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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 Eclipse

Associated Skills: Acrobatics, Disable Device, Escape Artist, Stealth

Associated Veils: Cloak of Darkness, Darkwalker Hood, Ebon Blaze, Eyes of Terror, Gloves of the Master Thief, Pooling Black, Shroud of the Spectre, Spectre’s Hooded Guise

Occultation (Su)

At 1st level, tapping into the soul of the eclipse infuses your shadow with your essence. As a move action, you can cause your shadow to animate as a copy of yourself made of pure darkness known as an occultation. This occultation appears in a space adjacent to you. Your occlusion shares all of your statistics, abilities, worn equipment, and veils, but is instantly destroyed if it takes any damage or fails a saving throw against any spell or effect. You perceive what your occultation perceives in addition to your normal senses.

Your occultation does not act on its own; it is a projection of your will and essence. You can use your own actions to allow your occlusion to immediately act, and whenever you move you can divide that movement between yourself and your occlusion as you see fit. Your occultation threatens attacks of opportunity if it wields a weapon, but you must spend your own attacks of opportunity for the round to attack creatures that provoke against your occultation. If your occultation uses one of your items that uses charges or is consumed on use, your real version of that item is affected.

If you end your turn with your occultation more than 50 feet + 50 feet per class level away from you, it is destroyed. You can also destroy your occultation at any time on your turn as a free action.

Veil of Shadows (Su)

At 1st level, while you do not have an active occultation you gain a +1 armor bonus to AC and a +1 competence bonus to Stealth checks while in areas of dim or darker light. These bonuses increase by an additional +1 at 3rd level, and every 2 levels thereafter.

Dark Walk (Su)

At 5th level, when you create your occultation it can appear in any location within 60 feet of you. In addition, if your occultation is within 10 feet of dim or darker light, you can cause your occultation to teleport up to 100 feet as a move action. You or your occultation must be able to see the destination, and the destination must be in an area of dim or darker light.

Hide in Plain Sight (Su)

At 9th level, while you do not have an active occultation your shadow obscures your location to an even greater degree, allowing you to use the Stealth skill even while being observed as long as you are within 10 feet of an area of dim light or darker.

Improved Dark Walk (Su)

At 13th level, you may use your dark walk ability to teleport yourself in place of your occultation (you must fulfil the same criteria for this teleport that your occultation follows). If you have an active occultation when using this ability, you may instead divide the distance teleported between yourself and your occultation.

Shadow Walk (Sp)

At 17th level, you can use shadow walk once per day as a spell-like ability, using your class level as your caster level.

Soul of the Guru

Associated Skills: Acrobatics, Escape Artist, Diplomacy, Sense Motive

Associated Veils: Aerial Nimbus, Astral Pugilism, Brume Treads, Collective’s Consciousness, Courtesan’s Cloak, Forcestrike Knuckles, Impulse Earrings, Lenses of the Seer

Stunning Strike (Ex)
At 1st level, tapping into the soul of the guru allows you to perform a strike that briefly stuns your foes. You gain Stunning Fist as a bonus feat. You may use this feat with weapons produced by an [enhanced] veil as well as with your unarmed strikes. Once per turn as a free action, you can take 1 point of essence burn to regain one use of this feat. Each time you take essence burn using this ability in a single day the cost increases by 1 point of essence burn (2 burn on the 2nd use, 3 burn on the 3rd, and so on).

At 5th level, and every 4 levels thereafter, you gain an additional use of this feat each day.

Disrupt Veil (Su)

At 1st level, you gain the ability to disrupt a foe’s veils using a strike empowered with your essence. Whenever you make an attack with an unarmed strike or a weapon produced by an [enhanced] veil, you can spend a use of your Stunning Fist to attempt to suppress one of the target’s veils on a successful hit. You must declare your use of this ability before the attack is rolled.

