5 feet per 2 class levels) of you when you make the attack action and you must be able to perceive them. You do not treat yourself as your own ally for these abilities. The attack that triggers this ability must be made against a creature with at least half as many Hit Dice as your class level.

  • Aided Strike: If your attack hits, you may treat the attack as if it was a successful aid another attempt for an ally of your choice against that target. You must choose this option before the results of the attack are rolled.
  • Distracting Assault: If your attack hits, an ally of your choice treats the target as if they were flat-footed until the end of your next turn. You must choose this option before the results of the attack are rolled.
  • Fortifying Presence: Your ally gains a number of temporary HP equal to your Wisdom modifier + your class level until the end of your next turn.
  • Opportune Opening: If your attack hits, the target of the attack provokes an attack of opportunity from a single ally of your choice. Your allies can use ranged weapons to perform this attack of opportunity if they are within range. You must choose this option before the results of the attack are rolled.
  • Mobile Mandate: An ally of your choice moves up to their speed towards the target of the attack. Each space they move must bring them closer to the target.
  • Rallying Inspiration: An ally suffering from a continuous effect that allows a saving throw to end it early, such as a poison or disease or a magical effect that allows them to make a new saving throw to end the effect early, can immediately make a saving throw against one of those abilities currently affecting them. If this saving throw is a success, the effect ends. If it fails, they don’t suffer any additional for failing this save (it doesn’t progress a disease or poison, and does not count as a failure for poisons and diseases that require multiple successful saving throws to shake off the effects).

At 9th level, and again 17th level, you may affect an additional ally each time you use this ability. You may choose a different effect for each ally.

Royal Servants (Su)

At 3rd level, you gain the benefits of the rajah’s house of servants class feature. You use your class level as your effective rajah level and your Wisdom as your effective practitioner modifier when determining its effects.

Heraldries

At 3rd level, and every 4 levels thereafter, you may select a heraldry available to the rajah. You use your class level as your effective rajah level and your Wisdom as your effective practitioner modifier when meeting prerequisites and determining the effects of these heraldies.

If a heraldy has a non-instantaneous effect, those effects end if this soul is unforged or if you lose the selected heraldry.

Soul of the Striker

Associated Skills: Acrobatics, Climb, Escape Artist, Swim

Associated Veils: Astral Pugilism, Eyes of the Hawkguard, Forcestrike Knuckles, Greaves of Skirmishing, Impulse Earrings, Lightdash Bindings, Pursuer's Cuffs, Stalker’s Tabi

Tension (Ex)

At 1st level, tapping into the soul of the striker attunes your very being to the thrill of battle, allowing you to use the energy of combat to fuel your attacks. You have a maximum pool of tension equal to your Wisdom modifier. If you spend 1 minute or longer outside of combat, you lose all tension you possess.

You begin the day with no tension, but can gain tension in the following ways (you cannot gain tension from each of these more than once per round, and you must be in combat to gain tension):

  • Offensive Pressure: Whenever you successfully deal damage to a creature with a weapon attack or make a successful combat maneuver check, you gain 1 tension.
  • Defensive Determination: Whenever you take damage from an attack originating from a creature (including spells, spell-like abilities, and supernatural abilities), you gain 1 tension. You do not gain tension from attacks made against you while you are flat-footed or unaware.
  • Maneuvering Momentum: Whenever you move 10 feet or more during your turn, you gain 1 tension. Forced movement does not count.

At 5th level, and every 4 levels thereafter, your maximum tension increases by 1.

Tension Techniques (Ex)

At 1st level, you can spend tension to accomplish incredible feats of martial prowess. Each tension technique can only be used once per round. If a tension technique does not have a listed action, it is used as a free action which can be performed even outside of your turn. Unless stated otherwise, you must activate a tension technique before any applicable rolls are made. For example, if you activate Expert Guard, you must do so before making a saving throw. If you gain the ability to use tension techniques from another source, tension techniques with the same name are considered to be the same tension technique when determining how often you may use them.

1 Tension

  • Expert Guard: For each tension you spend on this tension technique, you gain a +1 circumstance bonus on all saves until the beginning of your next turn.
  • Fiery Offense: For each tension you spend on this tension technique, you gain a +1 circumstance bonus to weapon damage rolls until the beginning of your next turn.
  • Light Step: As a swift action, select a single creature you can perceive. Until the beginning of your next turn, your movement does not provoke attacks of opportunity from that creature.
  • Stalwart Form: For each tension you spend on this tension technique, you gain DR 1/— until the beginning of your next turn. This stacks with other forms of damage reduction.
  • Timely Dodge: For each tension you spend on this tension technique, you gain a +1 dodge bonus to your armor class until the beginning of your next turn.