On a hit, make a dispel check (1d20 + your class level) against a DC of 11 + the target’s veilweaving level. If you succeed, one of the target’s veils of your choice is suppressed for a number of rounds equal to 1d4 + your class level.

Chakra Disruption (Su)

At 3rd level, and every 4 levels thereafter, you gain the ability to inflict a debilitating status effect on your foe by aiming an essence-infused strike at one of your foe’s chakras. As a special attack action, you may make a single unarmed strike or an attack with a weapon produced by an [enhanced] veil, selecting a single disruption you have unlocked and applying it to the attack. On a hit, the target must make a Fortitude saving throw (DC 10 + 1/2 your class level + your Wisdom modifier) or suffer the disruption’s effects. Unless otherwise specified by the disruption, its effects persist for a number of rounds equal to your Wisdom modifier (minimum 2). If your attack is able to hit multiple targets, or if you can make multiple attacks as part of a single attack action, you choose a single creature you are attacking as part of the action to apply the effects to on a single hit (if the attack hits multiple targets), or to a single attack before the attacks are rolled (if you make multiple attacks) with which you will apply the effects of the disruption on a successful hit.

At 3rd level, you can disrupt the energy of your foe’s hands to make them clumsy and uncoordinated. Creatures affected by this disruption suffer a -2 penalty to all attack rolls made with their hands or equivalent limbs (such as claws or slam attacks). This penalty worsens by -1 at 7th level, and every 4 levels thereafter.

At 7th level, you can disrupt the energy of your foe’s feet to slow and hamper them. Creatures affected by this disruption suffer a -15 foot penalty to their movement speeds (minimum 5 feet). This penalty worsens by -5 feet at 11th level, and every 4 levels thereafter.

At 11th level, you can disrupt the flow of energy through your foe’s shoulders, causing their movements to become slow and predictable. Creatures affected by this disruption have both their shield and Dexterity bonuses to AC each lowered by 3 (minimum 0). These bonuses are reduced by an additional 1 at 15th and 19th level.

At 15th level, you can disrupt the energy of your foe’s head, impairing their vision. The affected creature is blinded for 5 rounds.

At 19th level, you can disrupt the energy of your foe’s body to briefly halt their ability to take actions. The affected creature is stunned for 1 round.

Soul of the Helmsman

Associated Skills: Acrobatics, Disable Device, Fly, Knowledge (arcana)

Associated Veils: Barrier Belt, Captain’s Guided Hand, Eyes of the Hawkguard, Greaves of Skirmishing, Pursuer’s Cuffs, Sentinel’s Helm, Stormwarden’s Cloak, Tauric Brace,

Akashic Vessel (Su)

At 1st level, tapping into the soul of the helmsman allows you to conjure a construct of pure essence that takes the form of a vehicle from a technologically advanced age. When you forge this soul, you choose whether to gain either a companion mech or a companion vehicle. You use your class level as your pilot level when determining the statistics of your akashic vessel. Your vessel dismisses itself when you are not actively piloting it, and you can conjure it and begin piloting it using the normal actions to mount and pilot your chosen akashic vessel. Unlike a normal vessel, your akashic vessel is a supernatural effect. It can be dispelled using dispel magic, treating it as a spell with a caster level equal to your level, and if it is dispelled it is immediately dismissed, and cannot be summoned anew for a number of rounds equal to the caster level of the effect which dispelled it. It is also automatically dismissed in an antimagic field or similar effect. By meditating as a full-round action you can restore 1 hit point to your akashic vessel. If your akashic vessel is reduced to 0 hit points and destroyed, you can restore it to 1 hit point by meditating for 1 hour, after which it can be healed normally.

Your akashic vessel cannot be fitted with weapons, it does not gain any battery points, and it does not grant an enhancement bonus to Strength or Dexterity. Your akashic vessel gains the benefits of all feats, veils, and chakra binds that you are using, even if it would not have the corresponding limbs to use a veil (for example, a treaded mech could gain the benefits of a feet slot veil). If one of yours or your akashic vessel’s veils is sundered or dismissed, the corresponding veil is sundered or dismissed as well.