2 Tension

  • Critical Eye: You increase the critical threat range of your weapon attack by 1 until the beginning of your next turn. This bonus stacks with other increases to your critical threat range, but is applied last. For example; if you are wielding a keen longsword (17-20 crit range), this would increase the critical range to 16-20.
  • Perfect Offensive: You may use this tension technique in place of making a critical confirmation roll, automatically treating that critical confirmation as successful.
  • Rallying Focus: As a swift action, you gain a number of temporary hit points equal to your Wisdom modifier + your class level until the beginning of your next turn.

3 Tension

  • Rapid Strikes: Whenever you use the attack action or attempt a combat maneuver as a standard action, you can make an additional attack with a weapon at a -2 penalty as a swift action. You can choose to use this ability after the results of your attack or combat maneuver are rolled.
  • Second Chance: You can reroll a saving throw after the results have been revealed, but you must accept the results of the reroll even if they are worse.
  • Speed Step: As a swift action, you can move up to your speed with any one mode of movement you possess.

Tension Boost (Ex)

At 3rd level, you gain 1 tension at the start of your first turn in combat (including surprise rounds). At 9th level, and again at 15th level, you gain an additional 1 tension at the start of your first turn in combat.

Desperate Tension (Ex)

At 5th level, if you start your turn with 0 tension, you gain 1 tension. This tension is gained before any other features that grant you tension, such as tension boost or rising tension.

Tension Training (Ex)

At 7th level, and again at 13th and 19th level, you learn a new way to gain tension, selected from one of the following abilities (you cannot gain tension from each of these more than once each round):

  • Critical Offense: Whenever you confirm a critical hit with a weapon attack, you gain 1 tension.
  • Deadly Offense: Whenever you reduce a creature to 0 or fewer hit points with a weapon attack, you gain 1 tension.
  • Deceptive Threat: Whenever you make a successful Bluff check to feint in combat against a creature, you gain 1 tension.
  • Threatening Taunt: Whenever you make a successful Intimidate check to demoralize a creature, you gain 1 tension.
  • Victorious Defense: Whenever you make a successful saving throw against a non-harmless effect, you gain 1 tension.

You cannot gain tension from any of these effects if they are used against a helpless or unaware creature, or on a creature with Hit Dice fewer than half your class level.

Rising Tension (Ex)

At 11th level, you gain 1 tension at the start of each turn in combat. At 17th level, you instead gain 2 tension at the start of each turn in combat.

Soul of the Volur

Associated Skills: Heal, Intimidate, Knowledge (nature), Survival

Associated Veils: Cloak of Thorns, Disquieting Gaze, Eyes of Terror, Gorget of the Stormking, Hag’s Shawl, Mai’ry’s Band, Pestilence Cloak, Verdant Vambraces

Akashic Spirit

At 1st level, tapping into the soul of volur attunes your soul to the spirit of the natural world, calling an akashic spirit to your side. You treat your class level as your effective volur level when determining the statistics and abilities of your akashic spirit. When you forge this soul, choose a single aspectual circle. Your spirit adopts a single aspect from the selected aspectual circle. You can also change your spirit’s selected aspect by meditating for 10 minutes. Your spirit does not gain the passive ability of their chosen aspect.

This counts as a familiar for the purposes of your forged souls that grant familiars.If you forge multiple souls that grant you a familiar, you only gain one familiar. If the familiar is modified by your souls, it receives all of the modifications as long as they do not conflict.

Spiritual Improvement

At 3rd level, your akashic spirit gains the passive ability of their aspect.

Spiritual Embodiment (Su)

At 7th level, you gain the ability to utilize the embodiment ability of your akashic spirit. This causes the spirit to merge with you, trading the passive effects of the spirit for a new set of active abilities. You and the spirit must be within 5 feet of each other, or the spirit can be merged with your essence, to use this ability. Embodying your spirit takes a move action, as does ending the embodiment. When you stop embodying your spirit, the spirit chooses whether to appear in a square within 5 feet of you, or whether it becomes merged with your essence. If you are rendered unconscious (such as if you are put to sleep from a magical effect, or reduced to fewer than 0 HP), your embodiment ends and the spirit is merged with the volur’s essence until you regain consciousness.

Spiritual Alignment

At 13th level, you select a second aspectual circle upon forging this soul, and may choose for your spirit to take a form from either of your chosen circles.

Obscure Forged Souls

These souls function the same as expanded souls, but have additional requirements that must be met for them to be selected by the soulforge, by an adept soul forger, or with the Improved Soul Access feat.

Soul of the Branded

Requirements: Must be able to shape at least 1 veil. If selected by an adept soul forger or another character who does not gain the ability to shape soul veils, you must be able to shape at least one veil with the [brand] descriptor or have the Soul Forged Veil feat.