If one of your veils creates a weapon, such as a weapon produced by an [enhanced (weapon)] veil, that weapon uses your size when determining the size and damage of the weapon. If the produced weapon requires your hands to wield, your akashic vessel must possess the Arms mech enhancement to wield it. The same applies to shields produced by a veil. If one of your veils produces armor, your akashic vessel can utilize it as well, replacing the vessel’s normal armor bonus.

You customize your akashic vessel (choosing whether it is a mech or vehicle, its mech enhancements, and its base form) each day when you forge this soul. You cannot otherwise change the statistics or abilities of your mech companion until rest and meditate to forge this soul anew. If you unforge this soul and forge it again in the same day, your akashic vessel retains the HP and customizations it possessed the last time you forged that soul this day.

Your akashic vessel counts as an animal companion for the purposes of your forged souls; if you forge multiple souls that grant you an animal companion, you only gain one animal companion. If an animal companion is modified by your souls, it receives all of the modifications as long as they do not conflict.

Soul of the Kheshig

Associated Skills: Diplomacy, Intimidate, Sense Motive, Survival

Associated Veils: Barrier Belt, Broken Shackles, Citadel Barrier, Devil’s Barbs, Eye of Revealing, Grace of the Goddess, Greaves of Skirmishing, Impulse Earrings

Essence-Bound Duty (Su)

At 1st level, tapping into the soul of the kheshig grants you the ability to infuse your essence into an ally to grant yourself the ability to protect them from harm. When you forge this soul, you designate a creature other than yourself as your charge. You may only have one charge at a time, but you may abandon your current designation and designate another creature by meditating for one hour. You cannot designate another creature with this class feature as your charge.

Attacks against your charge suffer a 10% miss chance, and your charge gains a +2 bonus to saving throws against effects that originate from your foes that don’t also affect you. At 3rd level, and every 4 levels thereafter, this miss chance increases by 5% and the bonus on saving throws increases by +1. The miss chance and saving throw bonuses granted to your charge are doubled while you are within 15 feet of your charge. This miss chance does not stack with other sources of percentile miss chance, such as concealment.

At 5th level, your charge is immune to fear effects while you are within 15 feet of them.

Retributive Duty (Su)

At 1st level, a creature that attacks your charge becomes marked. This mark persists for 1 minute, or until the marked creature takes damage from you (whichever comes first). You gain a bonus to attack rolls against a marked target equal to your Wisdom modifier, and your attacks against marked targets deal an additional 1d6 points of damage. This damage increases by an additional 1d6 at 5th level, and every 4 levels thereafter. This additional damage is from a pulse of akashic power that is not reduced by damage reduction, hardness, resistance, or immunities.

Once per round as a free action, you may move up to 15 feet towards a marked target, plus an additional 5 feet at 3rd level and every 4 levels thereafter. This movement must bring you closer to your marked target.

Protector’s Duty (Su)

At 5th level, whenever your charge is attacked you may move up to your speed as an immediate action. This movement must place you adjacent to your charge, or you cannot activate this ability. After this movement, you may redirect the triggering attack to yourself as if you were the original target of the attack. The triggering creature is then marked.

Warding Duty (Su)

At 9th level, your charge becomes further warded by the essence of your duty. At the beginning of each of their turns, they gain a number of temporary hit points equal to your class level + your Wisdom modifier. These temporary hit points persist until the beginning of their next turn.

Lingering Mark (Su)

At 13th level, when you deal damage to a marked creature, the mark instead ends at the end of your turn instead of immediately.

Sacrificial Duty (Su)

At 17th level, whenever your charge would take damage that would reduce them to 0 or fewer hit points, you may reduce the damage so that they are only reduced to 1 hit point. If you do, you take damage equal to the amount of damage that was reduced. This damage cannot be reduced, redirected, or mitigated in any way.

Soul of the Nexus

Associated Skills: Knowledge (arcana), Knowledge (planes), Knowledge (religion), Spellcraft

Associated Veils: Blight of the Elements, Crown of Elemental Mastery, Embodiment of the Gate, Mask of Elemental Adaptation, Pit Fiend’s Shroud, Sabatons of the Storm, Visage of the Faceless, Voice of the Janni,

Planar Detonation (Su)

At 1st level, tapping into the soul of the nexus allows you to call upon the powers of the outer planes to produce a bolt of energy known as a planar detonation. As a standard action, you may fire a ray as a ranged touch attack that deals 1d6 points of damage piercing + 1d6 points at 3rd level, and every 2 levels thereafter.

While wielding a weapon produced by an [enhanced (weapon)] veil, you may make a single attack with that weapon as a full-round action, adding your planar detonation damage to the attack. At 6th level, you may instead make this attack as a standard action.

Nexus Convergence (Su)

At 1st level, 4th level, and every 4 levels thereafter, your ability to tap into the soul of the nexus grants you particular attunement to the outer planes, granting you a nexus convergence. Each time you forge this soul you may reselect these convergences. You may choose to treat your alignment as being the same as a plane you possess a convergence to instead of your own for the purposes of spells and effects whose results vary based on alignment, chosen when you forge this soul. You may change which alignment you are treated as as a standard action.

Each time you gain a convergence, you may advance a convergence you already possess to the next tier, or gain your first tier in a new convergence. If you gain an identical resistance or defense from two different convergences, their benefits stack. Convergence abilities granted by this soul use your Wisdom in place of your Charisma and your class level in place of your nexus level when determining their effects, and those that require a saving throw have a DC equal to 10 + 1/2 your class level + your Wisdom modifier.

Soul of the Radiant

Associated Skills: Diplomacy, Heal, Sense Motive, Survival

Associated Veils: Barrier Belt, Cardinal’s Cape, Collective’s Sacrifice, Fungal Panacea, Grace of the Goddess, Halo of Rejuvenation, Unicorn’s Barding, Words of Revergence

Akashic Bond (Su)

At 1st level, tapping into the soul of the radiant allows you to form an akashic bond with your allies, empowering them and warding them using your essence. As part of investing your essence, you may invest your allies within 60 feet of you with your essence. You may invest up to 1 point of essence into a number of allies equal to your essence capacity at a time. You cannot invest yourself using this ability. Your ally only needs to be within 60 feet of you when the essence is first invested, they may move outside of that area and retain any benefits for the essence invested. To reclaim essence from an ally who is more than 60 feet away, you must burn the essence invested in that ally as part of uninvesting the essence. This ability counts as an essence receptacle for the purposes of abilities that allow you to increase the capacity of your essence receptacles, such as the Enhanced Capacity feat.

Your invested allies gain 5 temporary hit points and a +1 insight bonus to saving throws. The temporary hit points increase by 5 and the bonus to saving throws increases by 1 at 5th level, and every 4 levels thereafter. As long as essence is invested in the ally these temporary hit points do not expire and automatically restore themselves at a rate of 1 per round, plus an additional 1 per round at 5th level, and every 4 levels thereafter (2 per round at 5th, 3 per round at 9th, and so on).

If an ally you have invested essence into becomes diseased, poisoned, or fatigued, you may draw this condition out of the ally and take it upon yourself by drawing the invested essence out of the ally as part of reinvesting your essence.  If the condition originally allowed a saving throw, you may make a new saving throw to resist the effect at its original DC. You may draw multiple conditions from an ally or from multiple allies at the same time, making saving throws for each effect if applicable. When drawing a disease or poison from an ally, this does not remove any negative effects applied by that disease or poison (such as ability damage).

Additionally, you gain 1 point of essence. You gain an additional point of essence at 6th, 12th, and 18th level.