Associated Skills: Heal, Knowledge (arcana), Knowledge (nature), Spellcraft

Associated Veils: When you first gain the ability to forge this soul, choose eight veils with the [brand] descriptor. The selected veils are your associated veils for this soul.

Shaper of Brands

At 1st level, veils you shape with the [brand] descriptor do not take up the veil slots they are shaped in, allowing them to be shaped alongside other veils in their veil slot. They are still bound to veil slots as normal.

Branded Offensive (Su)

At 1st level, tapping into the soul of the branded allows you to utilize your brands to make a foe more vulnerable to your attacks. When making attacks against a creature branded by one of your veils, your attacks deal additional damage equal to your Wisdom modifier + your class level (minimum 1). If they are only affected by a [brand] descriptor veil that didn’t require a saving throw to be applied, this additional damage is halved (rounded down, minimum 1). This damage is not multiplied on a critical hit.

If your attack is modified by the Vital Strike feat, you add twice your class level to the damage instead. If it is modified by Improved Vital Strike you deal three times your class level, and you deal four times your class level if modified by Greater Vital Strike.

Branding Reach

At 3rd level, you may maintain your brands on creatures within Medium range (100 feet + 10 feet per veilweaver level) of you. This does not change the range at which you can apply your brands (normally Close range).

At 9th level, you can apply your brands on creatures within Medium range, and maintain your brands on creatures within Long range (400 feet + 40 feet per veilweaver level).

At 17th level, you can place your brands on creatures within Long range, and maintain your brands on creatures no matter your distance from them, as long as you share a plane with that creature.

Branding Strike (Su)

At 5th level, you gain the ability to deliver your brands alongside a devastating blow of cursed energy. As a special attack action, you may make a single weapon attack and deliver a brand alongside it. This attack deals additional damage as if the target were branded (as per branded offensive), and whether the attack hits or misses the creature is affected by one of your brands. They are allowed a saving throw to resist being branded, if applicable. If you deliver a branding strike with a ranged weapon, the target of your attack must be within the range at which you can apply your brands.

Brandsense (Su)

At 13th level, you can always sense the direction and distance of creatures afflicted by your brands, as the blindsense ability. This ability is blocked by any ability that would prevent divinations against the branded creature.

Soul of the Ruler

Requirements: Must be able to shape at least 1 veil. If selected by an adept soul forger or another character who does not gain the ability to shape soul veils, you must be able to shape at least one veil with the [title] descriptor or have the Soul Forged Veil feat.

Associated Skills: Bluff, Diplomacy, Intimidate, Sense Motive

Associated Veils: When you first gain the ability to forge this soul, choose eight veils with the [title] descriptor. The selected veils are your associated veils for this soul.

Bearer of Titles

At 1st level, whenever you shape a veil with the [title] descriptor you can choose to remove that descriptor, shaping the veil on yourself. When doing so, the veil takes up its associated veil slot as per a normal veil.

Royal Vassal (Su)

At 1st level, tapping into the soul of the ruler allows you to enhance your allies with your veils rather than yourself, allowing them to act in your stead. As a standard action, you can transfer the effects of one of your shaped veils without the [title] descriptor to one of your entitled allies. That ally uses your veilweaving level and veilweaving modifier when determining the statistics of that veil, the veil uses your CMD rather than your allies’ against sunder attempts, and you use your essence to invest that veil as normal. This shared veil does not take up your allies' veil slots. That ally gains the ability to use that veil in place of you until you use another standard action to remove your veil from them.

If you grant an ally an [enhanced] descriptor veil, that ally is treated as proficient with the equipment granted by that veil.

If the entitled ally moves far enough away from you to suppress their [title] veil, any veils you shared with them using this ability are also suppressed. If you enter an antimagic field, the effects of any shared veils are suppressed as well.

Army of Vassals (Su)

At 5th level, you can transfer the effects of a single veil to up to two of your entitled allies at a time. The veil is still treated as a single effect with a single essence pool; if one of the veils is sundered, all copies of it are sundered. If it is suppressed by a targeted magical effect, all copies are suppressed. If one of these veils is suppressed by the entitled moving out of range, only that copy is suppressed. If the entitled creature’s veil is suppressed by an area of effect ability, only their copy is suppressed.

You can also use this ability to share a veil with a single ally, and maintain the effects on yourself as if you were the second ally.

Extended Vassals (Su)

At 9th level, the range at which you can maintain your titles upon your allies increases by one range category. Close (25 feet + 5 feet per level) -> Medium (100 feet + 10 feet per level) -> Long (400 feet + 40 feet per level) -> Unlimited on the same plane.

At 13th level, and again at 17th level, this range increases by one additional step.

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