Martyr’s Renewal (Su)

At 3rd level, and every 2 levels thereafter, your ability to draw conditions from your allies and cure yourself of their effects using your akashic bond improves.

3rd level: You gain the ability to draw the shaken and sickened conditions from your allies. Whenever you draw the fatigued condition from an ally, it is automatically cured and you do not suffer its effects.

5th level: You gain the ability to draw the dazed and staggered conditions from your allies. When you draw a disease from an ally, it is automatically cured and you do not suffer its effects.

7th level: You gain the ability to draw the frightened and exhausted conditions from your allies. When you draw the sickened condition from an ally, it is automatically cured and you do not suffer its effects.

9th level: You gain the ability to draw the blinded and deafened conditions from your allies. When you draw a poison from an ally, it is automatically cured and you do not suffer its effects.

11th level: You gain the ability to draw the nauseated condition and curses from your allies. When you draw a curse from an ally, you remove any continuous penalties associated with that curse, but not any of the instantaneous effects (such as damage) it may have applied. When you draw the frightened or exhausted conditions from an ally, those conditions are automatically cured and you do not suffer their effects.

13th level: You gain the ability to draw the paralyzed and stunned conditions from your allies. When you draw the blinded or deafened conditions from an ally, those conditions are automatically cured and you do not suffer their effects.

15th level: When you draw the nauseated condition or a curse from an ally, it is automatically cured and you do not suffer its effects.

17th level: When you draw the paralyzed or stunned conditions from an ally, those conditions are automatically cured and you do not suffer their effects.

Appendix

Collective’s Sacrifice

Descriptors: Healing

Class: Guru, Nexus, Promethean, Radiant, Vizier, Volur

Slot: Headband

Saving Throw: See text

Pulses of translucent energy pulse from your brow outwards towards your allies before pulsing outwards from them, forming a network of rippling energy.

Shaping this veil allows you to form an akashic collective with your allies that allows you to monitor each other's health and request for them to sacrifice their own energy to aid you. As a standard action, you can join a number of willing creatures up to your veilweaving modifier (minimum 1) + 1/4 your veilweaving level (rounded down) within Medium range (100 feet + 10 feet per veilweaver level) of you into your akashic collective. You must have line of sight an effect to add a creature to your akashic collective, but once they have been added they no longer need to remain in line of sight or effect to maintain its benefits, as long as they stay within range. If they leave the range of your collective, they leave the collective. A willing creature can also choose to become unwilling and leave the collective as a free action on their turn. Using this ability additional times allows you to replace collective members with new willing creatures. You are always treated as a member of your own akashic collective.

Members of your akashic collective can sense the relative health, direction, and distance of each other member of the akashic collective, as per the status spell. Whenever a member of your akashic collective would regain hit points, that member can choose to divide those regained hit points as they see fit among the members of the collective.

Additionally; a member of the akashic collective can call for the collective’s aid as an immediate action. When they do so, they roll 1d6 + your veilweaving modifier (minimum 1). Members of the collective may sacrifice a total number of hit points up to or equal to that value to heal the member requesting aid for an equal amount. An individual creature may only request aid using this veil a number of times per day equal to 1 + your veilweaving modifier (minimum 2).

You may also heal another member of your akashic collective using this ability as a standard action. That use doesn’t count against the healed creature’s uses per day of the above ability, and members of the collective must sacrifice hit points to heal the damage as normal.

Essence: For each point of essence invested in this veil, the number of hit points that can be sacrificed to heal a member of the collective increases by 1d6.

Chakra Bind (Headband): Binding this veil to your Headband chakra allows you to pull unwilling creatures into your collective and sacrifice their energy to heal your allies.

As a standard action, you can attempt to add an unwilling creature into your collective. This creature receives a Will saving throw to negate the effect, and counts against the maximum number of creatures in your collective. If adding this creature would put you above your maximum, you must replace a member of your collective with the new creature.

An unwilling creature added to the collective cannot request the collective’s aid, and cannot sense other members of the collective. However, willing members of the collective can sense the creature’s health, distance, and direction. Whenever an unwilling creature regains hit points, they must make a Will saving throw or lose half the healing they would have gained (rounded up, minimum 0) and have that healing dispersed among the willing members of the collective as you see fit.

When healing a member of your collective as a standard action using this veil, you may attempt to heal your allies using the health of an unwilling member of your collective. If you wish to; choose one such creature when using the ability. That creature must make a Will saving throw, or have its HP sacrificed to heal the members of your collective. On a successful save, the creature suffers no damage and your collective is not healed.

Halo of Rejuvenation

Descriptors: Healing

Class: Guru, Nexus, Radiant, Vizier, Volur

Slot: Head

Saving Throw: None

A halo of pure white energy surrounds your head, imbuing your very touch with purified rejuvenation.

Shaping this veil allows you to infuse your touch with healing and protective energy. As a standard action, you can touch a creature and heal it for 1d8 points of damage. Any healing in excess of their maximum hit points becomes temporary hit points. These temporary hit points persist for 10 minutes, plus 10 minutes per point of essence invested in this veil. A single creature may only benefit from this veil a number of times per day equal to 2 + your veilweaving modifier (minimum 3).

Essence: For each point of essence invested in this veil, you heal an additional 1d8 points of damage.

Chakra Bind (Head): Binding this veil to your Head chakra allows you to release a pulse of healing energy as a full-round action that provokes attacks of opportunity, affecting any number of willing creatures of your choice within 15 feet of you with the base effects of this veil. For every 2 points of essence invested in this veil, the range of this ability increases by 5 feet.

Words of Revergence

Descriptors: Healing

Class: Guru, Huay, Promethean, Radiant, Stormbound, Vizier, Volur

Slot: Neck

Saving Throw: None

Your words echo with the powers of the akashic record, able to revert a creature's health to a previous state.

Shaping this veil allows you to speak words to a creature that reverberate through their very being to the akashic record, causing parts of their being to revert to a previous state stored within.As a standard action, you can speak to heal a creature of your choice within Close range (25 feet + 5 feet per two veilweaver levels) of you for 1d6 + your veilweaving modifier points of healing. A single creature can only be healed by this ability a number of times each day equal to 1 + your veilweaving modifier (minimum 2). You must be able to speak at a normal volume to use this ability, but the creature does not need to be able to hear you.

You can also use this ability as a swift action; when doing so, it only heals a number of hit points equal to your veilweaving modifier.

Essence: For each point of essence invested in this veil, the healing you provide a creature affected by this veil increases by 1d6+1. If the healing was provided as a swift action, it is only increased by +2.

Chakra Bind (Neck): Binding this veil to your Neck chakra allows you to further revert a creature’s state, albeit only temporarily, and allows you to revert a creature who has just died back to life.

When you heal a creature using this veil as a standard action, you may suppress any poisons, diseases, penalties caused by disease and poison, blindness, deafness, sickened, nauseated, negative levels, ability damage, ability drain, and ability score penalties that creature is suffering from for a number of rounds equal to 1 + 1 per 2 points of essence in this veil. This only applies to instances of these penalties applied before this ability is used. While suppressed, the duration of these penalties does not expire. If you heal a creature as a swift action, the penalties are instead suppressed until the end of your next turn. A creature can be healed of these conditions while they are suppressed through normal methods.

Additionally, you can use this veil to heal creatures who have died in the past minute. Treat them as if they have a number of negative hit points equal to their Constitution score when applying this healing. If the creature was suffering from another effect that caused them to die besides hit point loss (such as negative levels or Constitution damage), they are returned to life for the duration of the above ability, and then die again after the duration expires unless the effect that caused them to initially die is cured or removed.

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